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Other Projects => Other Games => Topic started by: GuestJr on May 15, 2010, 07:56:28 pm

Title: Fallout: New Vegas
Post by: GuestJr on May 15, 2010, 07:56:28 pm
Hey everyone, I know I'm from a different forums, and there might be a New Vegas topic!
But I'd love to start a conversation on what seems to be a great overhaul of Fallout 3!
If theres another topic about this, you go ahead and delete this one.

But thanks!

Now here's a few things about Fallout: New Vegas that has been confirmed:

- Set in Nevada, most-likely near Vegas.(:P, easy enough)
- A new companion system, much different than the "conversation based" one in F3. Not sure how it works, though.
- Said to have more than double the weapons than F3.
- I believe you are from Vault 21, since in this screenshot it shows your character in a V. 21 uniform.
http://www.gamestop.com/Catalog/ProductScreenshots.aspx?Product_ID=74570&image=9

- It shows a different variety of Super Mutants, and a new TV wielding robot.

A Weapon List! (By Screenshots)

- What looks like a new heavy weapon, not sure what it is, truthfully.
http://www.gamestop.com/Catalog/ProductScreenshots.aspx?Product_ID=74570&image=2

- Golf Club! Four!
http://www.gamestop.com/Catalog/ProductScreenshots.aspx?Product_ID=74570&image=12

- M-16! Finally added.
http://www.gamestop.com/Catalog/ProductScreenshots.aspx?Product_ID=74570&image=14

- What looks like three pipes of rebarb supporting a Concrete Square used as a bludgeon!
http://www.gamestop.com/Catalog/ProductScreenshots.aspx?Product_ID=74570&image=26

Title: Re: Fallout: New Vegas
Post by: Tilla on May 15, 2010, 07:58:13 pm
What's got me more interested is that it's being written by Chris Avellone and some of the other original Fallout games' staff over at Obsidian. New Vegas is based mostly around plans from the original Interplay version of Fallout 3 that was never completed. They also seem to be adding back familiar creatures like the Geckos.
Title: Re: Fallout: New Vegas
Post by: GuestJr on May 15, 2010, 08:22:54 pm
What's got me more interested is that it's being written by Chris Avellone and some of the other original Fallout games' staff over at Obsidian. New Vegas is based mostly around plans from the original Interplay version of Fallout 3 that was never completed. They also seem to be adding back familiar creatures like the Geckos.

Hey there, I'm not too familiar with the past games in the Fallout Series, if you'd like anything added, then just give a holler :D.
Title: Re: Fallout: New Vegas
Post by: Gunner-Chan on May 15, 2010, 08:30:22 pm
- M-16! Finally added.
http://www.gamestop.com/Catalog/ProductScreenshots.aspx?Product_ID=74570&image=14

This shit again... Why is the original Fallout and Fallout 3 the only ones to do it right? Real world weapons don't fit the theming mostly... Besides the Ak-47 which worked only because of the cold war stuff.
Title: Re: Fallout: New Vegas
Post by: GuestJr on May 15, 2010, 08:33:27 pm
@Janet

Now that I think of it, your right. This was altered history, and the M-16 was spawned in '63.
Now in reality, it could be in there, but at the same time it seems fitting for it NOT to be in there.
Title: Re: Fallout: New Vegas
Post by: Dr. Johbson on May 15, 2010, 08:38:39 pm
I've read some very interesting articles about this game. If only I could remember where. I'll for them in a bit. Either way, more Fallout type games is never a bad thing. I wasn't really a fan of Fallout 3 too much, it was good, but it felt lacking, especially for Bethesda.

I'm glad they aren't making this one, though, pleases me very much, since my opinion of the three games of theirs I've played are, Morrorwind > Oblivion > Fallout 3, but I'm unsure how to feel about Obsidian.

Neverwinter Nights 2 was pretty good, better with friends, but what isn't, I've never played through the entire expansion (Mask of the Betrayer)for that game, but what I did, I enjoyed, but recent videos of Alpha Protocol, their newest game, put me off, and I was looking very much forward to it too. Every video I watched, made the game look lame, and terrible. Every interview I read, made it sound awesome, and awesome. It comes out this June, 1st even, so we'll see.
Title: Re: Fallout: New Vegas
Post by: piecewise on May 15, 2010, 08:45:23 pm
@Janet

Now that I think of it, your right. This was altered history, and the M-16 was spawned in '63.
Now in reality, it could be in there, but at the same time it seems fitting for it NOT to be in there.

The great war happened in 2077. Vegas begins in 2280. I think they had plenty of time to invent the m-16 before the bombs dropped.
Title: Re: Fallout: New Vegas
Post by: GuestJr on May 15, 2010, 08:47:19 pm
@Janet

Now that I think of it, your right. This was altered history, and the M-16 was spawned in '63.
Now in reality, it could be in there, but at the same time it seems fitting for it NOT to be in there.

The great war happened in 2077. Vegas begins in 2280. I think they had plenty of time to invent the m-16 before the bombs dropped.

Altered History being the thing that should've been in bold.
In 2077 they SHOULD've had vehicles 10x more efficient than ours, but they had DOS style computers.
Title: Re: Fallout: New Vegas
Post by: Gunner-Chan on May 15, 2010, 08:50:03 pm
It's not the Tech, it's the style. Something with the M-16s capability certainly exists. Just it probably doesn't look like it.
Title: Re: Fallout: New Vegas
Post by: Dr. Johbson on May 15, 2010, 08:52:12 pm
Well, I found the articles I read, then realized their photocopies of articles from a magazine. I have absolutely no idea if publicly linking them would be 'pirating' the magazine, or some nonsense, so I won't until someone tells me otherwise.

It's not the Tech, it's the style. Something with the M-16s capability certainly exists. Just it probably doesn't look like it.
Now that you've mention it, that bugs me too. D=
Title: Re: Fallout: New Vegas
Post by: GuestJr on May 15, 2010, 08:56:26 pm
Tech and Style would've been much different than now.
Even compare vehicle designs, they really show what people (usually) desire in a vehicles design.
So many peoples designs would've been influenced differently.
Title: Re: Fallout: New Vegas
Post by: kalida99 on May 15, 2010, 08:58:54 pm
Hey everyone, I know I'm from a different forums, and there might be a New Vegas topic!
But I'd love to start a conversation on what seems to be a great overhaul of Fallout 3!
If theres another topic about this, you go ahead and delete this one.

But thanks!

Now here's a few things about Fallout: New Vegas that has been confirmed:

- Set in Nevada, most-likely near Vegas.(:P, easy enough)
- A new companion system, much different than the "conversation based" one in F3. Not sure how it works, though.
- Said to have more than double the weapons than F3.
- I believe you are from Vault 21, since in this screenshot it shows your character in a V. 21 uniform.
http://www.gamestop.com/Catalog/ProductScreenshots.aspx?Product_ID=74570&image=9

- It shows a different variety of Super Mutants, and a new TV wielding robot.

A Weapon List! (By Screenshots)

- What looks like a new heavy weapon, not sure what it is, truthfully.
http://www.gamestop.com/Catalog/ProductScreenshots.aspx?Product_ID=74570&image=2

- Golf Club! Four!
http://www.gamestop.com/Catalog/ProductScreenshots.aspx?Product_ID=74570&image=12

- M-16! Finally added.
http://www.gamestop.com/Catalog/ProductScreenshots.aspx?Product_ID=74570&image=14

- What looks like three pipes of rebarb supporting a Concrete Square used as a bludgeon!
http://www.gamestop.com/Catalog/ProductScreenshots.aspx?Product_ID=74570&image=26



*SPOILIES*

- The new companion system is advanced and you can now issue more complicated orders to companions, much better than the original "FOLLOW ME!-STAY HERE!-STAND CLOSE TO ME!-STAND FAR AWAY!-USE MELEE!-MORE DAKKA!"

-you are NOT from vault 21, you are "the courier" you were carring a package when someone shot you. The "TV robot" finds you and carries you to a doctor where the tutorial begins. The new Main quest is to find the person you are supposed to deliver the package to, and why someone wanted you dead.

-The unknown Heavy weapon is, I think a grenade launcher...

-Yes there are new super mutants, and i believe they are tougher than thier eastern brothers ( i think they're called "nightkin")

 The basics of the games are still the same, same engine, same combat, only tweaked, polished, and in a new place.

*end spoilies*

The reason why the fallout universe is not more advanced than ours is that after WW2, rather than take our path and follow computers, and other electronics, instead they went for advanced atomics.
Title: Re: Fallout: New Vegas
Post by: Calhoun on May 15, 2010, 09:02:40 pm
The Style is all '50s. Personally, I'm not a huge fan of the addition of the M-16, as cannon anyways. though in my current fallout 3 game, it's modded to include all manner of 20th century weapons.

I'm very much looking forward to New Vegas. However, I'm even more worried about obsidian handling things than I was about Bethesda. I'm not one of those people who consider's Fallout 3 to be a sacrilege to the greatness that was Fallout. (Mostly because I accept that it's a different game, and that it's not trying to BE fallout, just a decent Open world FPS-RPG hybrid in the fallout universe.) However, Obsidian tends to build things up, and leave HUGE plot holes and loose ends later(See KOTOR 2).

I have no doubt it'll be fun though. I'm looking forward to the PC modding Scene.
Title: Re: Fallout: New Vegas
Post by: Dr. Johbson on May 15, 2010, 09:08:37 pm
I've never played the orginal Fallouts, myself.

However, Obsidian tends to build things up, and leave HUGE plot holes and loose ends later(See KOTOR 2).

Kotor2 was pushed out the door by Lucas Arts for Christmas, I only blame Obsidian for not thinking ahead of time and maybe make one less world. (Or two, considering one world got completely cut.)
Title: Re: Fallout: New Vegas
Post by: Tilla on May 15, 2010, 09:43:19 pm
So computers, robots, power armor and laser cannons can exist but not M16s?
Title: Re: Fallout: New Vegas
Post by: Sixteen on May 15, 2010, 10:56:04 pm
Like the other people said, it's not the tech, it's the style.
Title: Re: Fallout: New Vegas
Post by: Calhoun on May 15, 2010, 10:57:35 pm
Like the other people said, it's not the tech, it's the style.

Exact-a-mundo.

The Protectron's for example, are all based on Robbie the Robot, a Distinctly 50's robot style.
Title: Re: Fallout: New Vegas
Post by: Grakelin on May 16, 2010, 12:07:47 am
Fallout takes place in the 50s future.
Title: Re: Fallout: New Vegas
Post by: Tilla on May 16, 2010, 02:06:05 am
Yes, but did they dream of power armor suits like the BoS in the 50s futurism? Not really. I say it simply isn't a big deal either way of course.
Title: Re: Fallout: New Vegas
Post by: Acanthus117 on May 16, 2010, 02:11:25 am
I so can't wait for this to come out.

I'm loving the ADS and the weapon mods that will come with it. It's like this awesome mod that I got for Fallout 3, where you can mod weapons with scopes and extended magazines and stuff like that.
Title: Re: Fallout: New Vegas
Post by: Moogie on May 16, 2010, 02:18:53 am
I'd love to get excited for New Vegas, but I feel like I'm missing something. Everyone else seems to know something I don't about this, and whatever I'm missing must be pretty huge. Please, could somebody enlighten me?

As far as I understand, NV will use the same engine as F3, same combat system, same interaction with NPCs and objects, etcetera. Features being touted as "new" include "lots of new weapons", a "new location" and "new monsters", all of which I see as being simply content additions that anyone can do (and have done, thousands of times) using the G.E.C.K construction kit and whatever 3D modelling program. I'm not excited for any of that. That's heavy DLC/mod territory.

Second point; I've also heard about the expanded Companion commands and weapon/ammo customisation. The latter admittedly does sound interesting, but the former just sounds like one of the many companion mods that have implemented extensive behavior modifications for companions in Fallout 3, probably far beyond the scope that will be in an unmodded game of NV.

Finally, the point I hear raised most often: that Obsidian are developing it. Well, unless they can do things with the game that an average person cannot create using the G.E.C.K, I still don't see the significance. Is it the story? Will you be buying it for the interesting dialog and quests they'll come up with? I might understand that, but I'm not sure I'd agree about paying full game price for what seems to me like a glorified expansion pack.

I know it sounds like I'm berating the game or wanting to hate it, but I really don't. I just don't understand the excitement, and feel my suspicions will be proven right when I finally play it and realise it's just an updated Fallout 3 with new models and textures. Maybe this hype is being generated mainly by the console crowd, who haven't experienced the huge and incredibly talented modding community-- or perhaps that is the problem? Have I been spoiled by mods so that any new "features" they make official simply feel old and done to me already?

Please prove me wrong. If not just for the story, what should I be excited about?
Title: Re: Fallout: New Vegas
Post by: Sir Pseudonymous on May 16, 2010, 02:39:01 am
Yes, but did they dream of power armor suits like the BoS in the 50s futurism? Not really. I say it simply isn't a big deal either way of course.
Didn't they? (http://en.wikipedia.org/wiki/Powered_exoskeletons_in_fiction) It's been a staple of sci-fi since the 1930s (honestly, I'm kind of surprised the concept didn't appear earlier than that...).

I'd love to get excited for New Vegas, but I feel like I'm missing something. Everyone else seems to know something I don't about this, and whatever I'm missing must be pretty huge. Please, could somebody enlighten me?

As far as I understand, NV will use the same engine as F3, same combat system, same interaction with NPCs and objects, etcetera. Features being touted as "new" include "lots of new weapons", a "new location" and "new monsters", all of which I see as being simply content additions that anyone can do (and have done, thousands of times) using the G.E.C.K construction kit and whatever 3D modelling program. I'm not excited for any of that. That's heavy DLC/mod territory.

Second point; I've also heard about the expanded Companion commands and weapon/ammo customisation. The latter admittedly does sound interesting, but the former just sounds like one of the many companion mods that have implemented extensive behavior modifications for companions in Fallout 3, probably far beyond the scope that will be in an unmodded game of NV.

Finally, the point I hear raised most often: that Obsidian are developing it. Well, unless they can do things with the game that an average person cannot create using the G.E.C.K, I still don't see the significance. Is it the story? Will you be buying it for the interesting dialog and quests they'll come up with? I might understand that, but I'm not sure I'd agree about paying full game price for what seems to me like a glorified expansion pack.

I know it sounds like I'm berating the game or wanting to hate it, but I really don't. I just don't understand the excitement, and feel my suspicions will be proven right when I finally play it and realise it's just an updated Fallout 3 with new models and textures. Maybe this hype is being generated mainly by the console crowd, who haven't experienced the huge and incredibly talented modding community-- or perhaps that is the problem? Have I been spoiled by mods so that any new "features" they make official simply feel old and done to me already?

Please prove me wrong. If not just for the story, what should I be excited about?
It's being made by a professional dev studio, instead of some kid in a basement? My experience with Fallout 3 mods (or really, any moddable game (like NWN)) is that the general quality is horrible, and while there may be a handful out of thousands that are actually worth using, some things, like voice acting, are beyond the means of all but the largest projects, and I've never seen one of those come to fruition...
Title: Re: Fallout: New Vegas
Post by: Tilla on May 16, 2010, 03:07:36 am
Mostly the reasons I'm excited is that it's being made by the people who made the first two games for the most part. While the engine is the same, much of the content is stuff that would have been in the cancelled 'Van Buren' project - including the towns and lore of post-apocalyptic Nevada (although Van Buren would have covered several other states as well). I am expecting more non-combat options than Fallout 3 had.

While it's true that many of the new touted features that people mention can be modded in, it isn't exactly polished work - I have consistent crashes, collision problems, and more. Not to mention that modded companions really tend to fuck up DLC areas.

Most of all I'm just looking forward to stumbling into new things and new areas in uncharted territory (i've been over the capital so many times now). And all the new mods that will surely come with it.
Title: Re: Fallout: New Vegas
Post by: Jackrabbit on May 16, 2010, 03:07:58 am
I am looking forward to this game.

And yet the M-16 bugs the hell out of me. Which is odd because the H&K exists in that universe. I think it's because the M-16 looks too silly to be a 'gritty, post-apocalyptic Fallout gun' and not silly enough to be a 'laser/teddy bear launcher/plasma funny looking Fallout gun'.
Title: Re: Fallout: New Vegas
Post by: Sir Pseudonymous on May 16, 2010, 03:19:45 am
Aren't M-16s too fragile to get by in harsh conditions without almost constant maintenance, anyways? Or ideal conditions, for that matter?
Title: Re: Fallout: New Vegas
Post by: Jackrabbit on May 16, 2010, 03:21:37 am
That's a good point. It's really hard to repair them and they wouldn't have lasted the 200 years anyway.

EDIT: that said, everything in Fallout is built to last, absolutely everything.
Title: Re: Fallout: New Vegas
Post by: Dakorma on May 16, 2010, 03:58:11 am
Yes, but did they dream of power armor suits like the BoS in the 50s futurism? Not really. I say it simply isn't a big deal either way of course.
Didn't they? (http://en.wikipedia.org/wiki/Powered_exoskeletons_in_fiction) It's been a staple of sci-fi since the 1930s (honestly, I'm kind of surprised the concept didn't appear earlier than that...).

I'd love to get excited for New Vegas, but I feel like I'm missing something. Everyone else seems to know something I don't about this, and whatever I'm missing must be pretty huge. Please, could somebody enlighten me?

As far as I understand, NV will use the same engine as F3, same combat system, same interaction with NPCs and objects, etcetera. Features being touted as "new" include "lots of new weapons", a "new location" and "new monsters", all of which I see as being simply content additions that anyone can do (and have done, thousands of times) using the G.E.C.K construction kit and whatever 3D modelling program. I'm not excited for any of that. That's heavy DLC/mod territory.

Second point; I've also heard about the expanded Companion commands and weapon/ammo customisation. The latter admittedly does sound interesting, but the former just sounds like one of the many companion mods that have implemented extensive behavior modifications for companions in Fallout 3, probably far beyond the scope that will be in an unmodded game of NV.

Finally, the point I hear raised most often: that Obsidian are developing it. Well, unless they can do things with the game that an average person cannot create using the G.E.C.K, I still don't see the significance. Is it the story? Will you be buying it for the interesting dialog and quests they'll come up with? I might understand that, but I'm not sure I'd agree about paying full game price for what seems to me like a glorified expansion pack.

I know it sounds like I'm berating the game or wanting to hate it, but I really don't. I just don't understand the excitement, and feel my suspicions will be proven right when I finally play it and realise it's just an updated Fallout 3 with new models and textures. Maybe this hype is being generated mainly by the console crowd, who haven't experienced the huge and incredibly talented modding community-- or perhaps that is the problem? Have I been spoiled by mods so that any new "features" they make official simply feel old and done to me already?

Please prove me wrong. If not just for the story, what should I be excited about?
It's being made by a professional dev studio, instead of some kid in a basement? My experience with Fallout 3 mods (or really, any moddable game (like NWN)) is that the general quality is horrible, and while there may be a handful out of thousands that are actually worth using, some things, like voice acting, are beyond the means of all but the largest projects, and I've never seen one of those come to fruition...
Hmm as to neverwinter nights I can name off hand at least 13 mods that are better than the original campaign, at least for NWN 1, which in my opinion is the only one that is any good on a base level. Almraiven, shadewood, soul shaker, the bastard of kosigan series(four currently in english if you understand french get the french versions), tortured hearts one and two, the hex coda, a tangled web one and two, honor among thieves, Elegia eternum, Maugeter, Runes of Blood, a twisted web one and two. And I've already gone over thirteen in the thirty second's I've been thinking. I can also think of in the thousands of video games of about two score that deserve to truly be played. It's called sturgeons law, 90% of everything is crap.

As too fallout 3 or Oblivion mods I can once again think of a score for each that are good. Also if you need voice acting to play something you miss out on allot of things, and I would also question why you are even on these forums.
Title: Re: Fallout: New Vegas
Post by: Sir Pseudonymous on May 16, 2010, 04:44:16 am
As too fallout 3 or Oblivion mods I can once again think of a score for each that are good.
while there may be a handful out of thousands that are actually worth using
Yes, there are good mods, but none of them compare in scale or polish to professional work, and serve more as minor tweaks of said work.
Quote
Also if you need voice acting to play something you miss out on allot of things, and I would also question why you are even on these forums.
It comes across as amateurish and out of place, especially when generic lines of dialog are used with completely different text. This isn't really a problem for games where there's not audio for most lines, but when everything has it, it's quite jarring to get a blank stare with lines of (frequently poorly written/spelled) text.
Title: Re: Fallout: New Vegas
Post by: fenrif on May 16, 2010, 08:58:38 am
Also if you need voice acting to play something you miss out on allot of things, and I would also question why you are even on these forums.

You aren't allowed to like any games that aren't DF and be on these forums. Especially in the other games section.

Title: Re: Fallout: New Vegas
Post by: Calhoun on May 16, 2010, 09:49:57 am
I'd love to get excited for New Vegas, but I feel like I'm missing something. Everyone else seems to know something I don't about this, and whatever I'm missing must be pretty huge. Please, could somebody enlighten me?

As far as I understand, NV will use the same engine as F3, same combat system, same interaction with NPCs and objects, etcetera. Features being touted as "new" include "lots of new weapons", a "new location" and "new monsters", all of which I see as being simply content additions that anyone can do (and have done, thousands of times) using the G.E.C.K construction kit and whatever 3D modelling program. I'm not excited for any of that. That's heavy DLC/mod territory.

Second point; I've also heard about the expanded Companion commands and weapon/ammo customisation. The latter admittedly does sound interesting, but the former just sounds like one of the many companion mods that have implemented extensive behavior modifications for companions in Fallout 3, probably far beyond the scope that will be in an unmodded game of NV.
The Expanded companion commands are definitively Better than any companion overhaul mod for fallout 3, at least in usability vs functionality. Just because the engine is the same doesn't mean it doesn't go through improvement. I'd say the biggest change here is going to be with the new reputation system and the way factions interact with each other and you. I'm sure we'll see more reasons when it releases

Finally, the point I hear raised most often: that Obsidian are developing it. Well, unless they can do things with the game that an average person cannot create using the G.E.C.K, I still don't see the significance. Is it the story? Will you be buying it for the interesting dialog and quests they'll come up with? I might understand that, but I'm not sure I'd agree about paying full game price for what seems to me like a glorified expansion pack.

I know it sounds like I'm berating the game or wanting to hate it, but I really don't. I just don't understand the excitement, and feel my suspicions will be proven right when I finally play it and realise it's just an updated Fallout 3 with new models and textures. Maybe this hype is being generated mainly by the console crowd, who haven't experienced the huge and incredibly talented modding community-- or perhaps that is the problem? Have I been spoiled by mods so that any new "features" they make official simply feel old and done to me already?

Please prove me wrong. If not just for the story, what should I be excited about?
Obsidian most definitively can do things that even the most talented modder cannot do with the G.E.C.K. It's not like that's all they are using to make it. I'm hoping for it to have a bit more engaging of a main storyline myself. I'm sure it's not just going to be Fallout 3 with new models and textures, (I already HAVE new textures!  :P). You've not been spoiled by mods, or at least, I hope you haven't been, and if you have, I wanna know what mods your using. I've got 100+ and I can hardly wait for New Vegas to be released.
Title: Re: Fallout: New Vegas
Post by: nenjin on May 16, 2010, 12:06:02 pm
I hope that:

-They get more time to finish than Bethesda did. So much stuff in FO3 that screamed "wanted to do better, had no time."
-Following that, I hope they do a better job of balancing...well, everything. Tons of crap in FO3 that there was either way too much of, or not nearly enough of.

Oh and I hope they opt not to go the "open wasteland route." I've had my fill of that design style for like, ever, thanks to all the Bethesda games.
Title: Re: Fallout: New Vegas
Post by: Moogie on May 16, 2010, 02:41:04 pm
I understand everyone's points. I guess I'll wait and see. I'm still not really excited for it, but as they say, quality will speak for itself. :)

I've been hurt by the hype machine before, so perhaps I'm just feeling overly skeptical.
Title: Re: Fallout: New Vegas
Post by: GuestJr on May 16, 2010, 03:15:40 pm
I like Bethesda's system, to a point.
But going ten bajillion miles to get to a mission takes too much time.
The AI was a bit wacked out, if you get what I mean.

Raiders Wielding Bats, "Hey, lets go attack that guy who has a fatman!"
Title: Re: Fallout: New Vegas
Post by: chaoticag on May 16, 2010, 03:35:32 pm
I understand everyone's points. I guess I'll wait and see. I'm still not really excited for it, but as they say, quality will speak for itself. :)

I've been hurt by the hype machine before, so perhaps I'm just feeling overly skeptical.
In general, I keep myself in the dark nowadays when it comes to games, that way, every feature ever is a surprise, and nice. Game designers have a horrible habit of telling us what to expect, and what we are supposed to be surprised by.
Title: Re: Fallout: New Vegas
Post by: Dakorma on May 16, 2010, 03:38:48 pm
Working my way backwards.
I understand everyone's points. I guess I'll wait and see. I'm still not really excited for it, but as they say, quality will speak for itself. :)

I've been hurt by the hype machine before, so perhaps I'm just feeling overly skeptical.
In general, I keep myself in the dark nowadays when it comes to games, that way, every feature ever is a surprise, and nice. Game designers have a horrible habit of telling us what to expect, and what we are supposed to be surprised by.
See the line 4 things down.
I like Bethesda's system, to a point.
But going ten bajillion miles to get to a mission takes too much time.
The AI was a bit wacked out, if you get what I mean.

Raiders Wielding Bats, "Hey, lets go attack that guy who has a fatman!"

Yeah you wouldn't like daggerfall then.

AI is has always been sucky in bethesda games.

Mods can make that better to an extent.
I understand everyone's points. I guess I'll wait and see. I'm still not really excited for it, but as they say, quality will speak for itself. :)

I've been hurt by the hype machine before, so perhaps I'm just feeling overly skeptical.
Hype is and always will be shit, don't fall for any of it. Tentatively hold on to hope that something vaguely resembling the hype will come out, but never expect them to put out something that lives up to it.
I hope that:

-They get more time to finish than Bethesda did. So much stuff in FO3 that screamed "wanted to do better, had no time."
-Following that, I hope they do a better job of balancing...well, everything. Tons of crap in FO3 that there was either way too much of, or not nearly enough of.

Oh and I hope they opt not to go the "open wasteland route." I've had my fill of that design style for like, ever, thanks to all the Bethesda games.
Bethesda had about four and a half years to finish it, Obsidean has been developing it for about 1 and a half now. Bethesda had plenty of time to polish it.

Indeed I hope they do too, I would be more worried about fallout 2 syndrome. IE masses and masses of bugs on release.

They are taking the open wasteland route.
I'd love to get excited for New Vegas, but I feel like I'm missing something. Everyone else seems to know something I don't about this, and whatever I'm missing must be pretty huge. Please, could somebody enlighten me?

As far as I understand, NV will use the same engine as F3, same combat system, same interaction with NPCs and objects, etcetera. Features being touted as "new" include "lots of new weapons", a "new location" and "new monsters", all of which I see as being simply content additions that anyone can do (and have done, thousands of times) using the G.E.C.K construction kit and whatever 3D modelling program. I'm not excited for any of that. That's heavy DLC/mod territory.

Second point; I've also heard about the expanded Companion commands and weapon/ammo customisation. The latter admittedly does sound interesting, but the former just sounds like one of the many companion mods that have implemented extensive behavior modifications for companions in Fallout 3, probably far beyond the scope that will be in an unmodded game of NV.
The Expanded companion commands are definitively Better than any companion overhaul mod for fallout 3, at least in usability vs functionality. Just because the engine is the same doesn't mean it doesn't go through improvement. I'd say the biggest change here is going to be with the new reputation system and the way factions interact with each other and you. I'm sure we'll see more reasons when it releases

Finally, the point I hear raised most often: that Obsidian are developing it. Well, unless they can do things with the game that an average person cannot create using the G.E.C.K, I still don't see the significance. Is it the story? Will you be buying it for the interesting dialog and quests they'll come up with? I might understand that, but I'm not sure I'd agree about paying full game price for what seems to me like a glorified expansion pack.

I know it sounds like I'm berating the game or wanting to hate it, but I really don't. I just don't understand the excitement, and feel my suspicions will be proven right when I finally play it and realise it's just an updated Fallout 3 with new models and textures. Maybe this hype is being generated mainly by the console crowd, who haven't experienced the huge and incredibly talented modding community-- or perhaps that is the problem? Have I been spoiled by mods so that any new "features" they make official simply feel old and done to me already?

Please prove me wrong. If not just for the story, what should I be excited about?
Obsidian most definitively can do things that even the most talented modder cannot do with the G.E.C.K. It's not like that's all they are using to make it. I'm hoping for it to have a bit more engaging of a main storyline myself. I'm sure it's not just going to be Fallout 3 with new models and textures, (I already HAVE new textures!  :P). You've not been spoiled by mods, or at least, I hope you haven't been, and if you have, I wanna know what mods your using. I've got 100+ and I can hardly wait for New Vegas to be released.
Yes, but remember almost all the "new" features you can see, are taken almost certainly deliberately from popular mods. Just made better integrated because they have source code access.

Second verse same as the first. Except with a reference on how Fallout 3 as a base game isn't all that good.
Also if you need voice acting to play something you miss out on allot of things, and I would also question why you are even on these forums.

You aren't allowed to like any games that aren't DF and be on these forums. Especially in the other games section.


Not saying that, I'm saying that if you play a game like dwarf fortress which embraces minimalism in everything but depth. You have no reason to complain about lack of aesthetics.
As too fallout 3 or Oblivion mods I can once again think of a score for each that are good.
while there may be a handful out of thousands that are actually worth using
Yes, there are good mods, but none of them compare in scale or polish to professional work, and serve more as minor tweaks of said work.
Quote
Also if you need voice acting to play something you miss out on allot of things, and I would also question why you are even on these forums.
It comes across as amateurish and out of place, especially when generic lines of dialog are used with completely different text. This isn't really a problem for games where there's not audio for most lines, but when everything has it, it's quite jarring to get a blank stare with lines of (frequently poorly written/spelled) text.
Cube a mod the dev's themselves have said rivals the DLC for quality and length, OOO gets rid of the level scaling and adds a shit ton more features, is regarded by many fans and some dev's to be what Oblivion should or could have been, Integration, a quest mod adding around 50 hours of gameplay, it's not voiced, but is regarded by fans as a better, more lore correct main quest to oblivion, the underdark, regarded as a massive expansion pack by the dev's and fans alike. Also let's not forget the fact that there are around two thousand spelling errors in oblivion default, and the voice acting itself is jarring. Yes the majority of them are small tweaks, but there are at least twenty for each game that are not. As to games them selves, to apply sturgeons law to them, how many Atari games are good out of the thousands there are, about two score. How about NES and SNES games out of the thousands there are, about two and a half score. How about N64 games out of the thousand or so there are, about a score. How about PS and PS2 games out of the thousands there are, about three score. Sturgeons law applies to EVERYTHING. Ninety percent of everything is crap.


Which would you prefer silence, or a voice like a seventeen year old nasely voiced kid on a bad mic?
Title: Re: Fallout: New Vegas
Post by: Grakelin on May 16, 2010, 03:41:44 pm
Quote tags are your friend.

Unless you stream of conciousness'd that whole thing. Then legibility is your friend.

I found OOO extremely frustrating, though. It was forcing me to grind.
Title: Re: Fallout: New Vegas
Post by: Dakorma on May 16, 2010, 03:56:06 pm
Quote tags are your friend.

Unless you stream of conciousness'd that whole thing. Then legibility is your friend.

I found OOO extremely frustrating, though. It was forcing me to grind.
I actually I wrote it about three times but accidentally miss clicked with two of them and clicked a bookmark rather than a tab and lost it. by the time I wrote the third one I just wanted it done. As to OOO it does have some grinding but you can generally level up fast enough it's not a problem. It also presents goals to you very early on, the magic imp at the end of sideways cave being the most obvious one. Most of the starter guild quests are doable at level one bar one or two. It's also better to have a challenge to overcome than enemies that constantly level with you, bar beasts. I'll probably go back and edit my post with quote tags now, it's perfectly legible to me, but then again I wrote it.
Title: Re: Fallout: New Vegas
Post by: Grakelin on May 16, 2010, 04:01:23 pm
It's true that the starter guild quests are doable at level one. However, the only one you can get to without dying horribly is the Thieve's Guild, and that's only really doable because it's just a straight run to the guy's house. Afterwards, you get a fence up in Nord Town. Walking there is a harrowing experience, wherein snow leopards chase you everywhere. Not to mention Frost Minotaurs.
Title: Re: Fallout: New Vegas
Post by: Dakorma on May 16, 2010, 04:17:18 pm
It's true that the starter guild quests are doable at level one. However, the only one you can get to without dying horribly is the Thieve's Guild, and that's only really doable because it's just a straight run to the guy's house. Afterwards, you get a fence up in Nord Town. Walking there is a harrowing experience, wherein snow leopards chase you everywhere. Not to mention Frost Minotaurs.

The best way to get to Nord Town as a newb is to head to Chorral, try to avoid the bandits that may or may not spawn on one of the hills. Then head to japhre to get your horse, a decent set of armor and a weapon. After that take the road east from Chorral to Nord Town, it's relatively safe, and with the horsey you can out run almost everything. After you get the horse everything is golden for travel. Near Anvil there is a cave inhabited by goblins, this can easily be done at around level 3. Inside this cave near a dead end is a daedric dagger in some cave in rubble. The first 3 dark brotherhood quests can also be done fairly early. The pirate is a hard fight, but doable. Cheydinhall is relatively easy to get to if you go the long way or if you have a horse. Roads are your friend, use them. Only time I recommend going off the path is to avoid the trigger zone of the highwayman at the fort on the way to Chorral.

That should be about all you need to get started in OOO.
Title: Re: Fallout: New Vegas
Post by: Grakelin on May 16, 2010, 04:23:08 pm
I'm going to find my disc and test this out, but I warn you, I've attempted the run MANY times. One one trip to Chorral I was suddenly caught in a battle between some giants and some bandits, which, while very interesting and cool, made it impossible for me to progress.
Title: Re: Fallout: New Vegas
Post by: Calhoun on May 16, 2010, 06:02:08 pm
I'm going to find my disc and test this out, but I warn you, I've attempted the run MANY times. One one trip to Chorral I was suddenly caught in a battle between some giants and some bandits, which, while very interesting and cool, made it impossible for me to progress.

You know, I think i'm going to try this too. I never played Oblivion with OOO, but i've been meaning to replay Oblivion, and this sounds like a way to spice things up.
Title: Re: Fallout: New Vegas
Post by: Creaca on May 16, 2010, 09:44:29 pm
Skip this if you want out of a Mod Rant:
Holy crap, where did the great mods go? Remember the mods for Morrowind? Massive floating castles with the ability to teleport over every major city, a mod that added fishing complete with pilot-able boat and submarine, Ridable Cliff racers and Gaurs, Vivic Expanded, oh and the Vampire Mod was amazing.

 Oblivion is just nude mod after nude mod, with a handful of poorly done housing mods. Fallout is more of the same, with some 'Realism' mods that chew up the setting and flavor of the game and spit it out. Don't get me wrong, there are some gems in the muck, but nothing calls to me like the older mods.

I don't know, maybe I'm just nostalgic, and I'm taking it out on the few good mods for Oblivion and Fallout, but I still can't help but feel disappointed.

Rant over. Sorry, I had to get that off my chest.

On Topic
 I'm really looking forward to this game. I love Fallout 1 and 2 unconditionally, and I really did enjoy Fallout 3. I enjoy the products made by Obsidian, but I am a little worried. Neverwinter Nights 2 was a fun single player game although a little buggy, but the multiplayer was utterly broken, and that's what gave the original the serious longevity that still has hundreds of people playing it today.

KOTOR 2 was great, in a lot of ways the story was a hell of a lot deeper than the original, but they had to rush it, leaving a very unsatisfying ending.
Title: Re: Fallout: New Vegas
Post by: Tilla on May 16, 2010, 10:33:50 pm
I've found a lot of awesome mods for Fallout 3, maybe you just don't know how to look anymore Creaca? :P My mod load order is well over 50 files currently, and many of them fit the game well, especially the Wanderer's Edition.
Title: Re: Fallout: New Vegas
Post by: Grakelin on May 17, 2010, 12:57:38 am
The mods for Oblivion were amazing, I don't think you're looking hard enough if you can't find them.

Hint: They'll be on the top of the top ten lists.

MMM was my fave. <3
Title: Re: Fallout: New Vegas
Post by: Tilla on May 17, 2010, 01:20:50 am
The mods for Oblivion were amazing, I don't think you're looking hard enough if you can't find them.

Hint: They'll be on the top of the top ten lists.

MMM was my fave. <3

Yah, MMM is pretty essential (and has been continued into Fallout 3 as well)
Title: Re: Fallout: New Vegas
Post by: Dr. Johbson on May 17, 2010, 01:26:21 am
I had more fun getting my massive collection of mods working for Oblivion/Fallout 3 than I did playing either or them. Thats not saying I didn't like either game, but I really enjoyed finding out what was wrong and getting them to work for me more than the game it's self.
Title: Re: Fallout: New Vegas
Post by: Acanthus117 on May 17, 2010, 02:33:10 am
MMM is epic.

FMK is essential for me, as well as various fixes and tweaks.
Title: Re: Fallout: New Vegas
Post by: GuestJr on May 17, 2010, 02:46:27 pm
MMM is epic.

FMK is essential for me, as well as various fixes and tweaks.
Fall Out Overhaul Kit, AKA: FOOK is good.
i think they have FOOK2 or FOOKU out or something also.
Title: Re: Fallout: New Vegas
Post by: a1s on May 17, 2010, 06:06:36 pm
Besides the Ak-47 which worked only because of the cold war stuff.
the what, now? I'm sure what you meant to say was "AK-112 5mm Assault Rifle" (it's also, for some reason, Chinese...?). There is no AK-47*, M-16 or G3A3 in the real fallouts. They had some in Tactics, but that game is more Twilight 2000, then it is Fallout, robots and lasers notwithstanding.
_____________________________________________________
*well seeing as how they have the AK series, the old man himself was probably in the time-line, but you also have to realize that in 2077 an AK-47 would be about as old+ as a Winchester 1873 (or to use another Russian example the Mosin M1891) is now. Still deadly, but in the immortal words of Indiana Jones "belongs in a museum"
+And by "old" I mean the design- one could conceivably still get a new M1891 (heck, one can probably make a M891 in shop class, they aren't that hard to make, if you're into this sort of thing.)
Title: Re: Fallout: New Vegas
Post by: Sir Pseudonymous on May 17, 2010, 07:11:23 pm
I believe that the contemporary chinese assault rifles are canonically a continuation of the AK line. So AK-47s existed, they'd just have been antique pieces of junk by 2077, and probably ended up even worse off after two hundred years in a post apocalyptic wasteland.
Title: Re: Fallout: New Vegas
Post by: Dakorma on May 17, 2010, 07:34:41 pm
I believe that the contemporary chinese assault rifles are canonically a continuation of the AK line. So AK-47s existed, they'd just have been antique pieces of junk by 2077, and probably ended up even worse off after two hundred years in a post apocalyptic wasteland.
AK's are fuxing tough, they are also VERY easy to make in a proper machine shop with the proper skill. I wouldn't doubt the Kalash survived in use a VERY long time. It's also one of the easiest guns to modify do to the relative simplicity of it's mechanism and housing. They are famous for being guns you could essentially leave burried in 6 feet of sand come back 1 month later, dig it out, replace the ammo, and then shoot someone with it. Add in that as we know from Chinese Terracotta Army that chromium plating can make metal last hundreds of years without corrosion. I wouldn't doubt there are some AK/47's out there in the wastes.
Title: Re: Fallout: New Vegas
Post by: Sir Pseudonymous on May 17, 2010, 07:52:06 pm
Which are presumably virtues the later models in the lore exemplified even more. So, while an AK-47 could conceivably last that long, it's far more likely that it would be neglected in favor of a similar, but superior weapon. Hence the scarcity/practical nonexistence.
Title: Re: Fallout: New Vegas
Post by: Dakorma on May 17, 2010, 08:26:41 pm
Which are presumably virtues the later models in the lore exemplified even more. So, while an AK-47 could conceivably last that long, it's far more likely that it would be neglected in favor of a similar, but superior weapon. Hence the scarcity/practical nonexistence.
Yeah, just saying that they would still be around, considering that there are at least 100,000 of them today, and many MANY more being produced each day.
Title: Re: Fallout: New Vegas
Post by: Sir Pseudonymous on May 17, 2010, 08:31:48 pm
I thought it was AK-74s that were being produced today? Also, divergent timelines and whatnot.
Title: Re: Fallout: New Vegas
Post by: Dakorma on May 17, 2010, 08:38:30 pm
I thought it was AK-74s that were being produced today? Also, divergent timelines and whatnot.
AK/47s are still being made quite often, they are even used in actual armies and defense forces. It's one of the most enduring weapons in the world.
Title: Re: Fallout: New Vegas
Post by: a1s on May 17, 2010, 08:50:03 pm
first of all:
Also, divergent timelines and whatnot.
that.

I still believe that AK-47 would be hard to find in 2077, and the fact that there is some production of AK-47s still going on (in poorer countries), is not as significant as it seems. The M1891 (and it's variants) was manufactured well into the 50s, but you would be hard-pressed to find serious people using them now.
Title: Re: Fallout: New Vegas
Post by: Dakorma on May 17, 2010, 09:10:41 pm
first of all:
Also, divergent timelines and whatnot.
that.

I still believe that AK-47 would be hard to find in 2077, and the fact that there is some production of AK-47s still going on (in poorer countries), is not as significant as it seems. The M1891 (and it's variants) was manufactured well into the 50s, but you would be hard-pressed to find serious people using them now.

Here are some countries using AK/47s, Bulgaria, GDR(defunct country but still listed), Iran, North Korea, Poland, India, Pakistan, Egypt and Greece. Most are/were fairly wealthy nations, they use them not because they are cheap, and they are, but because they are reliable pieces of weapon. And can last DECADES of combat.
Title: Re: Fallout: New Vegas
Post by: a1s on May 17, 2010, 09:34:47 pm
Here are some countries using AK/47s, Bulgaria, GDR(defunct country but still listed), Iran, North Korea, Poland, India, Pakistan, Egypt and Greece. Most are/were fairly wealthy nations, they use them not because they are cheap, and they are, but because they are reliable pieces of weapon.
Bulgaria, North Korea, Greece and Pakistan are quite poor. They are not poor like Ethiopia (who make their own AK-47s) or Tanzania, but people there don't earn 10% of what people in USA do. The rest on your list are no picnic either.
DDR is not real. hasn't been for 20 years now. I'm sure there are various militias and whatnot that use them in what used to be DDR, but Bundeswehr doesn't use it.
And can last DECADES of combat.
I'm sure you meant decades of training. AKs are not magical, They are subject to wear and tear (well... wear) just like any other rifle. They might last a bit longer without service, but in active combat you can expect to need spare parts before the year is out (and probably before than, if you're using an Ethiopian knock-off).
Title: Re: Fallout: New Vegas
Post by: Jackrabbit on May 17, 2010, 09:59:39 pm
You have to remember that in the Fallout universe everything, everything is built to withstand extreme conditions. Absolutely everything. Case in point: you can still eat apple pies 200 years after nuclear bombs ravaged the continent.
Title: Re: Fallout: New Vegas
Post by: Sir Pseudonymous on May 17, 2010, 10:03:47 pm
Except most guns wear down to uselessness after firing a single clip...
Title: Re: Fallout: New Vegas
Post by: Dakorma on May 17, 2010, 10:19:13 pm
Here are some countries using AK/47s, Bulgaria, GDR(defunct country but still listed), Iran, North Korea, Poland, India, Pakistan, Egypt and Greece. Most are/were fairly wealthy nations, they use them not because they are cheap, and they are, but because they are reliable pieces of weapon.
Bulgaria, North Korea, Greece and Pakistan are quite poor. They are not poor like Ethiopia (who make their own AK-47s) or Tanzania, but people there don't earn 10% of what people in USA do. The rest on your list are no picnic either.
DDR is not real. hasn't been for 20 years now. I'm sure there are various militias and whatnot that use them in what used to be DDR, but Bundeswehr doesn't use it.
And can last DECADES of combat.
I'm sure you meant decades of training. AKs are not magical, They are subject to wear and tear (well... wear) just like any other rifle. They might last a bit longer without service, but in active combat you can expect to need spare parts before the year is out (and probably before than, if you're using an Ethiopian knock-off).
Indeed I did, minor flub I apologize. Noticed you didn't mention Pakistan whom also make their own AK/47s which they reverse engineered themselves instead decided to pick on Ethiopia. GDR are still valid, and god has it really been 20 years now, I was just a kid looking at joining the army then. They would probably still be using AKs if they were still around. You can also make the spare parts yourself if need be. To see how relatively simple the parts of the mechanism are take a look at this, http://www.liveleak.com/view?i=04b_1231535877. Frame rate is choppy but you can get the jist of it. Sure you'd probably be better off with the .32 if you needed to repair something. But is still simpler than the AR-15 that the US uses, which is still simple as all hell. (http://i49.tinypic.com/14udz7k.jpg) Gun's are easy to make and repair with the proper knowledge and tools.

As to jackrabbit indeed.

And to Sir really long complex word, That's only in fallout 3, which was crap.
Title: Re: Fallout: New Vegas
Post by: Jackrabbit on May 17, 2010, 10:20:56 pm
Except most guns wear down to uselessness after firing a single clip...

Hey, it has been 200 years. Things can only be weatherproofed so far.

No, but really, the obvious answer is - it's a game and it's a shitty feature. Other than that I enjoyed Fallout 3, though.
Title: Re: Fallout: New Vegas
Post by: Sir Pseudonymous on May 17, 2010, 10:25:29 pm
Except most guns wear down to uselessness after firing a single clip...

Hey, it has been 200 years. Things can only be weatherproofed so far.
:3
Title: Re: Fallout: New Vegas
Post by: Jackrabbit on May 17, 2010, 10:30:23 pm
Smileys give me no indication on your stance.

Do you agree, not agree, what?
Title: Re: Fallout: New Vegas
Post by: a1s on May 17, 2010, 10:40:37 pm
Noticed you didn't mention Pakistan whom also make their own AK/47s which they reverse engineered themselves instead decided to pick on Ethiopia.
Actually many countries make a variant of the AK. The most famous would be Galil (Israel) and Type-56 (China). Or Russia for that matter (AK-74/AK-107 and many other AKs).
You can also make the spare parts yourself if need be. Sure you'd probably be better off with the .32 if you needed to repair something. But is still simpler than the AR-15 that the US uses, which is still simple as all hell.
That's the thing- you don't have to. Not in any professional western army. You need to take it apart, clean it, oil it, put it back the way it was. Repair will be done by other, qualified, people, probably a good deal away from the front line. If ,on the other hand, you are a Pakistani warlord, it might make sense for you to have low grade, but easy to maintain equipment (the passing of a weapon from military to paramilitary use (or from rich militaries to poor ones) is how you know it has become more outdated)
Title: Re: Fallout: New Vegas
Post by: Dakorma on May 17, 2010, 11:35:41 pm
Noticed you didn't mention Pakistan whom also make their own AK/47s which they reverse engineered themselves instead decided to pick on Ethiopia.
Actually many countries make a variant of the AK. The most famous would be Galil (Israel) and Type-56 (China). Or Russia for that matter (AK-74/AK-107 and many other AKs).
You can also make the spare parts yourself if need be. Sure you'd probably be better off with the .32 if you needed to repair something. But is still simpler than the AR-15 that the US uses, which is still simple as all hell.
That's the thing- you don't have to. Not in any professional western army. You need to take it apart, clean it, oil it, put it back the way it was. Repair will be done by other, qualified, people, probably a good deal away from the front line. If ,on the other hand, you are a Pakistani warlord, it might make sense for you to have low grade, but easy to maintain equipment (the passing of a weapon from military to paramilitary use (or from rich militaries to poor ones) is how you know it has become more outdated)

But we're talking about it in reference to Fallout, not in reference to the real world. In Fallout, you wouldn't have the skilled labor to repair it for you, or the skilled labor would be a wastelander just like you. Would you trust Moira with your guns? I'm saying that the AK would have survived for that primary reason. No skilled labor exists, so you have to have easy to maintain, repair and rebuild guns, or cheap VERY easily homemade things like muskets. Hell why do you think the US hasn't fully replaced the AR-15, for those exact reasons. It's easy to maintain, repair and rebuild. They are simple enough and good enough, that the trade offs for "better" ones are simply too much.
Title: Re: Fallout: New Vegas
Post by: a1s on May 18, 2010, 01:29:18 am
But we're talking about it in reference to Fallout, not in reference to the real world.
I'm kind of talking in reference to the year 2077 (fallout being in alternative history and all). My point is that if the nuclear war happened today you would not see anyone make Winchester model 1873s, even if it can be made by schoolkids with a few years of shop class and it would likely be a more durable (if less accurate) rifle then the original was in XIX century. It's equally absurd to expect people from after 2077 to make the 130 year old AK-47s (I might be wrong about wichesters, but the absurdity is equal whether both are absurd or none).
Title: Re: Fallout: New Vegas
Post by: Grakelin on May 18, 2010, 01:32:10 am
It's been 70 years and we're still using it.
Title: Re: Fallout: New Vegas
Post by: Josephus on May 18, 2010, 01:33:17 am
I just read the OP, so this probably has no bearing whatsoever on the current discussion, but:

Why is having M-16s in the game a good thing? It's a shitty gun. In a post-apocalyptic world, you'd think that low-maintenance weapons would be important.
Title: Re: Fallout: New Vegas
Post by: Sir Pseudonymous on May 18, 2010, 01:42:41 am
Noticed you didn't mention Pakistan whom also make their own AK/47s which they reverse engineered themselves instead decided to pick on Ethiopia.
Actually many countries make a variant of the AK. The most famous would be Galil (Israel) and Type-56 (China). Or Russia for that matter (AK-74/AK-107 and many other AKs).
You can also make the spare parts yourself if need be. Sure you'd probably be better off with the .32 if you needed to repair something. But is still simpler than the AR-15 that the US uses, which is still simple as all hell.
That's the thing- you don't have to. Not in any professional western army. You need to take it apart, clean it, oil it, put it back the way it was. Repair will be done by other, qualified, people, probably a good deal away from the front line. If ,on the other hand, you are a Pakistani warlord, it might make sense for you to have low grade, but easy to maintain equipment (the passing of a weapon from military to paramilitary use (or from rich militaries to poor ones) is how you know it has become more outdated)

But we're talking about it in reference to Fallout, not in reference to the real world. In Fallout, you wouldn't have the skilled labor to repair it for you, or the skilled labor would be a wastelander just like you. Would you trust Moira with your guns? I'm saying that the AK would have survived for that primary reason. No skilled labor exists, so you have to have easy to maintain, repair and rebuild guns, or cheap VERY easily homemade things like muskets. Hell why do you think the US hasn't fully replaced the AR-15, for those exact reasons. It's easy to maintain, repair and rebuild. They are simple enough and good enough, that the trade offs for "better" ones are simply too much.
Except, in order for there to be a large number of AK-47s in the US, where Fallout takes place, they would have had to be there before the war, after which the rest of the world ceased to exist as far as the Fallout lore is concerned, so any caches outside its borders become irrelevant. There are, however, a wealth of chinese rifles ultimately derived from and modeled after the AK-47, smuggled to black ops sleeper cells operating in/chinese sympathizers living in the US, which are presumably just as durable and easy to maintain, if not more so, as well as much higher quality.

I just read the OP, so this probably has no bearing whatsoever on the current discussion, but:

Why is having M-16s in the game a good thing? It's a shitty gun. In a post-apocalyptic world, you'd think that low-maintenance weapons would be important.
Current discussion is an extension of that. I believe we're all in agreement that M-16s are too fragile and unreliable to survive 200 years of abuse in an irradiated wasteland. Now it's about whether or not AK-47s should be present... :/

Smileys give me no indication on your stance.

Do you agree, not agree, what?
It was a hyperbolic joke about things being built to last, when weapons become useless with only minimal use. The repair system as a whole really was horribly implemented, compared to something like STALKER's.
Title: Re: Fallout: New Vegas
Post by: Josephus on May 18, 2010, 01:44:35 am
AK-47, maybe not, but the Chinese Type-56 would make perfect sense. The world went on outside the vaults, so the means of manufacture could have been preserved in some way.
Title: Re: Fallout: New Vegas
Post by: Jackrabbit on May 18, 2010, 03:15:43 am
The repair system was really crappy. It was especially jarring when I could go outside, pick up a steak dinner off the ground and eat it with only a minor radiation gain as a penalty, 200 years after it was created.
Title: Re: Fallout: New Vegas
Post by: dogstile on May 18, 2010, 04:36:54 am
If we go by the idea that an AK 47 can't survive all those years outside, then question.

How can any other gun?
Title: Re: Fallout: New Vegas
Post by: Josephus on May 18, 2010, 04:43:55 am
If we go by the idea that an AK 47 can't survive all those years outside, then question.

How can any other gun?

Radiation. Obviously.
Title: Re: Fallout: New Vegas
Post by: Jackrabbit on May 18, 2010, 04:45:30 am
Like I said, in the Fallout universe, everything is built to last for ever. It's a side effect of living in a world constantly dominated by the threat of nuclear war. Things need to last, because people fully intend to survive if the bombs fall.

Unfortunately, mere mortals couldn't plan for a bunch of omnipotent people coming in and adding weapon degradation to their game universe.
Title: Re: Fallout: New Vegas
Post by: PsyberianHusky on May 18, 2010, 05:29:52 am
Ya know instead of arguing this on the forums we should all go and annoy the hell out the company producing the game while we still have time and have them simply replace the model with something that looks more Fallout-like. Its not even that hard to change that kinnda stuff and you could most likely find a fan mod that does it within a week of launch. 
Title: Re: Fallout: New Vegas
Post by: Jackrabbit on May 18, 2010, 05:36:07 am
I quite like Fallout 3. I think they did it very well apart from a few stupid decisions that can be easily fixed by mods. Now if I could just find the freaking disc....
Title: Re: Fallout: New Vegas
Post by: Acanthus117 on May 18, 2010, 05:39:26 am
I loved Fallout 3, albeit after I got some fixes and stuff.
Title: Re: Fallout: New Vegas
Post by: Tilla on May 18, 2010, 01:27:36 pm
I dig it once I get some good modding in. My mod load order right now has 92 esm/esp files not counting the core game and add-ons.
Title: Re: Fallout: New Vegas
Post by: Tellemurius on May 18, 2010, 01:40:37 pm
for the idiots about the weapons, most weapons in the fallout universe came from government labatories or bases so there would have been caches lying all over the map, vault 15 for example had a weapons cache as part of the vault experiment. for the chinese rifles, the chinese did invade the united states during the war and occupied san francisco so their weapons would be here too lying around traded off. i have no objection to the m16, most of the military would have it and its easy to repair.
Title: Re: Fallout: New Vegas
Post by: LeoLeonardoIII on May 18, 2010, 02:14:18 pm
for the idiots about the weapons, most weapons in the fallout universe came from government labatories or bases so there would have been caches lying all over the map, vault 15 for example had a weapons cache as part of the vault experiment. for the chinese rifles, the chinese did invade the united states during the war and occupied san francisco so their weapons would be here too lying around traded off. i have no objection to the m16, most of the military would have it and its easy to repair.

Reality doesn't matter. What matters is the presentation of the game to the player. You see this retro-futurism / raygun gothic / post-apoc thing. If you saw an ipod it would break immersion. Same with the m16. You want an m16, apply a fan mod. You want an expansion that cleaves true to the setting we've been playing with since Wasteland, you get a BAN-MAL or whatever they wanna call an assault rifle.
Title: Re: Fallout: New Vegas
Post by: Dakorma on May 18, 2010, 02:30:43 pm
for the idiots about the weapons, most weapons in the fallout universe came from government labatories or bases so there would have been caches lying all over the map, vault 15 for example had a weapons cache as part of the vault experiment. for the chinese rifles, the chinese did invade the united states during the war and occupied san francisco so their weapons would be here too lying around traded off. i have no objection to the m16, most of the military would have it and its easy to repair.

Reality doesn't matter. What matters is the presentation of the game to the player. You see this retro-futurism / raygun gothic / post-apoc thing. If you saw an ipod it would break immersion. Same with the m16. You want an m16, apply a fan mod. You want an expansion that cleaves true to the setting we've been playing with since Wasteland, you get a BAN-MAL or whatever they wanna call an assault rifle.
's not an x-pak, mon. It's an entire new game. And FO3 kinda threw that setting right out the window after lighting it on fire.
Title: Re: Fallout: New Vegas
Post by: Morlacko on May 18, 2010, 02:33:05 pm
i noticed two things in this thread.

1.-about AK weapons, im not an expert but, in year 2300 still they will be able to kill a guy with 1 2 shots... and they are cheap, and can be mood for accuracy i even heard of those being used as Anty Aircraft machinery. I dont see wi not, also, there is flavor and also also  very little relevance.

2.-I think what i saw and liked me the most about the "las vegas" editio is HARDCORE MODE!

no one else though Fallout 3 was stupid easy?

a... yes my english suks but im proud of it as it is :=)
Title: Re: Fallout: New Vegas
Post by: hemmingjay on May 18, 2010, 03:08:41 pm
After a fair bit of military experience I can say that the only way an AK can be preserved in firing order over even a modest 50 years is to soak the parts in gun(even seen motor oil) and then wrap in plastic or some sort of oil cloth. While they do exceptionally well in dust(as do the M4s) they are prone to more rusting and pitting issues than western weapons.
As was mentioned the design is one of simplicity and a relatively low tech factory could be set to stamp the parts. The real problem with this post-apocalyptic world is that ammo is what really breaks down fast. Even in sealed cans most ammo becomes unpredictable within 10 years not to mention how it would perform after sitting out in the elements. As far as the argument for reloading you can only reuse brass a few times before it is rendered useless. The brass also is vulnerable to worn or misaligned firing/pin/bolt/receiver which often damages it.

HOWEVER, I prefer to give over to the fantasy the designers and writers created for me. Immersion is your friend and only you can do it for yourself.
Title: Re: Fallout: New Vegas
Post by: Sergius on May 18, 2010, 04:15:44 pm
From Wikipedia: "The Vault-Tec Assisted Targeting System, or V.A.T.S., will have the ability to use new special attacks. Usage of certain melee weapons will trigger unique attack animations. For example, using 9-Iron (a golf club) would show up as "Fore" and sends the enemy reeling for a period."

I'm sold. FOOORE!
Title: Re: Fallout: New Vegas
Post by: LeoLeonardoIII on May 18, 2010, 04:47:54 pm
for the idiots about the weapons, most weapons in the fallout universe came from government labatories or bases so there would have been caches lying all over the map, vault 15 for example had a weapons cache as part of the vault experiment. for the chinese rifles, the chinese did invade the united states during the war and occupied san francisco so their weapons would be here too lying around traded off. i have no objection to the m16, most of the military would have it and its easy to repair.

Reality doesn't matter. What matters is the presentation of the game to the player. You see this retro-futurism / raygun gothic / post-apoc thing. If you saw an ipod it would break immersion. Same with the m16. You want an m16, apply a fan mod. You want an expansion that cleaves true to the setting we've been playing with since Wasteland, you get a BAN-MAL or whatever they wanna call an assault rifle.
's not an x-pak, mon. It's an entire new game. And FO3 kinda threw that setting right out the window after lighting it on fire.

Oh, like Fallout: Tactics?
Title: Re: Fallout: New Vegas
Post by: Jackrabbit on May 18, 2010, 04:50:23 pm
Tactics is a lot of fun.
Title: Re: Fallout: New Vegas
Post by: Acanthus117 on May 18, 2010, 04:52:47 pm
Yeah. So was FO3.
Title: Re: Fallout: New Vegas
Post by: Dakorma on May 18, 2010, 05:17:49 pm
for the idiots about the weapons, most weapons in the fallout universe came from government labatories or bases so there would have been caches lying all over the map, vault 15 for example had a weapons cache as part of the vault experiment. for the chinese rifles, the chinese did invade the united states during the war and occupied san francisco so their weapons would be here too lying around traded off. i have no objection to the m16, most of the military would have it and its easy to repair.

Reality doesn't matter. What matters is the presentation of the game to the player. You see this retro-futurism / raygun gothic / post-apoc thing. If you saw an ipod it would break immersion. Same with the m16. You want an m16, apply a fan mod. You want an expansion that cleaves true to the setting we've been playing with since Wasteland, you get a BAN-MAL or whatever they wanna call an assault rifle.
's not an x-pak, mon. It's an entire new game. And FO3 kinda threw that setting right out the window after lighting it on fire.

Oh, like Fallout: Tactics?
Your thinking of Brotherhood of Steel, which sucked more ass than Fallout 3, I'll admit. But didn't go quite to the level that Fallout 3 did in butchering of the setting. The problem is that most gamers didn't play fallout 1/2 first, and don't realize what havens of good writing, good story, and how many choices the games give you.

You also disregard the fact that fallout 3 completely butchers canon on a FANFICTION level. Enclave are supposed to be dead, ghouls aren't supposed to be just Rad mutants, but are supposed to be form by FEV or exposure to massive amounts of radiation. FEV was only supposed to be in Mariposa or in the hands of the enclave who got it from Mariposa, the world or at least the US was supposed to be nearly completely leveled but for a VERY few small pockets, how did Moira survive the heat wave that went out after the bomb, I could go on.


When I play it, it's like someone is sitting there shouting something at me, it goes something like this. "SEE SEE IT"S MY FALLOUT SEE SEE I MADE IT SEE SEE IT HAS ENCLAVE AND BROTHERHOOD OF STEEL AND SUPER MUTANTS AND NUKES AND FIFTIES STUFF AND EXPLOSIONS AND IT SUPER DUPER FUN SEE SEE I LIKE MY FALLOUT YOU SHOULD TOOOOOOOOOO!!!!!!!!eleventy11!!!" When they fail to realize they resort to actual necromancy, or complete rape of certain factions purposes. Most of the plot is recycled elements from the previous Fallout's, that were done much better in the previous ones. The writing is complete shit, bar a very few lines. The combat is too easy, unless you are a complete retard.

And I am done now.

EDITED because I made a flub as I wrote that.
Title: Re: Fallout: New Vegas
Post by: dogstile on May 18, 2010, 06:02:29 pm
for the idiots about the weapons, most weapons in the fallout universe came from government labatories or bases so there would have been caches lying all over the map, vault 15 for example had a weapons cache as part of the vault experiment. for the chinese rifles, the chinese did invade the united states during the war and occupied san francisco so their weapons would be here too lying around traded off. i have no objection to the m16, most of the military would have it and its easy to repair.

Reality doesn't matter. What matters is the presentation of the game to the player. You see this retro-futurism / raygun gothic / post-apoc thing. If you saw an ipod it would break immersion. Same with the m16. You want an m16, apply a fan mod. You want an expansion that cleaves true to the setting we've been playing with since Wasteland, you get a BAN-MAL or whatever they wanna call an assault rifle.
's not an x-pak, mon. It's an entire new game. And FO3 kinda threw that setting right out the window after lighting it on fire.

Oh, like Fallout: Tactics?
Your thinking of Brotherhood of Steel, which sucked more ass than Fallout 3, I'll admit. But didn't go quite to the level that Fallout 3 did in butchering of the setting. The problem is that most gamers didn't play fallout 1/2 first, and don't realize what havens of good writing, good story, and how many choices the games give you.

You also disregard the fact that fallout 3 completely butchers canon on a FANFICTION level. Enclave are supposed to be dead, ghouls aren't supposed to be just Rad mutants, but are supposed to be form by FEV or exposure to massive amounts of radiation. FEV was only supposed to be in Mariposa or in the hands of the enclave who got it from Mariposa, the world or at least the US was supposed to be nearly completely leveled but for a VERY few small pockets, how did Moira survive the heat wave that went out after the bomb, I could go on.


When I play it, it's like someone is sitting there shouting something at me, it goes something like this. "SEE SEE IT"S MY FALLOUT SEE SEE I MADE IT SEE SEE IT HAS ENCLAVE AND BROTHERHOOD OF STEEL AND SUPER MUTANTS AND NUKES AND FIFTIES STUFF AND EXPLOSIONS AND IT SUPER DUPER FUN SEE SEE I LIKE MY FALLOUT YOU SHOULD TOOOOOOOOOO!!!!!!!!eleventy11!!!" When they fail to realize they resort to actual necromancy, or complete rape of certain factions purposes. Most of the plot is recycled elements from the previous Fallout's, that were done much better in the previous ones. The writing is complete shit, bar a very few lines. The combat is too easy, unless you are a complete retard.

And I am done now.

EDITED because I made a flub as I wrote that.

So ignore the story and enjoy the gameplay? That's what I did. Its a Bethesda game, how are you expecting good writing?
Title: Re: Fallout: New Vegas
Post by: Dakorma on May 18, 2010, 07:21:33 pm
for the idiots about the weapons, most weapons in the fallout universe came from government labatories or bases so there would have been caches lying all over the map, vault 15 for example had a weapons cache as part of the vault experiment. for the chinese rifles, the chinese did invade the united states during the war and occupied san francisco so their weapons would be here too lying around traded off. i have no objection to the m16, most of the military would have it and its easy to repair.

Reality doesn't matter. What matters is the presentation of the game to the player. You see this retro-futurism / raygun gothic / post-apoc thing. If you saw an ipod it would break immersion. Same with the m16. You want an m16, apply a fan mod. You want an expansion that cleaves true to the setting we've been playing with since Wasteland, you get a BAN-MAL or whatever they wanna call an assault rifle.
's not an x-pak, mon. It's an entire new game. And FO3 kinda threw that setting right out the window after lighting it on fire.

Oh, like Fallout: Tactics?
Your thinking of Brotherhood of Steel, which sucked more ass than Fallout 3, I'll admit. But didn't go quite to the level that Fallout 3 did in butchering of the setting. The problem is that most gamers didn't play fallout 1/2 first, and don't realize what havens of good writing, good story, and how many choices the games give you.

You also disregard the fact that fallout 3 completely butchers canon on a FANFICTION level. Enclave are supposed to be dead, ghouls aren't supposed to be just Rad mutants, but are supposed to be form by FEV or exposure to massive amounts of radiation. FEV was only supposed to be in Mariposa or in the hands of the enclave who got it from Mariposa, the world or at least the US was supposed to be nearly completely leveled but for a VERY few small pockets, how did Moira survive the heat wave that went out after the bomb, I could go on.


When I play it, it's like someone is sitting there shouting something at me, it goes something like this. "SEE SEE IT"S MY FALLOUT SEE SEE I MADE IT SEE SEE IT HAS ENCLAVE AND BROTHERHOOD OF STEEL AND SUPER MUTANTS AND NUKES AND FIFTIES STUFF AND EXPLOSIONS AND IT SUPER DUPER FUN SEE SEE I LIKE MY FALLOUT YOU SHOULD TOOOOOOOOOO!!!!!!!!eleventy11!!!" When they fail to realize they resort to actual necromancy, or complete rape of certain factions purposes. Most of the plot is recycled elements from the previous Fallout's, that were done much better in the previous ones. The writing is complete shit, bar a very few lines. The combat is too easy, unless you are a complete retard.

And I am done now.

EDITED because I made a flub as I wrote that.

So ignore the story and enjoy the gameplay? That's what I did. Its a Bethesda game, how are you expecting good writing?

The gameplay isn't even too good, they went for a shooter but ruined the shooting mechanics. They tacked on the the cheat-mode that is vats, in an effort to claim that the combat is in anyway "tactical." The loot mechanics are laughable, the npc's and criminal system are retarded("let's rest 3 days oh hay they forgot about me even the person I nearly killed"). The AI cheats and dodges FUCKING BULLETS. You can absorb so much damage it's not even funny. Stimpaks heal instant immediately removing what little challenge there was once you get enough. And you will get enough. Ammo is plentiful enough to not matter.
Title: Re: Fallout: New Vegas
Post by: Josephus on May 18, 2010, 07:40:19 pm
for the idiots about the weapons, most weapons in the fallout universe came from government labatories or bases so there would have been caches lying all over the map, vault 15 for example had a weapons cache as part of the vault experiment. for the chinese rifles, the chinese did invade the united states during the war and occupied san francisco so their weapons would be here too lying around traded off. i have no objection to the m16, most of the military would have it and its easy to repair.

Reality doesn't matter. What matters is the presentation of the game to the player. You see this retro-futurism / raygun gothic / post-apoc thing. If you saw an ipod it would break immersion. Same with the m16. You want an m16, apply a fan mod. You want an expansion that cleaves true to the setting we've been playing with since Wasteland, you get a BAN-MAL or whatever they wanna call an assault rifle.
's not an x-pak, mon. It's an entire new game. And FO3 kinda threw that setting right out the window after lighting it on fire.

Oh, like Fallout: Tactics?
Your thinking of Brotherhood of Steel, which sucked more ass than Fallout 3, I'll admit. But didn't go quite to the level that Fallout 3 did in butchering of the setting. The problem is that most gamers didn't play fallout 1/2 first, and don't realize what havens of good writing, good story, and how many choices the games give you.

You also disregard the fact that fallout 3 completely butchers canon on a FANFICTION level. Enclave are supposed to be dead, ghouls aren't supposed to be just Rad mutants, but are supposed to be form by FEV or exposure to massive amounts of radiation. FEV was only supposed to be in Mariposa or in the hands of the enclave who got it from Mariposa, the world or at least the US was supposed to be nearly completely leveled but for a VERY few small pockets, how did Moira survive the heat wave that went out after the bomb, I could go on.


When I play it, it's like someone is sitting there shouting something at me, it goes something like this. "SEE SEE IT"S MY FALLOUT SEE SEE I MADE IT SEE SEE IT HAS ENCLAVE AND BROTHERHOOD OF STEEL AND SUPER MUTANTS AND NUKES AND FIFTIES STUFF AND EXPLOSIONS AND IT SUPER DUPER FUN SEE SEE I LIKE MY FALLOUT YOU SHOULD TOOOOOOOOOO!!!!!!!!eleventy11!!!" When they fail to realize they resort to actual necromancy, or complete rape of certain factions purposes. Most of the plot is recycled elements from the previous Fallout's, that were done much better in the previous ones. The writing is complete shit, bar a very few lines. The combat is too easy, unless you are a complete retard.

And I am done now.

EDITED because I made a flub as I wrote that.

Man, they had hairy Deathclaws. I took one look and I was like, dude, what the hell.

On the other hand, I've played and loved FO3, Tactics, and FO2, and they're all pretty badass. FO2 is still my favorite, but that fucker Horrigan is a mean son of a gun.
Title: Re: Fallout: New Vegas
Post by: Dakorma on May 18, 2010, 07:53:36 pm
Quote

Man, they had hairy Deathclaws. I took one look and I was like, dude, what the hell.

On the other hand, I've played and loved FO3, Tactics, and FO2, and they're all pretty badass. FO2 is still my favorite, but that fucker Horrigan is a mean son of a gun.

Seriously if you like it, I don't care, just know there are legitimate complaints about it. I'm also kinda angry they led me on with the sweet, sweet, tones of Liam Neeson's voice.*FAPFAPFAPFAPFAPFAPFAPFAPFAPFAPFAP*
Title: Re: Fallout: New Vegas
Post by: Josephus on May 18, 2010, 07:57:33 pm
Dude.

Yes.

EVERYONE IS GAY FOR LIAM NEESON.

EVEN WOMEN.

Also the explosive spears of Fallout Tactics could've been pretty awesome if implemented properly.
Title: Re: Fallout: New Vegas
Post by: Ninteen45 on May 18, 2010, 07:58:28 pm
The gameplay isn't even too good, they went for a shooter but ruined the shooting mechanics.
Looking at quote Number three I'll say you are a contradicting hipocrite.

They tacked on the the cheat-mode that is vats, in an effort to claim that the combat is in anyway "tactical." The loot mechanics are laughable, the npc's and criminal system are retarded("let's rest 3 days oh hay they forgot about me even the person I nearly killed").
Vats should have taken up more points or should have been less accurate. How is looting laughable? Pick up weapon, end of story. Also, the memory problem applies to Rivet city only, moron.

The AI cheats and dodges FUCKING BULLETS.
First you complain about it being a crappy FPS, then you complain about it being good? you scraping at the bottom of the barrel with a fucking microscope here, I'll tell you that.

Stimpaks heal instant immediately removing what little challenge there was once you get enough. And you will get enough. Ammo is plentiful enough to not matter.
I'm kinda weak in the fallout games here. Is fallout 2 in real time?
Title: Re: Fallout: New Vegas
Post by: Grakelin on May 18, 2010, 08:08:19 pm
Seriously if you like it, I don't care

Good to know you think everybody else cares that you don't.

It wasn't that bad. I don't play it anymore, and I regret having spent real money on it, but it was a fun romp for about 20-30 hours.
Title: Re: Fallout: New Vegas
Post by: Dakorma on May 18, 2010, 08:22:39 pm
The gameplay isn't even too good, they went for a shooter but ruined the shooting mechanics.
Looking at quote Number three I'll say you are a contradicting hipocrite.

They tacked on the the cheat-mode that is vats, in an effort to claim that the combat is in anyway "tactical." The loot mechanics are laughable, the npc's and criminal system are retarded("let's rest 3 days oh hay they forgot about me even the person I nearly killed").
Vats should have taken up more points or should have been less accurate. How is looting laughable? Pick up weapon, end of story. Also, the memory problem applies to Rivet city only, moron.

The AI cheats and dodges FUCKING BULLETS.
First you complain about it being a crappy FPS, then you complain about it being good? you scraping at the bottom of the barrel with a fucking microscope here, I'll tell you that.

Stimpaks heal instant immediately removing what little challenge there was once you get enough. And you will get enough. Ammo is plentiful enough to not matter.
I'm kinda weak in the fallout games here. Is fallout 2 in real time?
Going completely randomly through your points.

Not really, it's a crappy FPS because of auto aim, the wierdo cone of fire, the crazy weapon degradation, and the down right dumb AI. Not really scraping the bottom of the barrel at all they were just completely different points. Also wasn't saying it was GOOD I was saying it was saying it cheated.

Fallout 2 is turn-based.

And no it doesn't watch Shamus Youngs let's play to see more. Specifically this one http://www.shamusyoung.com/twentysidedtale/?p=8041 from about 2:28 on in tenpenny tower. And this one http://www.shamusyoung.com/twentysidedtale/?p=8041 from about 18:00 on in the GNR building.
Title: Re: Fallout: New Vegas
Post by: Josephus on May 18, 2010, 08:29:07 pm
Holy shit, FO3 had auto-aim?
Title: Re: Fallout: New Vegas
Post by: Dakorma on May 18, 2010, 08:30:49 pm
Holy shit, FO3 had auto-aim?
Yep. I don't have it installed anymore but I could have given you the Variable that controlled it.
Title: Re: Fallout: New Vegas
Post by: Josephus on May 18, 2010, 08:31:32 pm
Holy shit, FO3 had auto-aim?
Yep. I don't have it installed anymore but I could have given you the Variable that controlled it.

GODDAMMIT, I thought I just had really good aim.
Title: Re: Fallout: New Vegas
Post by: Ninteen45 on May 18, 2010, 09:20:05 pm

Not really, it's a crappy FPS because of auto aim, the wierdo cone of fire, the crazy weapon degradation, and the down right dumb AI.

The need to repair weapons was a nice touch, but you'd probably complain if you could pick up a weapon and use it throughout the game start to finish.

The AI does have pathfinding issues, but the fact that it's an FPS doesn't mean that "THE AI DODGES BULLETS THERFOR IT SUCKS" is a c ompelling argument.


Not really scraping the bottom of the barrel at all they were just completely different points. Also wasn't saying it was GOOD I was saying it was saying it cheated.

Completely opposite as well. You said the AI sucks and then rant about how they dodge your bullets. I'm not sure about you but Shouldn't dodging be an example of good AI?


Fallout 2 is turn-based.

So, does that mean that Stimpaks give you full health instantly, like ALMOST EVERY OTHER GAME KNOWN TO MAN?

"The healing stuff gives me health instantly like L4D, Borderlands, Every turn based RPG I've played, HL2, HL, and plenty of others therfor FO3 sucks" is definately a poor argument.

Cut the crap and just say what your thinking: FO3 sucks because it's a FPS.

And no it doesn't watch Shamus Youngs let's play to see more. Specifically this one http://www.shamusyoung.com/twentysidedtale/?p=8041 from about 2:28 on in tenpenny tower. And this one http://www.shamusyoung.com/twentysidedtale/?p=8041 from about 18:00 on in the GNR building.

Jokes are not valid points.
Title: Re: Fallout: New Vegas
Post by: Dakorma on May 18, 2010, 09:56:24 pm

Not really, it's a crappy FPS because of auto aim, the wierdo cone of fire, the crazy weapon degradation, and the down right dumb AI.

The need to repair weapons was a nice touch, but you'd probably complain if you could pick up a weapon and use it throughout the game start to finish.

The AI does have pathfinding issues, but the fact that it's an FPS doesn't mean that "THE AI DODGES BULLETS THERFOR IT SUCKS" is a c ompelling argument.


Not really scraping the bottom of the barrel at all they were just completely different points. Also wasn't saying it was GOOD I was saying it was saying it cheated.

Completely opposite as well. You said the AI sucks and then rant about how they dodge your bullets. I'm not sure about you but Shouldn't dodging be an example of good AI?


Fallout 2 is turn-based.

So, does that mean that Stimpaks give you full health instantly, like ALMOST EVERY OTHER GAME KNOWN TO MAN?

"The healing stuff gives me health instantly like L4D, Borderlands, Every turn based RPG I've played, HL2, HL, and plenty of others therfor FO3 sucks" is definately a poor argument.

Cut the crap and just say what your thinking: FO3 sucks because it's a FPS.

And no it doesn't watch Shamus Youngs let's play to see more. Specifically this one http://www.shamusyoung.com/twentysidedtale/?p=8041 from about 2:28 on in tenpenny tower. And this one http://www.shamusyoung.com/twentysidedtale/?p=8041 from about 18:00 on in the GNR building.

Jokes are not valid points.
Traveling bottom to top.

No, did you even watch those? It's not a joke he walks on to the balcony of Tenpenny tower, rest's three days, and everyone is fine and dandy.

I dislike healing mechanics in all of those games, I would much prefer something on the lines of a regenerating health bar, that heals slowly. Or medkits that heal over time. Also note FO and FO2 both had instant heal. My problem is that in all the other games that you listed you either have limit on the Healkits you can carry or they are distributed over time at a measured rate to insure difficulty is kept on a rising curve. I had around 249 stimpaks in my inventory at the time I uninstalled the game. At that point the game becomes not at all difficult and more of a lesson in patience and how many times you can press tab and heal yourself with the massive amount of stimpaks you have before you rage quit at how boring combat becomes.

Next point, Dodging bullets is not a good game mechanic nor is it good AI. Look at Deus Ex or SS2 for an FPS/ARPG blend that is done right. AI cheating does not make it a good AI, it's like rubberbanding in racing games, only less necessary to keep gameplay going. For straight up FPS's I like try STALKER, or Doom 3. AI is stupid in those too. But note they don't dodge bullets in either of those. Nor do they dodge bullets in deus ex or system shock two. Or even bioshock. Or Borderlands I think, I could barely stand it in any case(talking about borderlands here).

Further points, no I wouldn't complain if I could pick up a gun and use it the whole game cause at least that would make sense, but when I have to pick up a gun use it for 10 minutes, and then go into a CRAPPY INVENTORY SYSTEM, to repair it with other guns, it makes no sense. Hell if I had to bring it into a shop like in STALKER I probably wouldn't complain either, also in stalker at least you remain semi effective and semi-straight firing in all but the lowest of durability. Not like in fallout 3, where where it's more like "oh I see I'm spraying rounds in a massive cylindrical fashion, I guess it's time to repair with the 20 other guns like it, I found laying about" every five minutes. There are so many guns in the wasteland that, you would think they would have a gun based economy. Good guns too. Also another thing to note is that the durability of guns YOU LOOT FROM OTHER PEOPLE is determined by your own repair stat.

Pathfinding issues, hell I've seen NPCs walk into the room I'm in room RUN PAST ME and at the end of the room turn around start firing at me. Or when the get caught on a corner, or when they attempt to walk through desks. Or how about the fact that they NEVER JUMP or CLIMB/FALL DOWN LEDGES. Or how about when you walk into a room and it takes 10 seconds for the enemies to start firing at you. Or the fact that it takes them 6 seconds to stand from a chair or get up from a bed.  Or that they will let you go into a conversation with a NPC and not fire at you. Or how about if you kill someone completely alone in their house, EVERYBODY in town is out to get you, at least until you rest for three days.
Title: Re: Fallout: New Vegas
Post by: Sergius on May 19, 2010, 01:16:17 am
Seriously, I don't see how "the AI cheats" translates into "you mean the game is really good you hypocrite!"
Title: Re: Fallout: New Vegas
Post by: Jackrabbit on May 19, 2010, 01:36:10 am
I don't get why we need to flame each other. Simmer down before Toady gets called in.
Title: Re: Fallout: New Vegas
Post by: Dakorma on May 19, 2010, 02:09:27 am
Seriously, I don't see how "the AI cheats" translates into "you mean the game is really good you hypocrite!"

Fallout 3 is, and I JUST KNOW I'm going to get flam-bayed for this, but, to me it's like Twilight, it's badly written, derivative, dumbed down, and down right bad. Yet it seems to be liked by nearly 80 percent of people around me. To be honest I genuinely tried to like it in the hopes that I would "get" it. Just like I read Twilight in hopes that I would "get" it. And like Twilight it's one of those thing where if you don't like it people argue that "OH your just being argumentative/nitpicking, you really do like it." I mean I played VtM for TEN YEARS half of which I ST/DM'd, I know Vampires.  I've been playing Vidyo games for TWENTY YEARS, I know video games. I can fairly cognizantly decide what is good and bad about a video game. There's just about nothing that is good about fallout 3, that is not derived from the previous installments and even those moments are toned down in comparison. Here I'm going to go through the thing piece by piece and give you a quick break down.

Atmosphere, decent but ultimately ruined by the fact that you can't walk 30 feet without getting attacked by something.

Gameplay I've already covered above. The shooting mechanics are ultimately ruined by the abundance of healing items and ammo, auto aim and the redonkulous cone of fire. And the near weightlessness of one and the actual weightlessness of the other. When I completed the game the first time I decided to empty all my guns of ammo and melee the final fights. It took me 1 hour of just firing into a wall to give up on emptying my 556 ammo. And that was the first one I decided to empty. I had over 4000 rounds of 556. To give you an idea of the space that would take up. A 556 round takes up about 2.2 inches in length. So (2.2*4000)\12=733 feet you know what else is that tall, about 3/4 the Empire State Building. I had enough bullets to climb 3/4 the Empire State building. :o Now for stimpaks so guesstimating that stimpaks are around 4.3 inches long lets do that calculation again, I had around 900 with my character, and around 2500 stocked up in megaton. so 4.3*(900+2500)\12=1218 feet that's the whole empire state building-40ft.

Graphics don't matter.

Story, leeched almost directly from fallout 1 and 2. Completely nonsensical when looked at with the others of the series.

Quests, TWSG, ultimately, was stupid, but the concept was not, I would like to see more game implementing something like it. Just needs a little work on the delivery. Arefu was stupid, and a pain in the ass. Tenpenny Tower, the ghouls slaughtering the admitedly asshole-ish residents was the... good path? Fetch quests abound, nuka cola challenge, et al. Power of the atom was poorly conceived, and retarded.

UI is complete fail on the PC.

Writing complete fail on so many levels, it makes me angry that this game was praised for good writing. "You seen my dad, older, brown haired guy?" You mean, like, the 20 in megaton alone? "I fight the good fight with my voice kid, you better believe it!" "Intelligence: Ah, so you fight the good fight with your voice." "That's right kid you're just a chip off the old block aren't you." So my dad is functionally retarded, that would explain why he left me in a vault with a murderous megalomaniac without telling me he was leaving.

VO is immediately redeemed by Liam Neeson... Only to fail once he's dead. Budumtish

Sound doesn't matter.

Music was good, but ultimately the radio broke the atmosphere. In all but a select few places.

Have I missed any element.

Also, he's the one that was flaming, I have yet to toss out an insult.
Title: Re: Fallout: New Vegas
Post by: Jackrabbit on May 19, 2010, 02:15:05 am
Next time, if you want to get rid of all your ammunition, I'd suggest dropping it.
Title: Re: Fallout: New Vegas
Post by: Dakorma on May 19, 2010, 02:35:50 am
That's not quite as bad ass as firing it into the wall. 8)
Title: Re: Fallout: New Vegas
Post by: Jackrabbit on May 19, 2010, 02:40:14 am
For an hour? That's kind of absurd to even contemplate. It's like staring at a wall for an hour except you're applying pressure with one finger and there's noise that you stop listening to 30 clips in.
Title: Re: Fallout: New Vegas
Post by: Ninteen45 on May 19, 2010, 02:50:52 am
Seriously, I don't see how "the AI cheats" translates into "you mean the game is really good you hypocrite!"

Actually, it's "The AI cheats because the game has the audacity to *GASP* have enemies who run away from bullets and avoid getting shot!" The VATS system calculates targets who are still. Running away isn't calculated in the percentages.

Also:

His argument for the Stimpaks was "THEY KEPT IT THE SAME IT'S RUINED FOREVER"
His argument for repairing weapons "THEY ADDED A REALISTIC VALUE IT'S RUINED FOREVER"
And finally,

Gameplay I've already covered above. The shooting mechanics are ultimately ruined by the abundance of healing items and ammo, auto aim and the redonkulous cone of fire. And the near weightlessness of one and the actual weightlessness of the other.

Let's look at this here first. In Fallout (I think, only saw the let's play of both a few hours ago) one of the NPC's made bullets by making gunpowder. Enclave also have mini factories. Oh, and this was commie hysteria america as well! I mean, because everyone is paranoid and gun toting doesn't mean there were few guns! Anyway, the weightlessness I agree with, partially because of the fact there was a little too much empasis on the FPS part of the game. (Lots of ammo, lots of monsters...) Also, Cone of fire increased with the damage to the weapon, I think.

Story, leeched almost directly from fallout 1 and 2. Completely nonsensical when looked at with the others of the series.

You say that like it's a bad thing. I thought the plot was nice the first time I got the whole story.

Quests, TWSG, ultimately, was stupid, but the concept was not, I would like to see more game implementing something like it. Just needs a little work on the delivery. Arefu was stupid, and a pain in the ass. Tenpenny Tower, the ghouls slaughtering the admitedly asshole-ish residents was the... good path? Fetch quests abound, nuka cola challenge, et al. Power of the atom was poorly conceived, and retarded.
The game has a rather grey and grey morality streak here. Look at the Pitt's plot, for one. Power of the Atom was a pretty original quest, even if it was more of a demo of what the game can do.

UI is complete fail on the PC.

... One second.

Graphics don't matter.
...
UI is complete fail on the PC.

You are joking, right? "Graphics don't matter, unless I say they do."

Writing complete fail on so many levels, it makes me angry that this game was praised for good writing. "You seen my dad, older, brown haired guy?" You mean, like, the 20 in megaton alone? "I fight the good fight with my voice kid, you better believe it!" "Intelligence: Ah, so you fight the good fight with your voice." "That's right kid you're just a chip off the old block aren't you." So my dad is functionally retarded, that would explain why he left me in a vault with a murderous megalomaniac without telling me he was leaving.

Good job, you rewrote a couple of lines of the game to fit your agenda. *CLAP* *CLAP*

Sound doesn't matter.

Music was good, but ultimately the radio broke the atmosphere. In all but a select few places.

Yeah, I'm gonna leave that there, because nothing I say could counter an argument that defeats itself.

There are plenty of radio towers, and I'm unsure a nuke on earth could remove a satillite in space.

Also, he's the one that was flaming, I have yet to toss out an insult.
Does insulting my intelligence count? I say it does.
Title: Re: Fallout: New Vegas
Post by: Sir Pseudonymous on May 19, 2010, 03:07:37 am
in stalker at least you remain semi effective and semi-straight firing in all but the lowest of durability.
No, they don't. Most guns can't shoot straight even at full durability, and the ones that can go to shit after a few dozen shots. Although, it seems like some degrade differently depending on how you're firing it: the TRS 301 would appear to degrade significantly worse when fired on full auto, compared to a comparable number of shots in semi-auto, and once it hits... what? 95%? It starts jamming constantly, and can't be aimed worth shit.

I mean I played VtM for TEN YEARS half of which I ST/DM'd, I know Vampires.
This is supposed to be a positive trait?

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I've been playing Vidyo games for TWENTY YEARS, I know video games. I can fairly cognizantly decide what is good and bad about a video game.
omg so 1337 u guis! clarly hi nos best!

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There's just about nothing that is good about fallout 3, that is not derived from the previous installments and even those moments are toned down in comparison. Here I'm going to go through the thing piece by piece and give you a quick break down.
I think Vampire the Masquerade is a pretty cool guy, eh knows better than us, gives quick breakdowns, and doesn't afraid of anything.

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Atmosphere, decent but ultimately ruined by the fact that you can't walk 30 feet without getting attacked by something.
Due to hardware constraints and gameplay considerations, the map size is quite smaller than would be realistic. Hence greater density of hostiles.

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Gameplay I've already covered above. The shooting mechanics are ultimately ruined by the abundance of healing items and ammo, auto aim and the redonkulous cone of fire. And the near weightlessness of one and the actual weightlessness of the other.
By the mid-end game, people who have the instinct to dig around in everything have a massive surplus of ammo and health, as well as a couple dozen suits of power armor stuffed in 2'x1'x5' closet, next to a few hundred assault rifles. In the early game, however, you barely have enough to scrape by, and by the time you have enough, it's more about exploring and just dicking around than anything else.

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When I completed the game the first time I decided to empty all my guns of ammo and melee the final fights. It took me 1 hour of just firing into a wall to give up on emptying my 556 ammo. And that was the first one I decided to empty.
Why didn't you just drop them?

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I had over 4000 rounds of 556. To give you an idea of the space that would take up. A 556 round takes up about 2.2 inches in length. So (2.2*4000)\12=733 feet you know what else is that tall, about 3/4 the Empire State Building. I had enough bullets to climb 3/4 the Empire State building. :o Now for stimpaks so guesstimating that stimpaks are around 4.3 inches long lets do that calculation again, I had around 900 with my character, and around 2500 stocked up in megaton. so 4.3*(900+2500)\12=1218 feet that's the whole empire state building-40ft.
So, you lay them out along their longest dimension in a neat little line, and they come out to be a few hundred feet? The weightlessness is an issue that makes carrying it all around unrealistic, but I had comparable ammo caches in cases in STALKER (both SoC and CS), even if I couldn't carry it all with me.

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Graphics don't matter.
It's an FPS. It benefits from not looking like ass, and even more from running efficiently despite that. Fallout 3 managed to look great, and do it in an efficient manner, unlike some games *coughdeadspacecoughcough*.

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Story, leeched almost directly from fallout 1 and 2. Completely nonsensical when looked at with the others of the series.
The Fallout setting on its own is pretty fucking nonsensical.

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Just needs a little work on the delivery. Arefu was stupid, and a pain in the ass.
Agreed there.
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Tenpenny Tower, the ghouls slaughtering the admitedly asshole-ish residents was the... good path?
I think it was meant to be a funny little kick in the teeth for someone trying to play a good character. These days, I just kill them all myself. >:D
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Fetch quests abound, nuka cola challenge, et al.
I ignored those, personally.
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Power of the atom was poorly conceived, and retarded.
Yeah.

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UI is complete fail on the PC.
It wasn't horrible, just overly simple to accommodate how horrible the controls of consoles are, and not redesigned solely for the benefit of *real* systems... >:/

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Writing complete fail on so many levels, it makes me angry that this game was praised for good writing. "You seen my dad, older, brown haired guy?" You mean, like, the 20 in megaton alone? "I fight the good fight with my voice kid, you better believe it!" "Intelligence: Ah, so you fight the good fight with your voice." "That's right kid you're just a chip off the old block aren't you." So my dad is functionally retarded, that would explain why he left me in a vault with a murderous megalomaniac without telling me he was leaving.
As game writing goes, it was certainly in the top tier. Which is to say, game writing is universally pretty shitty, so F3's "not horrible" beats most.

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VO is immediately redeemed by Liam Neeson... Only to fail once he's dead. Budumtish
Eh, the voices were actually competently done for F3, unlike Oblivion.

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Sound doesn't matter.
Huh? Sound is important, and F3 did it competently, at least.

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Music was good, but ultimately the radio broke the atmosphere. In all but a select few places.
That's why you can turn it off. It's fun to listen to for a while, and then it gets annoying and distracting, so *click*.
Title: Re: Fallout: New Vegas
Post by: Dakorma on May 19, 2010, 03:27:32 am
For an hour? That's kind of absurd to even contemplate. It's like staring at a wall for an hour except you're applying pressure with one finger and there's noise that you stop listening to 30 clips in.

Ok, I also wanted to honestly see how long it would take. Like I said I gave up after an hour. I was also watching TV at the time. A documentary on Rommel and Patin, I think.

Now onto 1995 going completely randomly through your points.

I'm not talking graphically for the UI, I'm talking functionally, it was made for consoles and not adapted at all for the PC beyond the 10 hotkeys. It's made for large-screen low-resolution style TVs. It doesn't look "bad" it is a nightmare to navigate on a large resolution monitor.

And no I'm not saying stimpaks are ruin forever because they are the same I'm saying they are ruined forever because they made them over abundant and didn't put a limit on them.

WHERE THE FUCK IS THE LOGICAL CONSEQUENCE OF NUKING A FUCKING CITY! You only get fucking told off by the majority of the NPC's. Thew main quest in megaton was TWSG and they fucking made moira survive being at the EPICENTER OF A NUCLEAR BOMB? WTF.

Sniper rifle has a larger cone of fire than a fucking hunting rifle. Explain that away. I can snipe better with a hunting rifle than a rifle explicitly named "sniper Rifle." Add in that the hunting rifle uses the infinitely more common 32mm round and you've just invalidated the entire purpose of a gun. And of course it increase I can agree with that, but disrepair should also bring things like shuddering, more recoil/any recoil, and jamming.

Not really let me find the screenshots of those lines in question from an LP on the codex. (http://i700.photobucket.com/albums/ww8/gtg633w/fallout3_lp/05_Megaton/131.jpg)(http://i700.photobucket.com/albums/ww8/gtg633w/fallout3_lp/10_3Dog/395.jpg)(http://i700.photobucket.com/albums/ww8/gtg633w/fallout3_lp/10_3Dog/396.jpg)
As you can it's actually slightly worse. The line to find your father is actually quite a bit more vague. The line at three dog's actually make's reference to your smart making power.

Not saying it broke IMMERSION, I'm saying the music itself broke the atmosphere. Moment's that could have actually been quite good such as walking through certain areas, like the kids room at Paradise Falls could have been much better with a more spartan music choice. Something like low tempo non electronic ambient industrial. Basically Existence2.0. Which is a mod, if you have a PC, get it now!

How am I insulting your intelligence, sir or madam?

As to the sir psuedowhatever, once again completely randomly.

Not really from what I played of STALKER. Most guns fired relatively straight and you weren't able to spray and pray like FO.

I also played Shadowrun at the same time. I had a DnD group for 5 of those years, I played Unknown Armies for 3, I played some random one shots in some other systems. Oh and Exalted for 4 years.

Gonna ignore the next points as they are blatant attempts to bait me.

Not really an excuse, as it still breaks the bleakness of the setting.

Mid game takes what 3 hours to get to?

I wanted to see how long it would take.

Play thief one or two, and tell me it's not more atmospheric. Hell tell me SS2 isn't more atmospheric. I had FAR more fun and immersion in those than I had in FO3. Despite the fact that they comparably look like shit.

Indeed but not quite to the level of FO3 where the main villain is out right necromancy of an old villain.

Next few points are you agreeing so those are ignored.

Sound is relatively bland, and a bit more effort could have been put into it.

Music in the background with the radio off is generic "AWESOME" orchestral music. Compare it to this http://www.nma-fallout.com/article.php?id=54768 .
Title: Re: Fallout: New Vegas
Post by: Sir Pseudonymous on May 19, 2010, 03:52:18 am
Not really from what I played of STALKER. Most guns fired relatively straight and you weren't able to spray and pray like FO.
With the exception of the nato guns and the dragunov, combat in STALKER was: "aim at head, fire burst, repeat several times until a bullet actually hits", or, against mutants: "aim at face, empty clip, pray you can reload and shoot some more before it reaches you".

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I also played Shadowrun at the same time. I had a DnD group for 5 of those years, I played Unknown Armies for 3, I played some random one shots in some other systems. Oh and Exalted for 4 years.
And?

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Gonna ignore the next points as they are blatant attempts to bait me.
Yes, but they're all those lines deserved.

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Not really an excuse, as it still breaks the bleakness of the setting.
Eh, wandering around an empty waste might be bleak, but it's not a fun game.

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Mid game takes what 3 hours to get to?
Not if you're taking the time to loot all the little caches...

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I wanted to see how long it would take.
:|

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Play thief one or two, and tell me it's not more atmospheric. Hell tell me SS2 isn't more atmospheric. I had FAR more fun and immersion in those than I had in FO3. Despite the fact that they comparably look like shit.
Eh, I've heard Bioshock described as the spiritual successor to System Shock, and it's a solidly mediocre piece of junk.

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Sound is relatively bland, and a bit more effort could have been put into it.
Yeah, sound's generally overlooked and underfunded, but F3's doesn't stand out as bad, so it was handled competently, at least.

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Music in the background with the radio off is generic "AWESOME" orchestral music. Compare it to this http://www.nma-fallout.com/article.php?id=54768 .
Never noticed it, maybe I screwed around with the audio settings or something.
Title: Re: Fallout: New Vegas
Post by: buckets on May 19, 2010, 04:19:10 am
New Vegas looks realy awesome, I realy like the first four, although I haven't played the first one much.

It's looks like the new crew they have working on it are gonna come out with something amazing, I hear there's supposed to be some of the original team that worked on the first two.
Title: Re: Fallout: New Vegas
Post by: Dakorma on May 19, 2010, 04:28:43 am
Not really from what I played of STALKER. Most guns fired relatively straight and you weren't able to spray and pray like FO.
With the exception of the nato guns and the dragunov, combat in STALKER was: "aim at head, fire burst, repeat several times until a bullet actually hits", or, against mutants: "aim at face, empty clip, pray you can reload and shoot some more before it reaches you".

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I also played Shadowrun at the same time. I had a DnD group for 5 of those years, I played Unknown Armies for 3, I played some random one shots in some other systems. Oh and Exalted for 4 years.
And?

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Gonna ignore the next points as they are blatant attempts to bait me.
Yes, but they're all those lines deserved.

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Not really an excuse, as it still breaks the bleakness of the setting.
Eh, wandering around an empty waste might be bleak, but it's not a fun game.

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Mid game takes what 3 hours to get to?
Not if you're taking the time to loot all the little caches...

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I wanted to see how long it would take.
:|

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Play thief one or two, and tell me it's not more atmospheric. Hell tell me SS2 isn't more atmospheric. I had FAR more fun and immersion in those than I had in FO3. Despite the fact that they comparably look like shit.
Eh, I've heard Bioshock described as the spiritual successor to System Shock, and it's a solidly mediocre piece of junk.

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Sound is relatively bland, and a bit more effort could have been put into it.
Yeah, sound's generally overlooked and underfunded, but F3's doesn't stand out as bad, so it was handled competently, at least.

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Music in the background with the radio off is generic "AWESOME" orchestral music. Compare it to this http://www.nma-fallout.com/article.php?id=54768 .
Never noticed it, maybe I screwed around with the audio settings or something.

For me it was more of fire a burst at the torso, "duck" behind cover, locate enemy, fire burst at torso. Or in the case of shot guns, run up fire 2 shots at torso, ok dead, next enemy. I try'd not to use the shot gun because it seemed a bit hax. I'm not saying stalker was a perfect model, I'm saying I would enjoy it more than Fallout 3.

So you were insulting my playing PnP RPG's then, in which case I would question your habits beyond video games just after and during high-school. I'm not a partier and I don't tend to socialize well with non-nerds/geeks. I have an exaggerated way of speaking that is off-putting to allot of people. PnP gave me socialization in the times that multiplayer gaming was nearly nonexistent beyond consoles.

Fine I shall elaborate upon my claims, I got into video gaming near the release of the SSI gold box games and DOOOOOMMM, I had previously or rather my parents owned a Magnavox Odyssey as a VERY young child which like coloured me towards gaming. I have played around 200 games just for PC. I have gone through PC's golden age. Where there were games were designed soley for PC by PC gamers themselves. I personally long for the days of Deus Ex and the like.

The second quote is nearly random and I'm still not going to answer.

Tell that to daggerfall a game that required fast travel but was fun enough to explore, just to set out randomly in a direction and see what you come across. Or The Path a game PURELY about the exploration of a small area. The point is it has the potential to completely suck you into it it's just ruined by the fact that you hear "Thwipt" and get hit by omething every 3 mins. You can also balance it so that when you get into combat it becomes even more bleak by making encounter difficulty actually hard.

SS2 is nothing like Bioshock, the aesthetics are much different, the gameplay is both more and less frantic, you could permanently die, you didn't automagically re-spawn at the nearest but rather had to activate a re-spawn terminal somewhere on a level. Even then it came at a cost. They basically chose to use the shock name in an attempt to bring up the memories that were good about that game in us old fogies.

Indeed I quite agree.

There is indeed a background track along with the radio.

@buckets: Yep Feargus Ulqhart(Now THERE'S a name for a dwarf) worked on Fallout 2. And MCA worked on Planescape Torment which is regarded as one of the best stories in an RPG or even a game EVER and Fallout 2.
Title: Re: Fallout: New Vegas
Post by: Jackrabbit on May 19, 2010, 04:37:38 am
Okay, seriously. Playing a lot of games does not make you more or less qualified to comment on other games than anyone else on the internet. I'm not sure why you're bringing it up. You're impressing no one and annoying some.
Title: Re: Fallout: New Vegas
Post by: Sir Pseudonymous on May 19, 2010, 04:55:05 am
Okay, seriously. Playing a lot of games does not make you more or less qualified to comment on other games than anyone else on the internet. I'm not sure why you're bringing it up. You're impressing no one and annoying some.
This.


I actually enjoyed STALKER quite a bit, although the buggy faction warfare made me give up on CS. The guns are probably roughly realistic in their inaccuracy, and unrealistic in their low-damage. Most are still ungodly bitches to use, though... aside from the TRS 301 and dragunov. <3

I play(ed) pnp games too, albeit over IRC due to not knowing anyone that played back in highschool. Haven't played for a year or so, although I'm trying to convince some people I know to play a Dark Heresy campaign. Or "Kobolds Ate My Baby", with an appropriate amount of beer to go along with it. :D
Playing PnP games is, however, wholly irrelevant to the topic at hand. Speaking as though playing them gives you some authority to speak from deserves only mockery.
Title: Re: Fallout: New Vegas
Post by: Shadowgandor on May 19, 2010, 06:02:54 am
Fine I shall elaborate upon my claims, I got into video gaming near the release of the SSI gold box games and DOOOOOMMM, I had previously or rather my parents owned a Magnavox Odyssey as a VERY young child which like coloured me towards gaming. I have played around 200 games just for PC. I have gone through PC's golden age. Where there were games were designed soley for PC by PC gamers themselves. I personally long for the days of Deus Ex and the like.

I own about 60 games on steam itself, about 10 games on impulse, 20 games on gamersgate and again about 10 games on GOG. That's 100 games which I gathered in about a year and a half. I still have about 12 years in which I played video games, I used to torrent them 24/7 so...I think I'll top your 200 games just for pc.
 Don't get me started about consoles, my aunt and uncle gave us (Me and my sister) a huge box full of SNES games. In the end, I had 80+ snes games. I owned an N64 with about 5 (:() games, a cracked Xbox with about 60 pirated games (Bad, I know, hence the absurd amount of buying in a year and a half, I basically said to myself: 'I will not pirate games anymore, unless it is impossible to find them legally.') and an X360 with about 15 (including rented) games.

I like Fallout 3 and have played more games then you, so I'm right. 8) If people disagree with me, I'll bring up some more personal gaming history.

/nonsensical
Title: Re: Fallout: New Vegas
Post by: dogstile on May 19, 2010, 07:13:07 am
Hey look, I have 200 games in my ROOM alone *stroking motion* am i doing it right.

Why are we even talking about fallout 3, we're meant to be talking about new vagas for crying out loud.

Dak, you didn't like the game, you've said that, shut up now.

Everyone else, you can't prove him wrong on his opinion, shut up now.

So I heard new vagas has customisable weapons? How about that eh? :P
Title: Re: Fallout: New Vegas
Post by: Jackrabbit on May 19, 2010, 07:14:53 am
I look forward to sticking a bayonet and scope on my Desert Eagle just for the hell of it.

Just for the hell of it.

Actually, more games need to give you the option of adding a bayonet to your gun.
Title: Re: Fallout: New Vegas
Post by: Acanthus117 on May 19, 2010, 07:19:10 am
I look forward to turning the basic pistol into A KILLING MACHEEN OF AWESOMMM
Title: Re: Fallout: New Vegas
Post by: dogstile on May 19, 2010, 07:35:46 am
Add a bayonet to your gun? I'm adding a Pistol to my Knife!

Edited for less silly :P
Title: Re: Fallout: New Vegas
Post by: Morlacko on May 19, 2010, 07:47:24 am
yeah... well. i stoped reading at page 4 couse the thread went to hell. I though this was for talking about the next release.
I hate you all.
In the other hand if the discussion keeps going arround the easy f3 whas then you should be happy as me since the "las vegas" editio has a Hardcore mode.
Title: Re: Fallout: New Vegas
Post by: buckets on May 19, 2010, 07:59:40 am
You can upgrade your weapons? That sounds awesome.
Title: Re: Fallout: New Vegas
Post by: dogstile on May 19, 2010, 08:44:59 am
I hate you all.

I love you too bbz.
Title: Re: Fallout: New Vegas
Post by: Acanthus117 on May 19, 2010, 08:45:51 am
I hate you all.

I love you too bbz.
*HUGS*

/Armok Impersonation
Title: Re: Fallout: New Vegas
Post by: Huesoo on May 19, 2010, 04:47:32 pm
I dont like mods with sweaty neckbeards for voice actors, plus I fucking love Malcom Mcdowell, his soothing voice would make the voices of grizzled hobos sound like poetry. Do some people think this was just made in the geck? Thats just sad. I dont get where you guys are getting the abundance of ammo, im on the Xbox 360 and Ammo is like the fucking gold at the end of the rainbow, I cant fucking find it. Most of the time im wailing at my enemies with a broken sledgehammer while running away, and stimpacks, same thing as ammo. You guys shouldd play on very hard sometime.
Title: Re: Fallout: New Vegas
Post by: Jackrabbit on May 19, 2010, 04:52:25 pm
Ah Huesoo. It's good to know you'll always be there to dredge up an argument we've all agreed to put behind us.
Title: Re: Fallout: New Vegas
Post by: Huesoo on May 19, 2010, 04:53:47 pm
I only read up to page 3, I was just putting my 2 cents up there.
Title: Re: Fallout: New Vegas
Post by: Creaca on May 19, 2010, 05:56:15 pm
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Writing complete fail on so many levels, it makes me angry that this game was praised for good writing. "You seen my dad, older, brown haired guy?" You mean, like, the 20 in megaton alone? "I fight the good fight with my voice kid, you better believe it!" "Intelligence: Ah, so you fight the good fight with your voice." "That's right kid you're just a chip off the old block aren't you." So my dad is functionally retarded, that would explain why he left me in a vault with a murderous megalomaniac without telling me he was leaving.

Just a note, if a kid in a vault suit walked into my hypothetical post-apocalyptic town, and asked me where to find his or her Dad, and an older gentleman in a vault suit had just recently come through town, it honestly wouldn't be hard to put two and two together.

Three Dog was being very vague from that point, and it's not like that choice required 10 Intellect.

Oh and yeah, even if he had known that the Vault Overseer was an insane sociopath, I think he'd still have to seriously think about leaving you to deal with him, or dealing with the plethora of brutal monsters in the radiation bathed wasteland outside the vault.
Title: Re: Fallout: New Vegas
Post by: kalida99 on May 19, 2010, 06:21:30 pm
I certainly hope they make Super Muties as powerful as they were in Tactics. For those of you who haven't played tactics super muties are a pain in the ass (they have over 200 HP compared to your squads less than 100 hp per member, and carried SAWs [squad automatic weapon, not the wood workin one], and browning machine guns, and often killed half your squad in one burst).

Spoiler:  Orbital cannon? (click to show/hide)
Title: Re: Fallout: New Vegas
Post by: LeoLeonardoIII on May 19, 2010, 06:26:52 pm
I certainly hope they make Super Muties as powerful as they were in Tactics. For those of you who haven't played tactics super muties are a pain in the ass (they have over 200 HP compared to your squads less than 100 hp per member, and carried SAWs [squad automatic weapon, not the wood workin one], and browning machine guns, and often killed half your squad in one burst).

It would have rocked pretty fierce if they had saws as weapons.

But they would have probably just done the chainsaw-bayonet thing from that one game. I forget what it was called.
Title: Re: Fallout: New Vegas
Post by: Josephus on May 19, 2010, 06:45:59 pm
I was really disappointed in the Ripper of FO3, though. That shit's not a chainsaw, it's a goddamn chainSWORD! Use it that way!
Title: Re: Fallout: New Vegas
Post by: Jackrabbit on May 19, 2010, 06:47:29 pm
Yeah, the ripper sucked.
Title: Re: Fallout: New Vegas
Post by: Tellemurius on May 19, 2010, 06:56:27 pm
for the idiots about the weapons, most weapons in the fallout universe came from government labatories or bases so there would have been caches lying all over the map, vault 15 for example had a weapons cache as part of the vault experiment. for the chinese rifles, the chinese did invade the united states during the war and occupied san francisco so their weapons would be here too lying around traded off. i have no objection to the m16, most of the military would have it and its easy to repair.

Reality doesn't matter. What matters is the presentation of the game to the player. You see this retro-futurism / raygun gothic / post-apoc thing. If you saw an ipod it would break immersion. Same with the m16. You want an m16, apply a fan mod. You want an expansion that cleaves true to the setting we've been playing with since Wasteland, you get a BAN-MAL or whatever they wanna call an assault rifle.
's not an x-pak, mon. It's an entire new game. And FO3 kinda threw that setting right out the window after lighting it on fire.

Oh, like Fallout: Tactics?
Your thinking of Brotherhood of Steel, which sucked more ass than Fallout 3, I'll admit. But didn't go quite to the level that Fallout 3 did in butchering of the setting. The problem is that most gamers didn't play fallout 1/2 first, and don't realize what havens of good writing, good story, and how many choices the games give you.

You also disregard the fact that fallout 3 completely butchers canon on a FANFICTION level. Enclave are supposed to be dead, ghouls aren't supposed to be just Rad mutants, but are supposed to be form by FEV or exposure to massive amounts of radiation. FEV was only supposed to be in Mariposa or in the hands of the enclave who got it from Mariposa, the world or at least the US was supposed to be nearly completely leveled but for a VERY few small pockets, how did Moira survive the heat wave that went out after the bomb, I could go on.


When I play it, it's like someone is sitting there shouting something at me, it goes something like this. "SEE SEE IT"S MY FALLOUT SEE SEE I MADE IT SEE SEE IT HAS ENCLAVE AND BROTHERHOOD OF STEEL AND SUPER MUTANTS AND NUKES AND FIFTIES STUFF AND EXPLOSIONS AND IT SUPER DUPER FUN SEE SEE I LIKE MY FALLOUT YOU SHOULD TOOOOOOOOOO!!!!!!!!eleventy11!!!" When they fail to realize they resort to actual necromancy, or complete rape of certain factions purposes. Most of the plot is recycled elements from the previous Fallout's, that were done much better in the previous ones. The writing is complete shit, bar a very few lines. The combat is too easy, unless you are a complete retard.

And I am done now.

EDITED because I made a flub as I wrote that.

So ignore the story and enjoy the gameplay? That's what I did. Its a Bethesda game, how are you expecting good writing?
seconded, last game with good storyline from Bethesda was Daggerfall.
Title: Re: Fallout: New Vegas
Post by: Zaranthan on May 19, 2010, 07:24:15 pm
I certainly hope they make Super Muties as powerful as they were in Tactics. For those of you who haven't played tactics super muties are a pain in the ass (they have over 200 HP compared to your squads less than 100 hp per member, and carried SAWs [squad automatic weapon, not the wood workin one], and browning machine guns, and often killed half your squad in one burst).

I think you'll be happy. The super muties in FO3 were similar, still packing over 200 hp (the player can get around 280 if you really try to max it out, and they come in packs of 4-6) and carrying miniguns that can cut you in half (through power armor) in a few seconds if you can't afford to bring similar firepower.

Quote
spoiler
DO WANT.
Title: Re: Fallout: New Vegas
Post by: kalida99 on May 19, 2010, 07:29:03 pm
I certainly hope they make Super Muties as powerful as they were in Tactics. For those of you who haven't played tactics super muties are a pain in the ass (they have over 200 HP compared to your squads less than 100 hp per member, and carried SAWs [squad automatic weapon, not the wood workin one], and browning machine guns, and often killed half your squad in one burst).

I think you'll be happy. The super muties in FO3 were similar, still packing over 200 hp (the player can get around 280 if you really try to max it out, and they come in packs of 4-6) and carrying miniguns that can cut you in half (through power armor) in a few seconds if you can't afford to bring similar firepower.

Quote
spoiler
DO WANT.

I have over 200 hours in FO3, i thought the muties were puny weaklings compared to tactics and the fact that i have the special minigun Eugene, 14k minigun ammo, and 580 health makes them absolute pushovers. I can kill every mutie in the mall (including overlords) and use maybe 10-20 stimpacks.
Title: Re: Fallout: New Vegas
Post by: dogstile on May 19, 2010, 07:33:20 pm
I certainly hope they make Super Muties as powerful as they were in Tactics. For those of you who haven't played tactics super muties are a pain in the ass (they have over 200 HP compared to your squads less than 100 hp per member, and carried SAWs [squad automatic weapon, not the wood workin one], and browning machine guns, and often killed half your squad in one burst).

I think you'll be happy. The super muties in FO3 were similar, still packing over 200 hp (the player can get around 280 if you really try to max it out, and they come in packs of 4-6) and carrying miniguns that can cut you in half (through power armor) in a few seconds if you can't afford to bring similar firepower.

Quote
spoiler
DO WANT.

I have over 200 hours in FO3, i thought the muties were puny weaklings compared to tactics and the fact that i have the special minigun Eugene, 14k minigun ammo, and 580 health makes them absolute pushovers. I can kill every mutie in the mall (including overlords) and use maybe 10-20 stimpacks.

I played with the difficulty up.

Do we not have a fallout 3 thread for this?
Title: Re: Fallout: New Vegas
Post by: ChairmanPoo on May 19, 2010, 07:34:00 pm
Quote
I can name off hand at least 13 mods that are better than the original campaign, at least for NWN 1

That's likely because NWN1's story sucked due to the rush-out
Title: Re: Fallout: New Vegas
Post by: Dakorma on May 19, 2010, 07:39:00 pm
for the idiots about the weapons, most weapons in the fallout universe came from government labatories or bases so there would have been caches lying all over the map, vault 15 for example had a weapons cache as part of the vault experiment. for the chinese rifles, the chinese did invade the united states during the war and occupied san francisco so their weapons would be here too lying around traded off. i have no objection to the m16, most of the military would have it and its easy to repair.

Reality doesn't matter. What matters is the presentation of the game to the player. You see this retro-futurism / raygun gothic / post-apoc thing. If you saw an ipod it would break immersion. Same with the m16. You want an m16, apply a fan mod. You want an expansion that cleaves true to the setting we've been playing with since Wasteland, you get a BAN-MAL or whatever they wanna call an assault rifle.
's not an x-pak, mon. It's an entire new game. And FO3 kinda threw that setting right out the window after lighting it on fire.

Oh, like Fallout: Tactics?
Your thinking of Brotherhood of Steel, which sucked more ass than Fallout 3, I'll admit. But didn't go quite to the level that Fallout 3 did in butchering of the setting. The problem is that most gamers didn't play fallout 1/2 first, and don't realize what havens of good writing, good story, and how many choices the games give you.

You also disregard the fact that fallout 3 completely butchers canon on a FANFICTION level. Enclave are supposed to be dead, ghouls aren't supposed to be just Rad mutants, but are supposed to be form by FEV or exposure to massive amounts of radiation. FEV was only supposed to be in Mariposa or in the hands of the enclave who got it from Mariposa, the world or at least the US was supposed to be nearly completely leveled but for a VERY few small pockets, how did Moira survive the heat wave that went out after the bomb, I could go on.


When I play it, it's like someone is sitting there shouting something at me, it goes something like this. "SEE SEE IT"S MY FALLOUT SEE SEE I MADE IT SEE SEE IT HAS ENCLAVE AND BROTHERHOOD OF STEEL AND SUPER MUTANTS AND NUKES AND FIFTIES STUFF AND EXPLOSIONS AND IT SUPER DUPER FUN SEE SEE I LIKE MY FALLOUT YOU SHOULD TOOOOOOOOOO!!!!!!!!eleventy11!!!" When they fail to realize they resort to actual necromancy, or complete rape of certain factions purposes. Most of the plot is recycled elements from the previous Fallout's, that were done much better in the previous ones. The writing is complete shit, bar a very few lines. The combat is too easy, unless you are a complete retard.

And I am done now.

EDITED because I made a flub as I wrote that.

So ignore the story and enjoy the gameplay? That's what I did. Its a Bethesda game, how are you expecting good writing?
seconded, last game with good storyline from Bethesda was Daggerfall.
Incidentally, that's the only Bethesda game I have installed currently. I am thinking of installing Oblivion again, once revenge of a classic is released fully. And Morrowind again, to bask in the foreign atmosphere.

And to Chairman Poo. It wasn't really rushed out. It was just dragged down by the fact that the OC was basically a demonstration of the toolset features. They took time to demonstrate lots of little things. And that really made the campaign lack luster to anyone who isn't familiar with the toolset.
Title: Re: Fallout: New Vegas
Post by: nenjin on May 19, 2010, 08:10:41 pm
Their second offering wasn't exactly a smash-hit either, so that excuse doesn't exactly hold water to me. And the setting was about as bland and generic as it could be. Waterdeep? More like Watersleep.
Title: Re: Fallout: New Vegas
Post by: Dakorma on May 19, 2010, 10:28:49 pm
Their second offering wasn't exactly a smash-hit either, so that excuse doesn't exactly hold water to me. And the setting was about as bland and generic as it could be. Waterdeep? More like Watersleep.

NWN2, was made by the guy's who are making FO New Vegas. Not by Bioware themselves, HotU and SoU were MUCH improved from the original campaign. Still slightly bland, but decent as opposed to... Ass really.
Title: Re: Fallout: New Vegas
Post by: Grakelin on May 19, 2010, 10:34:04 pm
Home of the Underdogs WAS great. I miss it.
Title: Re: Fallout: New Vegas
Post by: Dakorma on May 19, 2010, 10:40:09 pm
Home of the Underdogs WAS great. I miss it.
AND YET IT LIIIIIVVVVVESSSS (http://homeoftheunderdogs.net/) Well not fully but it's working on it.
Title: Re: Fallout: New Vegas
Post by: Grakelin on May 19, 2010, 10:42:28 pm
That would be great if there weren't 3 or 4 sites pretending to be HotU.
Title: Re: Fallout: New Vegas
Post by: Josephus on May 20, 2010, 08:03:11 am
Quote
I can name off hand at least 13 mods that are better than the original campaign, at least for NWN 1

That's likely because NWN1's story sucked due to the rush-out

Half the problems would have been solved if Aribeth had just done the goddamn quests herself.
Title: Re: Fallout: New Vegas
Post by: Zaranthan on May 20, 2010, 08:49:49 am
Half the problems would have been solved if Aribeth had just done the goddamn quests herself.
Seriously. "Go and see that the beasts are safe!" Aren't you wearing boots of teleportation? Pop over there, check on them yourself, and come back in 10 seconds!
Title: Re: Fallout: New Vegas
Post by: Dakorma on May 20, 2010, 01:22:11 pm
Half the problems would have been solved if Aribeth had just done the goddamn quests herself.
Seriously. "Go and see that the beasts are safe!" Aren't you wearing boots of teleportation? Pop over there, check on them yourself, and come back in 10 seconds!

For some reason my sleep addled mind read that as "Go and see that the breasts are safe!" My reactionary thought was that Freud was right, followed by how that would make an infinitely better main plot. I'm a big fan of if you can't write well, write in a lulzy manner. A Dance with Rogues is a good example of both of these mixed to good results. It's plot is on a fanfiction level, but the writing is at least somewhat competent, as are the characters, at least in the first chapter. But there's nothing quite like having sex with almost anyone who offers. Or the fact that you have to make a skill check to fake an orgasm in a certain part of the plot. I neglected to mention it earlier, I least I think I did, simply for the fact that it's not for everyone. I mean Almraiven you had to dismember and embalm a corpse, but that's nothing like graphic depictions/descriptions of getting brutally raped by 6 gladiators. Also note it's written and designed by a female.
Title: Re: Fallout: New Vegas
Post by: LeoLeonardoIII on May 20, 2010, 02:02:57 pm
Quote
I can name off hand at least 13 mods that are better than the original campaign, at least for NWN 1

That's likely because NWN1's story sucked due to the rush-out

Half the problems would have been solved if Aribeth had just done the goddamn quests herself.

Especially since she has plot immunity. All those monotonous caves full of dire wolves and undead would have been a snap!
Title: Re: Fallout: New Vegas
Post by: Josephus on May 21, 2010, 01:56:16 am
Quote
I can name off hand at least 13 mods that are better than the original campaign, at least for NWN 1

That's likely because NWN1's story sucked due to the rush-out

Half the problems would have been solved if Aribeth had just done the goddamn quests herself.

Especially since she has plot immunity. All those monotonous caves full of dire wolves and undead would have been a snap!

AND, she could have just outright murdered Maugrim with that bastard sword of hers. Then the snake queen lady would never have been raised in the first place.

GOD DAMMIT lady, use your elven brain for a single minute!
Title: Re: Fallout: New Vegas
Post by: dogstile on May 21, 2010, 08:13:09 am
Eh, aribreast was a silly elf.
Title: Re: Fallout: New Vegas
Post by: Drakale on May 21, 2010, 10:36:35 am
I hated the ridiculous dismemberment of fallout 3. I mean, sure if I hit you with a missile launcher or a grenade, some body parts might fly, but ripping heads off right out of the vault with my handgun totally broke the immersion. I hope they fix that in the next installment.


Title: Re: Fallout: New Vegas
Post by: Acanthus117 on May 21, 2010, 10:47:10 am
Yeah, I had to get some physics fixes gore fixes on that one.
Title: Re: Fallout: New Vegas
Post by: Tilla on May 21, 2010, 11:27:03 am
I hated the ridiculous dismemberment of fallout 3. I mean, sure if I hit you with a missile launcher or a grenade, some body parts might fly, but ripping heads off right out of the vault with my handgun totally broke the immersion. I hope they fix that in the next installment.

It always made me laugh to be honestly, as childish as is, to watch some guy go cartwheeling from assault rifle fire.
Title: Re: Fallout: New Vegas
Post by: Josephus on May 21, 2010, 11:49:13 am
I hated the ridiculous dismemberment of fallout 3. I mean, sure if I hit you with a missile launcher or a grenade, some body parts might fly, but ripping heads off right out of the vault with my handgun totally broke the immersion. I hope they fix that in the next installment.

It always made me laugh to be honestly, as childish as is, to watch some guy go cartwheeling from assault rifle fire.

But, only on the shot that killed him.

Dear god, if you're gonna do ragdoll, do it so that it ain't inconsistent.
Title: Re: Fallout: New Vegas
Post by: Jackrabbit on May 21, 2010, 08:45:02 pm
Critical Existence Failure, it's called, and I hate it.
Title: Re: Fallout: New Vegas
Post by: dogstile on May 21, 2010, 10:00:39 pm
Eh, I liked it. Ragdoll effects every single time they got shot would mean they would never be /able/ to shoot.
Title: Re: Fallout: New Vegas
Post by: Jackrabbit on May 21, 2010, 10:02:53 pm
I know, it's just kind of off putting when a shotgun blast to the torso does nothing but the next shot from your 10mm sends them flying. I quite like it when they ragdoll realistically, without excessive limb-flailing.
Title: Re: Fallout: New Vegas
Post by: buckets on May 21, 2010, 10:59:33 pm
I know, it's just kind of off putting when a shotgun blast to the torso does nothing but the next shot from your 10mm sends them flying. I quite like it when they ragdoll realistically, without excessive limb-flailing.

Realistically wouldn't look that good imo. When people get shot they fall down, they don't ever fly backwards, they won't even stumble back.

Plus, you gotta admit it looks pretty sweet when a guy does a cartwheel off of a balcony
Title: Re: Fallout: New Vegas
Post by: Jackrabbit on May 21, 2010, 11:13:37 pm
I like it like that, sort of. Say you shoot someone in the chest to death, and they stumble backwards, clutch their chests and collapse. That would be awesome. Or if you killed someone with a shot to the right arm and they spin to the right, trip and collapse, dead. That would also be awesome.

I'm not saying it should be realistic but less is more. If someone does a backflip because I shot them with a .32 then that's just going to be silly, and not in a lighthearted fallout-humor way.
Title: Re: Fallout: New Vegas
Post by: Grakelin on May 21, 2010, 11:19:16 pm
I actually liked the ragdoll of Max Payne 2. It all seemed to fit together so well. I used to keep a copy of it on my harddrive just for fun with ragdolls.
Title: Re: Fallout: New Vegas
Post by: dogstile on May 22, 2010, 06:17:56 am
I'm just saying that if i shot them in the arm and their arm kinda went back every time you shot them it'd be easy because they couldn't aim at you. If more realistic death shots are what you're after then i'm going to chase you with a pitchfork because I LOVE THEM XD
Title: Re: Fallout: New Vegas
Post by: Josephus on May 22, 2010, 10:15:26 am
I'm just saying that if i shot them in the arm and their arm kinda went back every time you shot them it'd be easy because they couldn't aim at you. If more realistic death shots are what you're after then i'm going to chase you with a pitchfork because I LOVE THEM XD

The thing is, that'd also apply to you, making not getting hit an important aspect.
Title: Re: Fallout: New Vegas
Post by: Tellemurius on May 22, 2010, 11:09:22 am
so you guys are saying you want a fallout 2 type of gore?
Title: Re: Fallout: New Vegas
Post by: buckets on May 22, 2010, 05:33:01 pm
so you guys are saying you want a fallout 2 type of gore?

I realy don't think we should go there.
Title: Re: Fallout: New Vegas
Post by: cowofdoom78963 on May 22, 2010, 07:22:44 pm
What was so bad about FO2 gore? I thought it was the same as FO1 gore.
Title: Re: Fallout: New Vegas
Post by: Jackrabbit on May 22, 2010, 07:58:40 pm
Yeah, FO2 was ludicrously over the top Fallout gore, same as always. It's not like you can't pick up half a person's brain and wave it about in FO3.

I'm just saying that if i shot them in the arm and their arm kinda went back every time you shot them it'd be easy because they couldn't aim at you. If more realistic death shots are what you're after then i'm going to chase you with a pitchfork because I LOVE THEM XD

Yeah, I do agree with you. What I'm looking for is death ragdolls that look relatively realistic and also cool. Like I said, minimalist is not the same as bad and someone being spun around following a death blow to the shoulder (but not being sent flying) would be awesome.
Title: Re: Fallout: New Vegas
Post by: SIGVARDR on May 22, 2010, 08:33:56 pm
edited.
Title: Re: Fallout: New Vegas
Post by: Grakelin on May 22, 2010, 08:39:46 pm
The answer to your question is that Fallout 3 did a poor job in creating an interesting, believable setting (Bethesda has never been good at it, despite what they claim), and so it's just a bunch of static people hanging out in static villages with no backstory beyond "we stole this boat, dawg". If you play Fallout 1 and 2, the towns typically have some sort of history to them, and even industry (though, this has no actual effect on gameplay mechanics. You sometimes get quests in this general direction). One particular nation of note is Shady Sands, which evolves from a tiny village in Fallout 1 to a large country called 'New California Republic' in Fallout 2.

The Enclave are also genocidal maniacs. Their anti-mutant virus kills anybody whose genes have been growing in the Wasteland (or something like that). That means that only purebred Enclave members and Vault Dwellers in sealed vaults will actually survive. Every bad guy in Fallout seems to want to build the master race.

Don't worry, you missed very little of Fallout's setting details in Fallout 3.
Title: Re: Fallout: New Vegas
Post by: cowofdoom78963 on May 22, 2010, 08:44:47 pm
I thought fallout 3's story wasn't so bad, but then again Im not very picky. I know I was no huge fan of FO2. As far as balance goes... It wasn't very good.
Title: Re: Fallout: New Vegas
Post by: Dakorma on May 22, 2010, 08:49:48 pm
Spoiler: wall of text question (click to show/hide)

See the Enclave aren't even supposed to be around by Fallout 3 you were supposed to have wiped them out in FO2.

 As to making society and having production capabilities, you had NCR in fallout 2 who were doing just that, you also had the tribal's who were making their own culture. About the only people who were mooching off the past were the BoS who were out to grab all the old tech to keep it out of the wrong hands. And even they had a society of their own.

Course Beth basically said "Fuck that noise!" and made BoS generic space knights, got rid of the tribal's, left the enclave still around despite the fact that you wiped out what was supposed to be the only area they inhabited and killed their high command, and made the world not be nearly completely leveled so you would have to make your own stuff rather than mooching off the past. For example, in FO 1 and 2 you had mines and not in the explosives sense. In fallout 3 you have scavengers.
Title: Re: Fallout: New Vegas
Post by: Grakelin on May 22, 2010, 08:50:23 pm
Would have been a decent story if it hadn't been Fallout.
Title: Re: Fallout: New Vegas
Post by: SIGVARDR on May 22, 2010, 08:52:48 pm
edited.
 
Title: Re: Fallout: New Vegas
Post by: Grakelin on May 22, 2010, 08:57:22 pm
Everybody in the Enclave is descended from people who were in the Enclave at nukefall.

It's presumed they have a bunch of civilians off somewhere. On an oil rig that was destroyed, along with the living President of the United States in Fallout 2.
Title: Re: Fallout: New Vegas
Post by: SIGVARDR on May 22, 2010, 09:26:46 pm
edited.
Title: Re: Fallout: New Vegas
Post by: Grakelin on May 22, 2010, 09:30:32 pm
There's a mod that lets you choose new starting points. You can be everything from a random scavenger to an escaped Enclave soldier. I forget the name of it. FalloutNexus or the other people here might be able to enlighten.
Title: Re: Fallout: New Vegas
Post by: SIGVARDR on May 22, 2010, 09:38:45 pm
edited.
Title: Re: Fallout: New Vegas
Post by: Tilla on May 22, 2010, 10:26:08 pm
There's a mod that lets you choose new starting points. You can be everything from a random scavenger to an escaped Enclave soldier. I forget the name of it. FalloutNexus or the other people here might be able to enlighten.

That would be the Alternate Start, which is included in the massive Wanderer's Edition.
Title: Re: Fallout: New Vegas
Post by: Grakelin on May 22, 2010, 10:28:04 pm
(ever since you adopted the Dos equis guy as your avatar,i envision all your serious posts in his voice.Whatever happened to those commercials,they were the best.)

They're still on! I only found out recently that it's been on for two years or so. First time I saw it was in April of this year. Best commercials ever.
Title: Re: Fallout: New Vegas
Post by: Jackrabbit on May 22, 2010, 11:52:27 pm
God, I really, really enjoyed Fallout 3, but man do I wish the setting was even remotely like the east coast Fallout of the previous games. No mines? No tentative, ramshackle infrastructure? Nobody forming any sort of successful or even remotely widespread government ala the NCR in 200 years? The dev team was large enough to found a small country and yet nobody was working on that?
Title: Re: Fallout: New Vegas
Post by: Acanthus117 on May 23, 2010, 12:03:10 am
Yeah, I wish that there was stuff like the NCR in Fallout 3. But that's what mods are for!
Title: Re: Fallout: New Vegas
Post by: Grakelin on May 23, 2010, 12:17:41 am
They can't even use that excuse because Fallout 3 is an extensive overhaul mod of the Oblivion engine to begin with, so it has no excuse for being poor story-wise.
Title: Re: Fallout: New Vegas
Post by: dogstile on May 23, 2010, 06:10:21 am
I'm just saying that if i shot them in the arm and their arm kinda went back every time you shot them it'd be easy because they couldn't aim at you. If more realistic death shots are what you're after then i'm going to chase you with a pitchfork because I LOVE THEM XD

The thing is, that'd also apply to you, making not getting hit an important aspect.

Now add vats, and you can shoot and ragdoll effect 3-4 enemys at once to get behind cover. :P

Ah well. Imma just call the idea not to my taste from here on in and leave the argument alone XD
Title: Re: Fallout: New Vegas
Post by: Jackrabbit on May 23, 2010, 06:15:17 am
I don't hold with enemies ragdolling the instant they're hit (although you'll recall that in FO3 they do flinch occasionally). I'm fine with Critical Existence Failure provided it's not exaggerated or overused. I probably should have made that a bit clearer considering the fact that I didn't is what sparked the discussion.
Title: Re: Fallout: New Vegas
Post by: dogstile on May 23, 2010, 08:18:17 am
Yeah, I got it after i posted twice and was like "Hh SHI-, that's what s/he meant."

If they do realistic ragdolls though, I want at least one weapon so overly unrealistic that one shot from it would send them FLYING.
Title: Re: Fallout: New Vegas
Post by: Jackrabbit on May 23, 2010, 08:24:29 am
How about the Heavy Offensive Low Yield Sustained High Impact Thunder gun?
Title: Re: Fallout: New Vegas
Post by: dogstile on May 23, 2010, 04:00:06 pm
How about the Heavy Offensive Low Yield Sustained High Impact Thunder gun?

Sounds good. Or they could just keep the fat man and make the ammo more common. That'd work.

OH! Make the gauss rifle have another appearance.
Title: Re: Fallout: New Vegas
Post by: Calhoun on May 23, 2010, 05:00:38 pm
The Fatman is almost NEVER a useful weapon. Most of the times when your in combat, enemies are too close. Not to mention problems with using it while you have followers. It's a fun weapon, but not a useful one. Gauss Rifle would be much better if the reload were a bit faster, or you got at least 2 shots per microfusion cell.
Title: Re: Fallout: New Vegas
Post by: SIGVARDR on May 23, 2010, 05:53:08 pm
edited.
Title: Re: Fallout: New Vegas
Post by: dogstile on May 23, 2010, 06:28:04 pm
The ammo mechanics of the Gauss rifle confused me.
So a "standard" plasma rifle or whatever,you could fire 12 shots then put in another micro fusion cell.
The Gauss rifle,you can fire one shot before reloading a brand new cell in.Yet,it doesn't use 12 rounds,it uses 1 per shot.so if i have 48 micro fusion "rounds" for a Gauss rifle,i have 48 individual cells,but if i'm using the rifle,i somehow lost all but  4 cells,since you only reload after 12 shots from one.

Must.stop.trying.to make sense.out of fictional world.

Oh, that ones not to hard. The Gauss rifle was made years before the laser rifle, its less efficient.

The fat man? You can only get like 108 shots for it anyway, i can think of 108 times i could have used it.
Title: Re: Fallout: New Vegas
Post by: Jackrabbit on May 23, 2010, 06:41:20 pm
I just liked shooting it at such an extreme angle that it made a 'ding' sound just before it hit the ground. That always gave me a smile.

Also, nobody got my joke. I'm sad now.
Title: Re: Fallout: New Vegas
Post by: SIGVARDR on May 23, 2010, 07:05:35 pm
How about the Heavy Offensive Low Yield Sustained High Impact Thunder gun?
Also, nobody got my joke. I'm sad now.
The h.o.l.y. s.h.i.t. gun.
I got the joke,but laughing just doesn't transfer well into text.
Title: Re: Fallout: New Vegas
Post by: Dakorma on May 23, 2010, 10:22:50 pm
The Fatman is almost NEVER a useful weapon. Most of the times when your in combat, enemies are too close. Not to mention problems with using it while you have followers. It's a fun weapon, but not a useful one. Gauss Rifle would be much better if the reload were a bit faster, or you got at least 2 shots per microfusion cell.

Unless you go into vats and get the 9/10 damage reduction. Then it becomes hax on a level with Pun Pun.
Title: Re: Fallout: New Vegas
Post by: Jackrabbit on May 23, 2010, 10:27:29 pm
How about the Heavy Offensive Low Yield Sustained High Impact Thunder gun?
Also, nobody got my joke. I'm sad now.
The h.o.l.y. s.h.i.t. gun.
I got the joke,but laughing just doesn't transfer well into text.

It was a little joke, but when they're that little they need a lot of love.
Title: Re: Fallout: New Vegas
Post by: dogstile on May 24, 2010, 02:44:50 am
How about the Heavy Offensive Low Yield Sustained High Impact Thunder gun?
Also, nobody got my joke. I'm sad now.
The h.o.l.y. s.h.i.t. gun.
I got the joke,but laughing just doesn't transfer well into text.

It was a little joke, but when they're that little they need a lot of love.
*starts playing lets get it on by marvin gaye*

Come 'ere baby, let me love this joke :P

*laughs*
Title: Re: Fallout: New Vegas
Post by: buckets on May 24, 2010, 06:11:10 am
How about the Heavy Offensive Low Yield Sustained High Impact Thunder gun?
Also, nobody got my joke. I'm sad now.
The h.o.l.y. s.h.i.t. gun.
I got the joke,but laughing just doesn't transfer well into text.

It was a little joke, but when they're that little they need a lot of love.
*starts playing lets get it on by marvin gaye*

Come 'ere baby, let me love this joke :P

*laughs*

*Shudders violently*
Title: Re: Fallout: New Vegas
Post by: Grakelin on May 24, 2010, 10:24:28 pm
I've been playing this with a few mods (namely Fallout Wanderers Edition, the latest edition which came out right before I downloaded it, and Fellout with weather, which caused radioactive rain to come down).

With the loss of Fast Travel, and the inclusion of things like double damage and necessary eating, drinking, and sleeping, the game takes on a whole new edge. You really start to fear for your life whenever you go somewhere, but you have to do things like crawl into Vault 106 to avoid dying in radioactive rain.

There are a few bugs though, like Moira not paying me for my radiation sickness, and in one case, just after finishing the Arefu line, I stayed in the West family house for 3 or 4 days while waiting for the rain to pass. When I came out, the sheriff was fighting two Talon Company Mercs, and when they were dead, he turned on ME, and I had to kill him out of self defense. Then Lucy West wouldn't talk to me anymore. Man was I pissed.

FWE makes FO3 good, though.
Title: Re: Fallout: New Vegas
Post by: Jackrabbit on May 25, 2010, 01:44:31 am
I'm not so sure. The lack of fast travel would be the main reason I never finished Morrowind, because as pretty as the landscape looks it's mindnumbingly boring walking for three in game days to get to one place for a quest and then having to come all the way back to complete it.

But I'll check it out anyway. Fallout 3's wasteland is a lot more interesting than Morrowind's Vaardenfall.
Title: Re: Fallout: New Vegas
Post by: Acanthus117 on May 25, 2010, 01:46:11 am
You should also get MMM.

Improved AI (everyone doesn't think you're the biggest threat anymore, unless you ARE), the ability to scale spawnrates, lotsa cool stuffliekdat
Title: Re: Fallout: New Vegas
Post by: Tilla on May 25, 2010, 02:48:15 am
I'm not so sure. The lack of fast travel would be the main reason I never finished Morrowind, because as pretty as the landscape looks it's mindnumbingly boring walking for three in game days to get to one place for a quest and then having to come all the way back to complete it.

But I'll check it out anyway. Fallout 3's wasteland is a lot more interesting than Morrowind's Vaardenfall.

They make some interesting alternatives in it, and it's entirely optional module to remove the fast travel. There's an entire subquest where you get motorcycle parts and upgrades, produce fuel from ingredients, etc. But again, entirely optional, it asks you on startup if you want to shut fast travel off and you can change it after.
Title: Re: Fallout: New Vegas
Post by: Jackrabbit on May 25, 2010, 03:20:33 am
A motorcycle. You're serious.

I am getting this mod now. I am getting it so bad.
Title: Re: Fallout: New Vegas
Post by: Acanthus117 on May 25, 2010, 04:34:15 am
GOOD BOY
Title: Re: Fallout: New Vegas
Post by: Calhoun on May 25, 2010, 12:46:29 pm
I'm not so sure. The lack of fast travel would be the main reason I never finished Morrowind, because as pretty as the landscape looks it's mindnumbingly boring walking for three in game days to get to one place for a quest and then having to come all the way back to complete it.

But I'll check it out anyway. Fallout 3's wasteland is a lot more interesting than Morrowind's Vaardenfall.

I use a mod called Better Living Through Chems. Which adds REAL world drugs, which, while (fun?) isn't the best part, Psychodelic drugs give visual effects, which can make wandering the wastes a bit more fun. Euphoric durgs simply change the color contrast to be very warm and friendly, but dissociatives make things really fun. 2C-E is awesome.

Title: Re: Fallout: New Vegas
Post by: Acanthus117 on May 25, 2010, 12:48:16 pm
There are also fixes for physics and gore, so only explosives and big rounds can make gibbets.
Title: Re: Fallout: New Vegas
Post by: Tilla on May 25, 2010, 01:21:57 pm
I'm not so sure. The lack of fast travel would be the main reason I never finished Morrowind, because as pretty as the landscape looks it's mindnumbingly boring walking for three in game days to get to one place for a quest and then having to come all the way back to complete it.

But I'll check it out anyway. Fallout 3's wasteland is a lot more interesting than Morrowind's Vaardenfall.

I use a mod called Better Living Through Chems. Which adds REAL world drugs, which, while (fun?) isn't the best part, Psychodelic drugs give visual effects, which can make wandering the wastes a bit more fun. Euphoric durgs simply change the color contrast to be very warm and friendly, but dissociatives make things really fun. 2C-E is awesome.

Pretty sure BLTC is included with the Wanderer's Edition. at least, that's what the Cocaine in my inventory leads me to believe
Title: Re: Fallout: New Vegas
Post by: Grakelin on May 25, 2010, 03:06:13 pm
BLTC is indeed in FWE.

Also, a motorcycle.

MMM causes a CTD, unfortunately. I think it's a rendering issue. Not everything is rendering properly for me. I suspect it's an extraction error.

EDIT: Also, I'm yet to actually find the motorcycle dealership. The motorcycle itself is sitting outside Megaton, but I do not know how to render it.

You can also travel with caravans to populated cities, though you'll have to figure out the travel network.
Title: Re: Fallout: New Vegas
Post by: Tilla on May 25, 2010, 03:08:57 pm
BLTC is indeed in FWE.

Also, a motorcycle.

MMM causes a CTD, unfortunately. I think it's a rendering issue. Not everything is rendering properly for me. I suspect it's an extraction error.

EDIT: Also, I'm yet to actually find the motorcycle dealership. The motorcycle itself is sitting outside Megaton, but I do not know how to render it.

You can also travel with caravans to populated cities, though you'll have to figure out the travel network.

No problems with MMM for me, try installing it as a FOMOD file maybe?

The motorcycle when enabled should be giving you a quest that will lead you to the dealership
Title: Re: Fallout: New Vegas
Post by: postal83 on October 19, 2010, 11:34:39 am
Anyone pick this up yet?  Just bought it today on Steam.

I called my girlfriend and had to give her step by step instructions on how to get the download started hehe.  Sucks coming home and waiting for a 4 hour download.

Title: Re: Fallout: New Vegas
Post by: dragonshardz on October 19, 2010, 11:44:47 am
Fallout New Vegas...

DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT DO WANT
Title: Re: Fallout: New Vegas
Post by: hemmingjay on October 19, 2010, 11:48:55 am
It is AWESOME SAUCE. After I'm done playing some more I will kick my own ass for saying awesome sauce. Rest assured.

Anyway, AI is indeed better. Graphics are slightly improved and scenery is different. FPS element is much smoother, NPC control is nice. Not the game of the year, but great for anyone who loved the others.
Title: Re: Fallout: New Vegas
Post by: Dr. Johbson on October 19, 2010, 11:54:05 am
BLTC is indeed in FWE.

Also, a motorcycle.

MMM causes a CTD, unfortunately. I think it's a rendering issue. Not everything is rendering properly for me. I suspect it's an extraction error.

EDIT: Also, I'm yet to actually find the motorcycle dealership. The motorcycle itself is sitting outside Megaton, but I do not know how to render it.

You can also travel with caravans to populated cities, though you'll have to figure out the travel network.

No problems with MMM for me, try installing it as a FOMOD file maybe?

The motorcycle when enabled should be giving you a quest that will lead you to the dealership

Yeah, I had MMM and FWE up on my Fallout, too, didn't have any problems besides the occasional crash, but heavy saving (quicksaving 3 times a minute) got me past that problem. The motorcycle is a must with disabled fast travel. Game still has alot of other problems though. I'm hoping New Vegas will be much better.
Title: Re: Fallout: New Vegas
Post by: dragonshardz on October 19, 2010, 12:01:02 pm
Also, there's already ripped versions of the game on PirateBay. Wow. Release day isn't even over yet!
Title: Re: Fallout: New Vegas
Post by: fenrif on October 19, 2010, 12:09:09 pm
Also, there's already ripped versions of the game on PirateBay. Wow. Release day isn't even over yet!

Why would you expect any different? The 360 versions been floating about for like a week now. Pretty much any major game release will be cracked and posted inside of a day.
Title: Re: Fallout: New Vegas
Post by: dragonshardz on October 19, 2010, 12:10:33 pm
I'm not expecting different, I'm just expressing surprise at how fast the crackers work.
Title: Re: Fallout: New Vegas
Post by: OperatorPants on October 19, 2010, 12:41:28 pm
Don't know if this has been said yet, but I think the "M-16" you guys are complaining about is an AR-10, which in my opinion, fits the FO universe very well.

(http://imagefrog.net/thumb/thumb_026e556a.jpg) (http://imagefrog.net/show.php/123423_ar10.JPG)

"The AR-10 is an American 7.62 mm battle rifle developed by Eugene Stoner in the late 1950s at ArmaLite, then a division of the Fairchild  Aircraft Corporation. The rifle had some innovative features at the time of its introduction (1956); it was over 1 lb (0.45 kg) lighter than most other infantry rifles, and was significantly easier to control in automatic fire. The unique features of the AR-10 would eventually be developed into the U.S. Army's M16. Over its production life, the original AR-10 was built in relatively small numbers, with fewer than 10,000 rifles assembled."

http://en.wikipedia.org/wiki/AR-10
Title: Re: Fallout: New Vegas
Post by: hemmingjay on October 19, 2010, 02:57:11 pm
with 10,000 produced in the 60's(verify?) it would be doubtful for more than one to be seen in your wasteland life if any at all. However, I like it and have no complaints.
Title: Re: Fallout: New Vegas
Post by: Ninteen45 on October 19, 2010, 03:16:47 pm
Because Fallout is exactly the same as our world.  ::)
Title: Re: Fallout: New Vegas
Post by: Deon on October 19, 2010, 04:04:41 pm
Okay, I'm getting it now. I hope I will like it and stop bitching (well, I didn't bitch much, but wasn't excited either).
Title: Re: Fallout: New Vegas
Post by: nenjin on October 19, 2010, 04:06:41 pm
http://www.rockpapershotgun.com/2010/10/19/fallout-new-vegas-old-obsidian/

RPS first look. There are already a number of reported bugs. So far, this sounds very much like FO3, bugs and character models and all.

Also the hardcore sleep/eat/thirst mechanics are completely broken. Shocker. Even trying to do a hardcore version, it still comes out as more softcore. Eating food still gives back HP. *sigh*
Title: Re: Fallout: New Vegas
Post by: fenrif on October 19, 2010, 04:09:38 pm
The hardcore mechanics just seem to make the rest of the game more ridiculous. So i need to sleep and eat and such to stay alive, ok... And yet when someone randomly attacks me in the wilderness and I kill him in self defence I lose karma when I rummage through his stuff looking for a stimpack to heal myself. ¬_¬
Title: Re: Fallout: New Vegas
Post by: Shadowlord on October 19, 2010, 04:25:12 pm
According to that review, it takes weeks to even get hungry/thirsty/tired. D:
Title: Re: Fallout: New Vegas
Post by: postal83 on October 19, 2010, 04:32:10 pm
I don't know if its just me, but every article I read from rockpapershotgun seems a little blown out of proportion.  Lately I've been taking everything they say with a grain of salt.
Title: Re: Fallout: New Vegas
Post by: nenjin on October 19, 2010, 04:34:14 pm
I tend to do that as well, but when it comes to specific game instances....the language is pretty important, and he's pretty clear about exactly what he's experiencing. Had he just said "Oh, this stuff is totally broken," that'd be one thing. He's specifically pointing out stuff though, like NPCs running away from him even as they shout the greeting messages, as though they're stuck on "Fear the player character" mode.

Chalk this up to yet ANOTHER game this year that was kicked out the door before it was ready.
Title: Re: Fallout: New Vegas
Post by: postal83 on October 19, 2010, 04:38:43 pm
Yeah, it's a shame.  I mean, I am still excited to go home and play it, but I just hope to bugs are shruggable and will be fixed in do time.  I just hope they aren't game breaking, or unrelentlessly obnoxious.

Like the acid rain bug was in DF hehe
Title: Re: Fallout: New Vegas
Post by: fenrif on October 19, 2010, 04:38:58 pm
I tend to do that as well, but when it comes to specific game instances....the language is pretty important, and he's pretty clear about exactly what he's experiencing. Had he just said "Oh, this stuff is totally broken," that'd be one thing. He's specifically pointing out stuff though, like NPCs running away from him even as they shout the greeting messages, as though they're stuck on "Fear the player character" mode.

Chalk this up to yet ANOTHER game this year that was kicked out the door before it was ready.

To be fair, most of RPS problems with the game seem to stem from him not understanding the controls. People run from you if you have your gun out, AFAIK. He doesn't know how to hoster his weapons... These things are not unrelated.

The number 2 being locked to change ammo, while 1 and 3-8 are all change weapon is completely stupid though.
Title: Re: Fallout: New Vegas
Post by: Shadowlord on October 19, 2010, 04:40:56 pm
Everyone seems to be going "OMG THERE'S NO HOLSTER KEY" as though they've forgotten how to holster their weapons from fallout 3.

They also seem to have forgotten that fallout 3 crashed every 5 minutes (when it got really bad), and the solution to it, although they can be forgiven for that since it took me hours to find the solution on the internet myself, back when it was making Fallout 3 unplayable for me: Disabling autosave in the game options, getting a mod to block the scripted autosaves (it autosaves during the main quest and such many times, even if you've disabled autosave in the options), and not using quicksave - only use regular saving to save your game.

(And so they are blaming Obsidian for making new vegas crash all the time, instead of blaming them for not fixing (or failing to fix) bugs that bethesda never bothered to fix in fallout 3.)
Title: Re: Fallout: New Vegas
Post by: Deon on October 19, 2010, 04:47:09 pm
It seems not so bad so far. Within a few patches and mods ("hardcore" mode is ridiculous, as it was said food and water still restore health, and which is more important, you should eat REALLY rarely). With mods it will be another fine modded-to-death Fallout 3.
Title: Re: Fallout: New Vegas
Post by: nenjin on October 19, 2010, 04:49:23 pm
It would be really nice if someone would get the balance right, on release, for once though. It feels like it's getting to the point where devs know it's going to get modded, so they just outline whatever systems they wanted to have and leave it up to users to fine tune it. I mean Jesus...how hard is it really to do a food/water system right the first time? I know that's a minor complaint, but still. I was hoping for a different tune from NV than I got from FO3.
Title: Re: Fallout: New Vegas
Post by: Deon on October 19, 2010, 05:20:24 pm
I must say that there's already FOOK 0.0 which fixes some minor but noticeable bugs:
http://newvegasnexus.com/downloads/file.php?id=34684

With modders like these, I am sure we will get a nice game soon :P. Nenjin is right, it looks like Bethesda likes to put 50% or more of the bugfixing and game balancing on modders :(.
Title: Re: Fallout: New Vegas
Post by: BigD145 on October 19, 2010, 05:50:48 pm
It seems not so bad so far. Within a few patches and mods ("hardcore" mode is ridiculous, as it was said food and water still restore health, and which is more important, you should eat REALLY rarely). With mods it will be another fine modded-to-death Fallout 3.

Hopefully we don't have to blow ourselves up as a workaround to corrupted saves.
Title: Re: Fallout: New Vegas
Post by: A Dwarven Smokeologist on October 19, 2010, 05:55:24 pm
Just remember they do it because they can.

If you bought the game on release knowing their history of buggy releases then you're only exacerbating the problem. You can complain about it afterwords all you want but they already have your money and that's a vote of confidence, actions > words.

That said I'm eager to buy the game, I'm just gonna wait for the GOTY edition.
Title: Re: Fallout: New Vegas
Post by: Deon on October 19, 2010, 06:12:40 pm
That's why I don't buy their game on release, just "try" it :P.

And GOD DAMN IT, I WANT TO REPLACE LEGION SO BAD!

Just look:
Spoiler (click to show/hide)
It's ridiculous. Nothing says "fallout" here, it screams "a bunch of guys without pants and with hammers". And they fight militaristic NCR and NewVegas with their robots (each of NV robots can fire a missile valley). I mean, REALLY?!
Title: Re: Fallout: New Vegas
Post by: Tilla on October 19, 2010, 06:40:13 pm
Actually I'd say everything says Fallout like that. Always remember than Fallout 1 and 2 had goofy stuff like the Tardis show up :P Silliness is the name of the game. If you want your wastelands always serious go play STALKER
Title: Re: Fallout: New Vegas
Post by: nenjin on October 19, 2010, 06:43:17 pm
Kilts? In the Wasteland? That's not silly, that's downright dangerous! Shards of radioactive-laden debris coating your nuts?

And I thought the idea of a uniform was to have a presentation that impressed the viewer with your organization. Nothing says "bunch of douches" in a futuristic setting like leather and kilts and....sunglasses?
Title: Re: Fallout: New Vegas
Post by: Virtz on October 19, 2010, 06:45:11 pm
Actually I'd say everything says Fallout like that. Always remember than Fallout 1 and 2 had goofy stuff like the Tardis show up :P Silliness is the name of the game. If you want your wastelands always serious go play STALKER
Those were easter eggs. Random encounters completely unrelated to the storyline or even any real quest.

Though having people dress up as Roman legionaries is not the worst thing that could happen considering Fallout 2 introduced the concept of bone-piercing-wearing tribals.
Title: Re: Fallout: New Vegas
Post by: Tilla on October 19, 2010, 07:01:03 pm
Pretty sure they're supposed to come across as douches and idiots; they're a faction with origins in themed-casino entertainment - you know, like the real life Caesar's Palace

(http://www.lasvegastourism.com/las_vegas/Caesars-Palace-1.jpg)
Title: Re: Fallout: New Vegas
Post by: Dr. Johbson on October 19, 2010, 07:22:30 pm
Just remember they do it because they can.

If you bought the game on release knowing their history of buggy releases then you're only exacerbating the problem. You can complain about it afterwords all you want but they already have your money and that's a vote of confidence, actions > words.

That said I'm eager to buy the game, I'm just gonna wait for the GOTY edition.
But complaining is so fun! Also Im disappointed I'll have to wait to watch your possible videos on it now.
Title: Re: Fallout: New Vegas
Post by: Deon on October 19, 2010, 08:13:54 pm
Actually I'd say everything says Fallout like that. Always remember than Fallout 1 and 2 had goofy stuff like the Tardis show up :P Silliness is the name of the game. If you want your wastelands always serious go play STALKER
No, really. A huge organization with MELEE weapons which controls a big part of the wasteland and wears no pants? Fallout had easter eggs, but it was not stupid.
Title: Re: Fallout: New Vegas
Post by: Sir Pseudonymous on October 19, 2010, 08:34:39 pm
Considering guns in FO3 were basically pea shooters, and it was easier to play through the game without using either weapons or armor, perhaps they're onto something.

It doesn't make much sense for a local power to exclusively use melee weapons, but then, it also doesn't make much sense for leather armor to stop bullets, or for people to require multiple shots to their unarmored face before their head cleanly falls off...
Title: Re: Fallout: New Vegas
Post by: Deon on October 19, 2010, 08:48:03 pm
Okay, I've found this:
Quote
IGN AU: Yeah – Wild Wasteland. What's the deal with that perk?

Josh Sawyer: Okay, so basically – the Fallout franchise has, in its past, had a lot of goofy humour in it – and people seem really polarized by it. Some people were like, 'Ah – I love it! Put more Monty Python reverences in it!' and some people were like 'I can't stand it—it really irritates me in every way, shape and form.' I generally do not like the pop-culture references.

IGN AU: No kidding. Why not?

Josh Sawyer: I dunno – it just kind of pulls me out of the world. And a lot of times it just seems kind of cheesy and goofy. I mean, I kind of appreciate it in a 'ha ha ha –fine' kind of way, but once it starts to go overboard and the world is full of it, it just starts to irritate me I guess.

In any case, a lot of our designers wanted to put that stuff in there and I'd be saying 'no, no, no, don't do it.' Eventually we thought, you know, there's probably an easy way to do this, which is a perk that basically says 'I wanna see all the goofy shit.' So we have Wild Wasteland. You opt into it at the beginning and then you get to see all the goofy crap.

I think they should put the roman armor + melee + sunglasses under the same perk.
Title: Re: Fallout: New Vegas
Post by: Shadowlord on October 19, 2010, 09:00:24 pm
Considering guns in FO3 were basically pea shooters, and it was easier to play through the game without using either weapons or armor, perhaps they're onto something.

It doesn't make much sense for a local power to exclusively use melee weapons, but then, it also doesn't make much sense for leather armor to stop bullets, or for people to require multiple shots to their unarmored face before their head cleanly falls off...

I had a character in FO3 that didn't use guns at all, and went around punching enemies to death while completely ignoring their pitiful attempts to kill him with bullets and energy weapons. It worked spectacularly well since during character creation, I gave him 9 strength and endurance, and 10 intelligence, and to bump them to 10 I needed only a bobblehead. I used perception and luck as dump stats, dropping them to 1, which had spectacularly little notable effect on the game (at least in the PC version, when punching things to death). I also played through the vault beginning on an XBox 360 with the same build, where it also worked (but slightly less well since I found it harder to manually punch people - on the PC I was punching enemies in the head myself whenever I ran out of action points, or just whenever).

Of course, that gets boring after a while.

For my normal characters, the best way to kill feral ghouls was using a flaming sword, rather than guns, and super mutants were much more vulnerable to being punched in the head with Fisto! than to being shot (for some reason), so there's always been a place for melee/hand-to-hand.

I can't see an entire empire of melee users unless they've been min-maxing their stats, though. :P As if NPCs can do that.
Title: Re: Fallout: New Vegas
Post by: Deon on October 19, 2010, 09:09:15 pm
Considering guns in FO3 were basically pea shooters, and it was easier to play through the game without using either weapons or armor, perhaps they're onto something.

It doesn't make much sense for a local power to exclusively use melee weapons, but then, it also doesn't make much sense for leather armor to stop bullets, or for people to require multiple shots to their unarmored face before their head cleanly falls off...

I had a character in FO3 that didn't use guns at all, and went around punching enemies to death while completely ignoring their pitiful attempts to kill him with bullets and energy weapons. It worked spectacularly well since during character creation, I gave him 9 strength and endurance, and 10 intelligence, and to bump them to 10 I needed only a bobblehead. I used perception and luck as dump stats, dropping them to 1, which had spectacularly little notable effect on the game (at least in the PC version, when punching things to death). I also played through the vault beginning on an XBox 360 with the same build, where it also worked (but slightly less well since I found it harder to manually punch people - on the PC I was punching enemies in the head myself whenever I ran out of action points, or just whenever).

Of course, that gets boring after a while.

For my normal characters, the best way to kill feral ghouls was using a flaming sword, rather than guns, and super mutants were much more vulnerable to being punched in the head with Fisto! than to being shot (for some reason), so there's always been a place for melee/hand-to-hand.

I can't see an entire empire of melee users unless they've been min-maxing their stats, though. :P As if NPCs can do that.
If you've played with any sane balancing mod like FWE or FOOK, you wouldn't be like that. Ah well, I won't question it when I get the balance mods because I am sure they will fix it :).
Title: Re: Fallout: New Vegas
Post by: Shadowlord on October 19, 2010, 09:29:55 pm
I tried FOOK. It added [Infinity] pieces of crap and so forth, IIRC, and I was not happy with it. I don't even remember it rebalancing anything, the only thing I noticed was new stuff that I didn't want, and it being incompatible with many of the other mods I was using. If you're going to rebalance the weapons, or fix bugs, you should just do that, not add a bunch of new things at the same time.

Also FWE, the result of which was me spawning in the upper-left corner of the map, wandering the wasteland trying to get anywhere, unable to heal my injuries properly, until every body part had been broken, and were it possible, I would have broken every body part three times over. That was... completely NOT FUN. I eventually arrived in megaton, only to find that I could not buy the supplies I would need to fix any of my broken body parts. I think that's about when I uninstalled FWE and deleted those saved games.

I did use a bunch of other mods, however, including BLTC. Some of them made things easier, though: One toned down the Fake Difficulty computer hacking, another made it possible to repair weapons with the more common junk that you kept picking up (cans, scrap metal, and such). I also used WMK, Sensible Dismemberment, EVE, CRAFT, and some stuff to improve GNR, and expand the playlist (I actually LIKED (most of) the music, and wanted more of it so the radio station wasn't always looping the same dozen or so songs).
Title: Re: Fallout: New Vegas
Post by: Astral on October 19, 2010, 10:09:12 pm
Most Bethesda games become playable for me after people mod it well enough.

This doesn't appear to be an exception, though it's only somewhat playable at the moment with the usual game breaking bugs on release day.
Title: Re: Fallout: New Vegas
Post by: mainiac on October 19, 2010, 10:18:18 pm
Oh god that damn radio station.  I wanted it on so I could hear about my exploits, which is always cool.  But three dog needed some damn new songs and needs to talk about the news in something resembling an intelligent fashion.
Title: Re: Fallout: New Vegas
Post by: Deon on October 19, 2010, 10:40:08 pm
I tried FOOK. It added [Infinity] pieces of crap and so forth, IIRC, and I was not happy with it. I don't even remember it rebalancing anything, the only thing I noticed was new stuff that I didn't want, and it being incompatible with many of the other mods I was using. If you're going to rebalance the weapons, or fix bugs, you should just do that, not add a bunch of new things at the same time.

Also FWE, the result of which was me spawning in the upper-left corner of the map, wandering the wasteland trying to get anywhere, unable to heal my injuries properly, until every body part had been broken, and were it possible, I would have broken every body part three times over. That was... completely NOT FUN. I eventually arrived in megaton, only to find that I could not buy the supplies I would need to fix any of my broken body parts. I think that's about when I uninstalled FWE and deleted those saved games.

I did use a bunch of other mods, however, including BLTC. Some of them made things easier, though: One toned down the Fake Difficulty computer hacking, another made it possible to repair weapons with the more common junk that you kept picking up (cans, scrap metal, and such). I also used WMK, Sensible Dismemberment, EVE, CRAFT, and some stuff to improve GNR, and expand the playlist (I actually LIKED (most of) the music, and wanted more of it so the radio station wasn't always looping the same dozen or so songs).
Eh, seriously, nothing personal, but inability to install and use complex mods does not mean that they are bad :/.

There's FOIP which allows to use FWE with MMM and FOOK, and together they do wonders. That random "crap" allows you to repair your stuff without reassembling the SAME stuff (as you said, you used it, and it's a part of FWE) and I didn't notice [infinity], probably it was removed by FOIP, and FWE allows you to have different starts, including vanilla, so "upper corner of the map" is unlikely unless you wanted it...
Title: Re: Fallout: New Vegas
Post by: Shadowlord on October 19, 2010, 11:17:24 pm
Yes, it was one of the extra starts. I picked one of them thinking it sounded nice (Perhaps it was the android one, where I expected to spawn at the vault as usual, except to be an android created by James McDad, or perhaps it was something else), and that was where it put me, up in the upper-left corner not far from [Spoiler!].

It's a matter of simply not liking what I saw with FOOK. It's not a matter of not knowing how to install and use complex mods, or not knowing how to merge mods and correct conflicts. I used fo3edit to correct all the conflicts between the mods I was using and merge some things from one into another (I don't mean making a merged patch, which takes almost no effort). I did not, however, want to do that with FOOK.
Title: Re: Fallout: New Vegas
Post by: Tilla on October 20, 2010, 01:03:18 am
Dear god Chris Avellone is a liar. Basically they've said that there was no good or bad faction. I call bullshit. NCR may be expansionist but they all seem like decent people.

When I first encounter the Legion, it is a town they have burned to cinders and have the towns citizens either beheaded on pikes, enslaved, or up on crucifixes.
Title: Re: Fallout: New Vegas
Post by: Deon on October 20, 2010, 01:12:02 am
Yes, it was one of the extra starts. I picked one of them thinking it sounded nice (Perhaps it was the android one, where I expected to spawn at the vault as usual, except to be an android created by James McDad, or perhaps it was something else), and that was where it put me, up in the upper-left corner not far from [Spoiler!].

It's a matter of simply not liking what I saw with FOOK. It's not a matter of not knowing how to install and use complex mods, or not knowing how to merge mods and correct conflicts. I used fo3edit to correct all the conflicts between the mods I was using and merge some things from one into another (I don't mean making a merged patch, which takes almost no effort). I did not, however, want to do that with FOOK.
As I said, you don't have to do it, since FOIP exists, and then you just make a merged patch :P. I didn't mean to insult you by saying so, I just had no problems with it. And I usually play with FWE+MMM combo without FOOK because it's more stable.
FWE is a must-have for me since it makes the game so much more believeable.

Dear god Chris Avellone is a liar. Basically they've said that there was no good or bad faction. I call bullshit. NCR may be expansionist but they all seem like decent people.

When I first encounter the Legion, it is a town they have burned to cinders and have the towns citizens either beheaded on pikes, enslaved, or up on crucifixes.
Yeah, that's really easy to call legion bad and new vegas/NCR good/neutral. They are both closer to neutral though.


Now a big spoiler so I spoil it, but it's a question to those who has found a "hidden valley" location (which is actually pretty easy to find from the start)
Spoiler (click to show/hide)
Title: Re: Fallout: New Vegas
Post by: MagmaDeath on October 20, 2010, 01:13:37 am
Dear god Chris Avellone is a liar. Basically they've said that there was no good or bad faction. I call bullshit. NCR may be expansionist but they all seem like decent people.

When I first encounter the Legion, it is a town they have burned to cinders and have the towns citizens either beheaded on pikes, enslaved, or up on crucifixes.
Ah, but they DESERVE it, for being corrupt.
The leader of the legion is rather cool though, and a smart, nice guy.

I got this, crashed 3 times starting up, once during the tutorial, and haven't crashed since.
There really haven't been as many bugs as I'd expect either.
The actual bug enemies... Well, the advice not to go north is very good advice.

All in all though, its a great game so far.
Title: Re: Fallout: New Vegas
Post by: Deon on October 20, 2010, 01:15:19 am
I've got one bug (questbreaking but  I solved it with a console, basically raiders attacking your first town were not activated so they stood without action and were invulnerable, while you had to kill them) and one crash (random travelling).

Quote
All in all though, its a great game so far.
Yeah, I can agree that if I ignore some minor stuff I dislike (like the legion design), this game has a lot of content and has an old Fallout feel, at least in details. It's clearly seen that there were devs from Obsidian, because they've put a lot of references all around the place.
Title: Re: Fallout: New Vegas
Post by: darkedone02 on October 20, 2010, 04:24:09 am
I can't wait to get my hand's on this game. I wonder how well this game is like, and can't wait for some major mod's to come out...

also believe it or not:
Spoiler (click to show/hide)
Title: Re: Fallout: New Vegas
Post by: Acanthus117 on October 20, 2010, 04:30:43 am
Of course they did, as Most Gamers are Male. (http://tvtropes.org/pmwiki/pmwiki.php/Main/MostGamersAreMale)
Title: Re: Fallout: New Vegas
Post by: Deon on October 20, 2010, 04:52:04 am
And this mod is 2nd in Mod of the Month nomination already :/.
Title: Re: Fallout: New Vegas
Post by: Leonon on October 20, 2010, 07:33:07 am
And this mod is 2nd in Mod of the Month nomination already :/.
Tied for first now. It's a port of a mod for Fallout 3 so it's currently the most extensive, complete and technically sound mod. Objectively it's the best mod so far.

Also, Yay! Boobies!
Title: Re: Fallout: New Vegas
Post by: Mindmaker on October 20, 2010, 07:41:39 am
Fallout 3 may not been the greatest RPG of all times, but just exploring the wastelands was great.
I hope it'll be part of the Steam sale too.

Not sure about New Vegas.
Are the changes good enough to sell it as a fully-fleged new game?
Title: Re: Fallout: New Vegas
Post by: postal83 on October 20, 2010, 09:47:13 am
Not sure about New Vegas.
Are the changes good enough to sell it as a fully-fleged new game?

Yes, definately.  I actually like this one more than FO3.  Feels slightly more immersive, as immersive as the butt puppet NPCs allow.

Have only had 1 crash in a 4 hour game run, and have yet to run into any real obvious or game breaking bugs.

The ability to breakdown ammunition into lead, casings, powder, and pack new ammunition into other shell casings is a freakin awesome feature.


Anyone plan on beating the vanilla before modding it?
Title: Re: Fallout: New Vegas
Post by: Cheese on October 20, 2010, 10:41:41 am
http://www.nma-fallout.com/forum/viewtopic.php?t=56505 (http://www.nma-fallout.com/forum/viewtopic.php?t=56505)
Pretty good first impression. Enjoy the damn game and stop moaning about your immersion  >:(
Title: Re: Fallout: New Vegas
Post by: Sergius on October 20, 2010, 10:45:34 am
Oh god that damn radio station.  I wanted it on so I could hear about my exploits, which is always cool.  But three dog needed some damn new songs and needs to talk about the news in something resembling an intelligent fashion.

Wow, ain't that right... he was always doing witty remarks like: "Hey, it seems there's some cool cats doing some stuff like defending our freedom and happiness, next time you see them pat them in the back and groove and shit and...", or "hey, there's mutants killing poor folks, what do you think, mutants are bad or something, yeah, and what's up with the enclave, they're not groovy cats...", dude, just shut the f- up.
Title: Re: Fallout: New Vegas
Post by: Deon on October 20, 2010, 10:51:19 am
Yeah, the ability to wear faction armor to blend into a faction (until a guard or a guard dog :/ see you) is a nice feature. And I was wondering why can't I report my brotherhood mission (they started to shoot me once I entered their place so I couldn't report my mission success) until I realized that I wear NCR trenchcoat.

I'm now in a *hidden* vault and I can't find out what happened there (with blues and reds experiment). I quite get the idea, but I've explored everything and it seems like there's nowhere to go else, but the story is unfinished and I don't see a note about that... Did somebody see it? I won't spoil its contents or location, I will just say that I now sit inside without ANY ammo because I've wasted it on night stalkers and fire geckos, and I don't know how to find the rest part of the vault's story :P.
Title: Re: Fallout: New Vegas
Post by: Deon on October 20, 2010, 10:56:50 am
Mwahaha, thanks god I didn't see it :P
http://www.wegame.com/watch/fallout-new-vegas-intro-bug/
Title: Re: Fallout: New Vegas
Post by: debvon on October 20, 2010, 11:44:02 am
My unimportant take on the game.

Spoiler (click to show/hide)
Title: Re: Fallout: New Vegas
Post by: postal83 on October 20, 2010, 12:37:40 pm
http://www.nma-fallout.com/forum/viewtopic.php?t=56505 (http://www.nma-fallout.com/forum/viewtopic.php?t=56505)
Pretty good first impression. Enjoy the damn game and stop moaning about your immersion  >:(

lol, ok, wasn't really moaning, was praising the game
Title: Re: Fallout: New Vegas
Post by: Deon on October 20, 2010, 12:40:57 pm
Quote
but for the love of god, it's the FUTURE
Eh, man, it's Fallout, it's a pseudo-future, with old styled cars running on PURE ENERGY and all the 50/60s design. The theme fits perfectly. Remember Modoc or New Reno. Actually New Reno was really close to New Vegas in its theme. At least I love this part. Well, for each his own I guess, I liked the old Fallout 1/2 humor (although fallout 1 was more sane with this, it's Fallout 2 which took this silliness to new heights). But sometimes I feel like there's too much of it.

Quote
Secondly, and this ties into the cowboy themed crap, most of the radio stations are horrible.
Yeah, I agree that they need a mod, but Black mountain radio entertained me... for a while hehe. Then it repeated the same stuff again and again and became boring.
Title: Re: Fallout: New Vegas
Post by: Tilla on October 20, 2010, 12:48:08 pm
On the radio front I'm hoping for another set of great radio play mods. Maybe get some stuff like Gunsmoke going!
Title: Re: Fallout: New Vegas
Post by: Soulwynd on October 20, 2010, 12:48:52 pm
Just in case:
http://forums.bethsoft.com/index.php?/topic/1123460-potential-fix-for-npc-slowdown/
Title: Re: Fallout: New Vegas
Post by: Mindmaker on October 20, 2010, 01:05:50 pm
Just found out that I can get this game for around 27€ from amazon.
I might buy it, however I have some questions first.

Exploration and landscape:
What does the "new" wasteland look like? What has changed? Has exploration remained similar to FO3?

Crafting:
How complex is the crafting and gathering system? (I've seen comparisons to Morrowind&Oblivion, and I simply loved the Alchemy skill there)

Hardcore mode:
How well do the features meld into the game? Do they provide a nice challenge or are they just tedious? (I'm fond of survival games and FO3 has been to easy)
Title: Re: Fallout: New Vegas
Post by: Deon on October 20, 2010, 01:13:08 pm
Just in case:
http://forums.bethsoft.com/index.php?/topic/1123460-potential-fix-for-npc-slowdown/
Wow, my PC slowed down to hell when I saw multiple NPCs, now I can finally play. Thank you Soulwynd :).

Quote
Exploration and landscape:
What does the "new" wasteland look like? What has changed? Has exploration remained similar to FO3?

Crafting:
How complex is the crafting and gathering system? (I've seen comparisons to Morrowind&Oblivion, and I simply loved the Alchemy skill there)

Hardcore mode:
How well do the features meld into the game? Do they provide a nice challenge or are they just tedious? (I'm fond of survival games and FO3 has been to easy)
1) Well it's similar to FO3, but the look of the land is much closer to "Amerika" to me. "Capital Wasteland" in FO3 seemed... wrong. Also there're conveniently placed mountains which make you to travel far though dangerous locations, and landscaping is pretty neat. So far I enjoy it. Plus there're much more variable factions, and with a new feature to wear faction armor as a disguise you can walk different routes for safety (well, unless you fast-travel... I don't). So it's quite interesting.

2) The crafting system has quite a lot of ingredients and products. I wasn't using it too oftem, but sometimes it's handy. Although you have to remember components for required items you want to gather, because you can only see the "recipes" at specific workbenches... I am sure I will either remember them or find a mod or a FAQ with a list of recipes. However you can get followers which act as "workbenches" so it's not that bad further into the game.

3) After a few hours of play, I must say that Hardcore mode is pretty easy (there's a lot of food around, and water too), but it's a must-have for me. The requirement to look for doctor bags to heal crippled limbs and other features like that make combat tactics much more important. Food/sleep/drink part is really easy to satisfy though.
Title: Re: Fallout: New Vegas
Post by: Tilla on October 20, 2010, 01:30:11 pm
Hmmm the D3D9 DLL doesn't seem to be helping me much, in fact I seem to get worse now - near-locking up in battle o.o
Title: Re: Fallout: New Vegas
Post by: Mindmaker on October 20, 2010, 01:52:16 pm
Thank you, Deon.
I might even order it today.
Title: Re: Fallout: New Vegas
Post by: lordnincompoop on October 20, 2010, 02:02:06 pm
Why do you guys get to have F:NV and not us?

No fair!  :'(
Title: Re: Fallout: New Vegas
Post by: Calhoun on October 20, 2010, 02:22:19 pm
First Impressions:

SWEET! Fallout: New Vegas!!!! Did my mouse just....MOUSE ACCELERATION!?!!!?! GAH! Well I hope alt-tabbing works this time around.

ALT-TABBING WORKS!!! WHOOO!!!!

So yeah, Mouse Acceleration is the worst goddamn thing ever, but alt-tab support is dynamite!

Now to see how the game works!
Title: Re: Fallout: New Vegas
Post by: Tilla on October 20, 2010, 02:24:35 pm
Does Caravan (the card game) work at all? I've been trying but I can't ever seem to place a second numeric card down. The enemy can.
Title: Re: Fallout: New Vegas
Post by: Deon on October 20, 2010, 02:35:26 pm
The first game of caravan didn't work at all. Probably a bug. However the second one was working. I didn't learn all the rules though yet, this is something I leave for a distant future when I become bored with shooting and exploring.

Money are really easy to get. Gun runners and Crimson Caravan (located nearby) have all caps in the world required to buy that recently looted technology from abandoned Vaults.

P.S. Now when I think about it, BoS would shoot me on sight if they knew :P.
Title: Re: Fallout: New Vegas
Post by: Dr. Johbson on October 20, 2010, 02:36:40 pm
Calhoun, go to your documents, your games, FalloutNV, Fallout.ini, go under the [controls] section, add

fForegroundMouseAccelBase=0
fForegroundMouseAccelTop=0
fForegroundMouseBase=0
fForegroundMouseMult=0

Also, I recommend everyone to read this tweak guide, helps get the game running so much better. Made for Fallout 3, still works in NV though.
http://www.tweakguides.com/Fallout3_8.html
Title: Re: Fallout: New Vegas
Post by: Deon on October 20, 2010, 02:38:08 pm
Heh, that only DLL made NPCs and the world to look worse but it removed ALL stuttering and slowdown at all...

Thanks for the tip on mouse accel. disabling.

Hmmm the D3D9 DLL doesn't seem to be helping me much, in fact I seem to get worse now - near-locking up in battle o.o
Do you place it in the same directory where the .exe and the launcher are located? Not in My Documents/my games/falloutnv/ I hope?
Title: Re: Fallout: New Vegas
Post by: MagmaDeath on October 20, 2010, 02:39:47 pm
Does Caravan (the card game) work at all? I've been trying but I can't ever seem to place a second numeric card down. The enemy can.
It does, you have to down arrow to place the second card on a stack.
Caravan is an easy game to win money at, if you stack your deck.
Pick up cards when you see them in stores, they are only a few caps, and its always nice to have more.
 
Also, you can pick up over 1000 dino plushies...
For pretty cheap. Watch someone make something like pillow town out of them.
Title: Re: Fallout: New Vegas
Post by: Calhoun on October 20, 2010, 02:42:28 pm
Calhoun, go to your documents, your games, FalloutNV, Fallout.ini, go under the [controls] section, add

fForegroundMouseAccelBase=0
fForegroundMouseAccelTop=0
fForegroundMouseBase=0
fForegroundMouseMult=0

Also, I recommend everyone to read this tweak guide, helps get the game running so much better. Made for Fallout 3, still works in NV though.
http://www.tweakguides.com/Fallout3_8.html
Already found the Mouse Acceleration fix, no way I was gonna play without it.

Thanks though!
Title: Re: Fallout: New Vegas
Post by: Deon on October 20, 2010, 02:49:06 pm
Quote
Also, you can pick up over 1000 dino plushies...
WHAT?!
I've found only one and thought that it's some kind of an easter egg, oh well.

I've found some "disassembled weapon supplies" in one raider camp near New Reno, and I thought that it belongs to Gun Dealers... It looks like it's not. Does anybody know where is it from? :)
Title: Re: Fallout: New Vegas
Post by: Tilla on October 20, 2010, 02:57:28 pm
Okay, I got it now (Caravan) - I had no idea I could change where on the track I could place the cards! The game really doesn't explain that at all - nice work as usual Obsidian at not doing your jobs :P
Title: Re: Fallout: New Vegas
Post by: Deon on October 20, 2010, 03:04:02 pm
Obsidian, eh? Maybe Bethesda? :P Anyway, it's just a minor interface issue.
Title: Re: Fallout: New Vegas
Post by: Mindmaker on October 20, 2010, 03:25:04 pm
So did they place bobbleheads in New Vegas?
I hope not.
Title: Re: Fallout: New Vegas
Post by: Deon on October 20, 2010, 03:56:25 pm
I didn't see any after I've explored around 1/6 of the map (played around 13 hours), so I guess not. Still there're implants which augment your body (Fallout-2 style) but they cost a lot and you should find the location (although you can guess it by looking at Billboards, one of them has an advertising of the said clinic).
Title: Re: Fallout: New Vegas
Post by: nenjin on October 20, 2010, 04:05:09 pm
Has anyone experienced this? (http://xbox360.gamespy.com/xbox-360/fallout-new-vegas/1129259p1.html)

'Cause this is about what I expect from a Bethesda-related project at release. How much of that insanity is there going on?
Title: Re: Fallout: New Vegas
Post by: Shadowlord on October 20, 2010, 04:09:33 pm
You can buy implants to boost your SPECIAL stats instead.

There are also snowglobes which do nothing (http://tvtropes.org/pmwiki/pmwiki.php/Main/GogglesDoNothing).
Title: Re: Fallout: New Vegas
Post by: Calhoun on October 20, 2010, 04:12:04 pm
So far the only problem I've had was super stuttering, fixed with the .dll linked in this thread. Everything else has been smooth sailing.
Title: Re: Fallout: New Vegas
Post by: Shadowlord on October 20, 2010, 04:15:19 pm
I think I'm at least waiting for some patches to see what gets fixed.
Title: Re: Fallout: New Vegas
Post by: Tellemurius on October 20, 2010, 06:26:52 pm
Heh, that only DLL made NPCs and the world to look worse but it removed ALL stuttering and slowdown at all...

Thanks for the tip on mouse accel. disabling.

Hmmm the D3D9 DLL doesn't seem to be helping me much, in fact I seem to get worse now - near-locking up in battle o.o
Do you place it in the same directory where the .exe and the launcher are located? Not in My Documents/my games/falloutnv/ I hope?
directx sdk install with optional components will help you guys.
Title: Re: Fallout: New Vegas
Post by: Calhoun on October 20, 2010, 06:28:26 pm
Welp... First crash.



It appeared to be one person from a distance, I got a sneak attack crit and they fell, only to reveal someone else standing in the exact same spot. X4
Title: Re: Fallout: New Vegas
Post by: Leonon on October 20, 2010, 07:21:45 pm
I'm loving the varmint rifle, hate the night vision scope though. I love being able to have a scoped weapon right after the tutorial but the night vision is unnecessary with the night vision perk (which retains color instead of green tinting everything) and the fixed magnification is fixed magnification.

Anyone know how I can learn to make hollow point 5.56's and/or break down surplus 5.56's?
Title: Re: Fallout: New Vegas
Post by: Deon on October 20, 2010, 07:55:00 pm
Huh, where did you get a scope for it? I have a silencer and an expanded magazine for it, but no scope.

Right now I use a "sniper carabine", it's basically a M4 assault rifle with a scope.
Title: Re: Fallout: New Vegas
Post by: BigD145 on October 20, 2010, 07:59:45 pm
What's the best way to raise NCR rep? I hit up the solar thermal power plant, killed some dogs, and got in bad standing. I'm not being hunted, yet.
Title: Re: Fallout: New Vegas
Post by: Calhoun on October 20, 2010, 08:36:17 pm
I could swear the dude in the general store in the town you start in sells 'em. I got one too.
Title: Re: Fallout: New Vegas
Post by: Tilla on October 20, 2010, 09:21:22 pm
What's the best way to raise NCR rep? I hit up the solar thermal power plant, killed some dogs, and got in bad standing. I'm not being hunted, yet.

Find a legion outpost and just wipe them out, all of them.
Title: Re: Fallout: New Vegas
Post by: Andir on October 20, 2010, 09:50:22 pm
Why do you guys get to have F:NV and not us?

No fair!  :'(
You can always watch the unboxing video: http://www.youtube.com/watch?v=FOt4ToY0CdU
Title: Re: Fallout: New Vegas
Post by: Mindmaker on October 21, 2010, 01:31:59 pm
Pre-loading it right now.
Hopefully I can play it the moment I come home tomorrow (probably not).
Title: Re: Fallout: New Vegas
Post by: BigD145 on October 21, 2010, 02:00:07 pm
What's the best way to raise NCR rep? I hit up the solar thermal power plant, killed some dogs, and got in bad standing. I'm not being hunted, yet.

Find a legion outpost and just wipe them out, all of them.

I don't remember coming across one. I have found a fort south of the New Vegas wall that gives jobs. That helped a bit.
Title: Re: Fallout: New Vegas
Post by: Saint on October 21, 2010, 02:46:05 pm
I sided with the NCR.
Because they are better.
Lack of freeplay after MQ again.
FUCK YOU BETHESDA! HAVE YOU LEARNED ANYTHING?
Title: Re: Fallout: New Vegas
Post by: Dasleah on October 21, 2010, 02:49:13 pm
Picked this up yesterday but I've only had a chance to play it for an hour or so (HARDCORE MODE IS ONLY MODE AND NOT ACTUALLY THAT DIFFICULT? OK) Made sure to pick the Wild Wasteland trait and my first encounter was an irradiated fridge with bones and a fedora inside.

Rocking that hat hard.
Title: Re: Fallout: New Vegas
Post by: Shadowlord on October 21, 2010, 02:59:50 pm
I sided with the NCR.
Because they are better.
Lack of freeplay after MQ again.
FUCK YOU BETHESDA! HAVE YOU LEARNED ANYTHING?

Vorlon quote machine says:
♫Yes.♫
♫If you go to Z'ha'dum, you will die.♫

Bethesda did not develop New Vegas. Obsidian did. Bethesda added freeplay after MQ to Fallout 3 with Broken Steel etc, but since they didn't make New Vegas...
Title: Re: Fallout: New Vegas
Post by: Soulwynd on October 21, 2010, 03:02:19 pm
Vorlon quote machine says:
♫Yes.♫
♫If you go to Z'ha'dum, you will die.♫
This made me smile.
Title: Re: Fallout: New Vegas
Post by: umiman on October 21, 2010, 03:20:44 pm
I am honestly very impressed by this game. Sure, the gamebryo engine is the gamebryo engine and everything still looks like oblivion but on the inside, it's everything I wanted a Fallout sequel to be. The characters are generally lovely. I'm actually very interested in the plot.  I have a very hard time choosing between companions as they are all so fun and likeable. And the game feels like it acknowledges all your actions a lot more than in FO3.

I haven't actually encountered any major crashes or bugs that screwed me over completely yet (I guess we PC players lucked out on this as Xbox players are frequently getting save game wipes). I loved it when I went "what the fuck...." after the robot starts following you around all of a sudden and I loved a lot of the plot twists that you never really see coming. I'm also pretty sure they buffed a lot of the enemies as I've never been mauled so often by radscorpions and supermutants before. That's fun too! It really sets the mood for the world you're in and that's nice.

Sure, everything is pretty dated by today's standards, but I think the mood and the plot of the game is all there. It's not stellar by any means, but I'm definitely enjoying it and looking forward to playing more of it. That's more than can be said about FO3.

Edit: I liked ED-E more than I ever cared for the companion cube.
Title: Re: Fallout: New Vegas
Post by: Tilla on October 21, 2010, 03:22:27 pm
Maybe we'll see the Obsidian writing team and designers working on Fallout 4, one would hope. And one would hope that would also entail Gamebryo dying forever and being replaced by idTech 5
Title: Re: Fallout: New Vegas
Post by: Mindmaker on October 21, 2010, 03:29:55 pm
I have a very hard time choosing between companions as they are all so fun and likeable.

Even though you can now give commands to them properly, I still hear that they slow you down and get in the way very often.
Title: Re: Fallout: New Vegas
Post by: umiman on October 21, 2010, 03:41:32 pm
I have a very hard time choosing between companions as they are all so fun and likeable.

Even though you can now give commands to them properly, I still hear that they slow you down and get in the way very often.
I don't know what people who say that are talking about. The sniper dude has rescued my silly ass countless number of times. We've even camped on a hilltop sniping feral ghouls where he spotted for me and I took shots (this was not a quest).

The robot ED-E, people can get irritated, but his quest is very mysterious and alluring for some reason. :P He's also grown on me (I call him "Edee") as a roving backpack that signals me to enemies. He gets much stronger later when you finish his quest.

I play a really really really really low HP bumbling idiot, so any companion is stronger than me. Your mileage may vary.
Title: Re: Fallout: New Vegas
Post by: Apple Master on October 21, 2010, 03:49:54 pm
Rex is shit.
Title: Re: Fallout: New Vegas
Post by: Deon on October 21, 2010, 04:01:49 pm
Now, everyone go grab that and print it right away:
http://newvegasnexus.com/downloads/file.php?id=34876

No more notes on pieces of paper. I wish it was in a pip-boy though.
Title: Re: Fallout: New Vegas
Post by: Tilla on October 21, 2010, 04:16:26 pm
Is there a limit to the number of Companions? I can't get Veronica to follow me while I've got Boone.
Title: Re: Fallout: New Vegas
Post by: MagmaDeath on October 21, 2010, 05:37:39 pm
Is there a limit to the number of Companions? I can't get Veronica to follow me while I've got Boone.
Apparently it is 1 robot, 1 human
Title: Re: Fallout: New Vegas
Post by: a1s on October 21, 2010, 06:02:22 pm
Not really from what I played of STALKER. Most guns fired relatively straight and you weren't able to spray and pray like FO.
With the exception of the nato guns and the dragunov, combat in STALKER was: "aim at head, fire burst, repeat several times until a bullet actually hits", or, against mutants: "aim at face, empty clip, pray you can reload and shoot some more before it reaches you".


For me it was more of fire a burst at the torso, "duck" behind cover, locate enemy, fire burst at torso.
I know this is from 6 moths ago, but I just have to point this out: The correct way to fire an assault rifle is at the center of mass (for those who have been to first aid, but not military training- about where you are supposed to apply pressure during CPR. For the rest, yeah, torso.) Shooting at someones head is only done if
a) if the head is the only part you can shoot at (such as for example if they are in a trench, or behind a low wall, and are peeking out),
b) you are a trained sniper (with a sniper rifle) and the target is not aware,
and c)  you have a gun to their head.  ;)
Title: Re: Fallout: New Vegas
Post by: Eugenitor on October 21, 2010, 06:15:30 pm
The Legion just isn't a credible threat. Sure, they overrun towns. They're also incredible pussies. It's not like the Enclave where you got the impression that this was a serious Nazi-ish organization capable of actually taking over the country unless someone did something about it. These guys? Just die. Two low-strength dog-whatevers eat up Legion soldiers like candy. There was a random event in which about 6 Legion fought 3 mercs/3 NCR. The Legion rushed in with melee and got pwned. These guys better have numbers, because numbers is all they have. It's as if the actual Roman legions went into battle against guys armed with modern weapons.

Also, no Hardcore mode for me, and I'm not talking about the food and water stuff. ED-E is one suicidal little robot sometimes.
Title: Re: Fallout: New Vegas
Post by: Sir Pseudonymous on October 21, 2010, 06:54:54 pm
b) you are a trained sniper (with a sniper rifle) and the target is not aware,
As far as I know, snipers are trained to aim for the chest, not the head, since it's a much larger target and a high-powered rifle round to the chest is going to either kill or cripple the target, both of which take them out of commission. It's even been said that crippling an enemy soldier is better than killing them outright, because they're either left behind, harming morale and providing a potential source of information, or manpower is used up hauling them to medical facilities and those facilities are then occupied treating them (and a severely injured soldier is unlikely to be fit to return to the battlefield, even after they're stabilized).
Title: Re: Fallout: New Vegas
Post by: Eugenitor on October 21, 2010, 07:01:32 pm
Some sniper missions are of the "make sure this leader never gets back up" variety.

Of course, with the larger sniper rifles it doesn't make much of a difference whether it's head or chest. Center of mass with a .50 cal is gibs ahoy.
Title: Re: Fallout: New Vegas
Post by: Calhoun on October 21, 2010, 07:45:53 pm
Alright, I'm just gonna come out and say it. This game has flaws. The largest of them techincal, but this is a damn good game.

Not to spoil anything, but being able to use my own companion as the replacement meal for a bunch of high-society cannibals among other choices? This is Fallout, people.

Obsidian did a pretty dynamite job if you ask me!

(Still, Could be tons more stable!)
Title: Re: Fallout: New Vegas
Post by: mainiac on October 21, 2010, 08:33:34 pm
Picked this up yesterday but I've only had a chance to play it for an hour or so (HARDCORE MODE IS ONLY MODE AND NOT ACTUALLY THAT DIFFICULT? OK) Made sure to pick the Wild Wasteland trait and my first encounter was an irradiated fridge with bones and a fedora inside.

Rocking that hat hard.

Playing a female character it appeared to be fedora in the box, but when I put it on, it was a stupid feather plumed cap.  I was SOOOOOO close to forgiving the game too.
Title: Re: Fallout: New Vegas
Post by: CJ1145 on October 21, 2010, 09:18:21 pm
Okay, I just got to the New Vegas slums, and it looks like there's three gangs: The Kings, some women, and a bunch of black guys. I accidentally pissed off the black guys, and now I'm running for my life through the streets trying toy figure out how I'm supposed to get to the main questline.
Title: Re: Fallout: New Vegas
Post by: MagmaDeath on October 21, 2010, 09:24:20 pm
Okay, I just got to the New Vegas slums, and it looks like there's three gangs: The Kings, some women, and a bunch of black guys. I accidentally pissed off the black guys, and now I'm running for my life through the streets trying toy figure out how I'm supposed to get to the main questline.
Straight to the south gate. You need money though, or great science.
Title: Re: Fallout: New Vegas
Post by: Tilla on October 21, 2010, 09:45:42 pm
I've found an exploit due to bad programming. A quest you complete will reward you over and over with stims and exp as many times you as you choose to turn it in, and will never acknowledge you already got the reward :D The quest is
Spoiler (click to show/hide)
.

I've also run into a big of a problem: somewhere in my visit to the Strip I seem to have lost my companions - went into Lucky 38 and now I can't find them again anywhere.
Edit: found the console command fix for this:
prid xxxxxx (reference number instead of xs. The reference number can be found in save files or on the wiki)
moveto player
Title: Re: Fallout: New Vegas
Post by: Ampersand on October 22, 2010, 03:52:53 am
Your companions were in the lobby. Happened to me too.
Title: Re: Fallout: New Vegas
Post by: darkedone02 on October 22, 2010, 04:23:39 am
Alright, i need to find more missions for the BoS so that I either get accepted or idolized rank for another mission, I've completed the Missing pistol and the Still in the Dark quest... what else am I missing?
Title: Re: Fallout: New Vegas
Post by: Mindmaker on October 22, 2010, 11:12:28 am
Ok I started playing 20 minutes ago.
But I'll have to fix the npc-"lag" before i continue.
Title: Re: Fallout: New Vegas
Post by: rawr359 on October 23, 2010, 04:01:16 am
Victor is creepy.

This game is awesome, but veeeerrryy buggy. Playing it on PS3. Some bugs might have to do with my copy being from red box (haven't bought yet), but I lost my companion until I died very bogusly and reloaded and there she was. Only companion I have so far is very interesting, and all the characters have plenty personality. Most of them don't really fall under tired archetypes I've seen a million times.
Title: Re: Fallout: New Vegas
Post by: Mindmaker on October 23, 2010, 05:00:09 am
I killed some quest relevant character it seems, while raiding the NCRCF.
Hopefully it still is solvable somehow.

Could anyone tell me where I'll get my house?
I'm carrying around to much stuff and need to stor it somewhere :(
Title: Re: Fallout: New Vegas
Post by: Asehujiko on October 23, 2010, 05:32:39 am
The joys of finding 2 radscorpions and 2 giant radscorpions right outside goodsprings...

Reminds me of arriving at megaton during a deathclaw attack.
Title: Re: Fallout: New Vegas
Post by: Empty on October 23, 2010, 06:14:12 am
I killed some quest relevant character it seems, while raiding the NCRCF.
Hopefully it still is solvable somehow.

Could anyone tell me where I'll get my house?
I'm carrying around to much stuff and need to stor it somewhere :(

That robot cowboy's place in goodsprings is a confirmed storage place.
Also you can get permanent access to the inn room in novac if you're reputation there is high enough.
And then there's "that" place you get when you continue with the main quest.
Title: Re: Fallout: New Vegas
Post by: postal83 on October 23, 2010, 06:46:53 am
Okay, I just got to the New Vegas slums, and it looks like there's three gangs: The Kings, some women, and a bunch of black guys. I accidentally pissed off the black guys, and now I'm running for my life through the streets...

vaguely reminiscent of my last trip to las vegas...
Title: Re: Fallout: New Vegas
Post by: Calhoun on October 23, 2010, 07:48:23 am
The joys of finding 2 radscorpions and 2 giant radscorpions right outside goodsprings...

Reminds me of arriving at megaton during a deathclaw attack.

Maybe having Luck as a dump stat wasn't such a good idea?
Title: Re: Fallout: New Vegas
Post by: Asehujiko on October 23, 2010, 08:28:49 am
The joys of finding 2 radscorpions and 2 giant radscorpions right outside goodsprings...

Reminds me of arriving at megaton during a deathclaw attack.

Maybe having Luck as a dump stat wasn't such a good idea?
Luck affects if you get thrown into an unwinnable situation right from the start? Well that's terminally stupid design and "ask-valve-for-a-steam-refund" worthy if it happens again. Turns out that perception 10 gives you about 20 meters of radar and there's 7 more giant scorpions and another normal one just out of range, all in the valley directly east of the starting town.

I ran back into town and even with everybody's help they completely flattened all resistance.

What's the godmode command?
Title: Re: Fallout: New Vegas
Post by: Sir Pseudonymous on October 23, 2010, 08:48:01 am
Assuming you have the PC version and it kept the dev console from Oblivion and FO3, "god", I believe.


Assuming FO:NV works the same as FO3, INT is probably the best stat, since it lets you max out everything you need more easily, and luck is always nice. Strength is good, mostly for the carry capacity, and endurance gives a nice boost to health. Agility only matters if you use VATS a lot, and perception is more or less useless. At least as I recall.
Title: Re: Fallout: New Vegas
Post by: Calhoun on October 23, 2010, 08:54:48 am
The joys of finding 2 radscorpions and 2 giant radscorpions right outside goodsprings...

Reminds me of arriving at megaton during a deathclaw attack.

Maybe having Luck as a dump stat wasn't such a good idea?
Luck affects if you get thrown into an unwinnable situation right from the start? Well that's terminally stupid design and "ask-valve-for-a-steam-refund" worthy if it happens again. Turns out that perception 10 gives you about 20 meters of radar and there's 7 more giant scorpions and another normal one just out of range, all in the valley directly east of the starting town.

I ran back into town and even with everybody's help they completely flattened all resistance.

What's the godmode command?

Should be "god". Also, that's not an unwinnable situation. You could outrun them.
Title: Re: Fallout: New Vegas
Post by: kilakan on October 23, 2010, 09:17:11 am
ya scorpions are slow, and yes luck affects if out of depth enemies spawn for your character, for instance I tried a one luck guy the other day and halfway to primm a deathclaw ripped my head off.
Title: Re: Fallout: New Vegas
Post by: mainiac on October 23, 2010, 09:40:42 am
Agility and perception give you a bonus to gun and energy weapon damage respectively, both inside and outside of VATS.

I was really frustrated until I realized I could turn up the radius at which other characters appear.
Title: Re: Fallout: New Vegas
Post by: kilakan on October 23, 2010, 10:55:49 am
they don't boost damage, just initial skill (which affects dmg)
Title: Re: Fallout: New Vegas
Post by: Lap on October 23, 2010, 11:09:51 am
Courtesy of JoeSibilant at Facepunch:
"I was playing through as Gordon Freeman"

(http://imgur.com/rDgQT.jpg)


I also really wish that instead of guns and energy weapons that it was instead small guns versus large guns. Would make a lot more sense and also give players more damage type options (bullets vs plasma vs lasers).
Title: Re: Fallout: New Vegas
Post by: Leonon on October 23, 2010, 12:49:29 pm
Got Hand Loader perk on my sniper and found out the rounds it adds aren't even as good as armor piercing and hollow point. So I modded it. (http://www.newvegasnexus.com/downloads/file.php?id=35026) It's already .7% as popular as the nude mod!

Courtesy of JoeSibilant at Facepunch:
"I was playing through as Gordon Freeman"

(snip)

That's awesome.
Title: Re: Fallout: New Vegas
Post by: Mindmaker on October 23, 2010, 01:00:35 pm
Made my day, lap.
Title: Re: Fallout: New Vegas
Post by: Astral on October 23, 2010, 01:39:34 pm
LOL!

Couldn't stop laughing for a while... breathing is hard...

On another note: New Vegas definitely has some of that old Fallout charm. They definitely got it back on track from the more combat-centric gameplay of Fallout 3. I'm having a better time in terms of the non-modded stuff overall; good to see Obsidian (and by extension, Black Isle) back on it.
Title: Re: Fallout: New Vegas
Post by: Calhoun on October 23, 2010, 01:58:04 pm
The Pack rat perk is a godsend if you are an energy weapons user. Microfusion cells are pretty hefty, and it makes em' (and everything under 2lbs) weigh half as much. I went from carrying 260 pounds of equipment to 170 pounds because of it.
Title: Re: Fallout: New Vegas
Post by: Akura on October 23, 2010, 02:33:27 pm
Hah, I'm sigging what that guy said.
Title: Re: Fallout: New Vegas
Post by: Mindmaker on October 23, 2010, 03:03:00 pm
Huh the wildlife is really deadly.
Some of the more dangerous animals can two-hit me.

I better stick to powder gangers and the similar until I'm stronger.
Title: Re: Fallout: New Vegas
Post by: Dasleah on October 23, 2010, 04:58:32 pm
I also really wish that instead of guns and energy weapons that it was instead small guns versus large guns. Would make a lot more sense and also give players more damage type options (bullets vs plasma vs lasers).

I'm confused about what you mean by this. They just moved what used to be Small and Large guns into 'Guns', and moved some of the Large Guns out into Explosives and whatnot. There's still way more options in terms of what you can use to perforate bandits with, the skill categories are just a little more sane.

Also, I just did that Helios One or whatever the mission is at that power plant. Had a strange bug where 1 of the NCR Troopers and 5 dogs were aggressive, and killing them made me slightly lose reputation with the NCR, but none of the watching NCR troopers gave a shit.

Also HARDCORE MOOOOODE isn't that bad. It's entirely independent of difficulty, so if you can play Hardcore Very Easy if you want to. You just have to stock up on Doctor's Bags (to heal crippled limbs), and prefer food and water to heal you over stimpacks, since they'll heal you and reduce your FOO and H2O stats as well. And there's plenty of water and food around there.
Title: Re: Fallout: New Vegas
Post by: Leonon on October 23, 2010, 05:44:22 pm
I got the Jury Rigging perk and discovered that you can use varmint rifles to repair anti-materiel rifles but not to repair sniper rifles. When I looked through the Geck to find out why I discovered that it's based on the reload animation and it's possible to use pool cues to repair chainsaws.

That's a hell of a kludge right there.
Title: Re: Fallout: New Vegas
Post by: Lap on October 23, 2010, 06:07:02 pm
I'm confused about what you mean by this. They just moved what used to be Small and Large guns into 'Guns', and moved some of the Large Guns out into Explosives and whatnot. There's still way more options in terms of what you can use to perforate bandits with, the skill categories are just a little more sane.

The large guns they moved into explosives belong there. No complaints on that one/ However, I would rather have most energy and bullet based weapons put into a "small guns" category. Then have the machine guns, automatic/heavy shotguns, flamethrowers, and gatling lasers put into a "Big Guns". The way you fire all of those is totally different from the standard pistol or rifle and you would in no way automatically be good at using a gatling gun going from a pistol or a rifle.

The way you fire them is pretty much the same.
Title: Re: Fallout: New Vegas
Post by: debvon on October 23, 2010, 06:43:48 pm
So I took the Wild Wasteland perk at the beginning of my game..
Spoiler (click to show/hide)
Title: Re: Fallout: New Vegas
Post by: Lap on October 23, 2010, 06:48:17 pm
I've seen the perk activate once right below goodsprings and then at Hoover dam. I've never had it trigger as far as I can remember besides those two times (and I didn't even notice anything at Hoover).

Present for everyone!

I decided to make a mod to improve throwing!

-Allows players to:
++retrieve thrown spears, knives, and hatchets.
++craft throwing spears and knives.
++convert throwing versions of weapons to normal, and vice versa.
++Collect and throw debris for low level players and for last ditch efforts.

-Let's players use most of these abilities at both workshops and campfires.

-Prevents thrown objects from unrealistically penetrating into stone, metal, and other surfaces.

-Fixes the bug in orginal New Vegas where throwing weapons would explode if shot!


http://newvegasnexus.com/downloads/file.php?id=35101
Title: Re: Fallout: New Vegas
Post by: C4lv1n on October 23, 2010, 07:09:05 pm
Has anyone else decided to use nothing but the .50cal sniper? I just recently acquired the ability to make match load ammo, and I don't think that I will ever need any gun ever again. I have yet to find anyone that can survive a single shot from the thing. All I have to worry about is maintaining it, and with jury-rigging, that's not a problem.

Stat stuff on match ammo and the .50cal:
Spoiler (click to show/hide)
Title: Re: Fallout: New Vegas
Post by: Calhoun on October 23, 2010, 08:32:04 pm
So I just installed the second patch. I have no clue what's happening to my mouse now. It doesn't feel so much mouse accelerated, just... messed up. It's jumping all over the place for no reason in menus. works fine otherwise. Anyone got any ideas/ similar experience?

EDIT: Fix'd. Seems they changed which .Ini mattered. Also some physical problems with my mouse were compounding things. Fallout_default.ini in your install directory is what matters now.
Title: Re: Fallout: New Vegas
Post by: Xanatos Jr. on October 23, 2010, 08:32:42 pm
So I took the Wild Wasteland perk at the beginning of my game..
Spoiler (click to show/hide)

Spoiler (click to show/hide)
Title: Re: Fallout: New Vegas
Post by: MagmaDeath on October 23, 2010, 08:40:22 pm
So I took the Wild Wasteland perk at the beginning of my game..
Spoiler (click to show/hide)

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Title: Re: Fallout: New Vegas
Post by: Lap on October 23, 2010, 09:03:33 pm
I'm laughing at all this outrage over the different preorder DLC packs. Not only can you recreate each DLC pack in minutes in the GECK, but more importantly, each DLC pack is just a set of cheats to make the game easier. Why would anyone use these packs. The game isn't that hard even on the hardest difficulty and most of the hard stuff comes from being underequipped and underleveled early on. Playing with the DLC just robs you of this fun.
Title: Re: Fallout: New Vegas
Post by: mainiac on October 23, 2010, 09:59:54 pm
On another note: New Vegas definitely has some of that old Fallout charm. They definitely got it back on track from the more combat-centric gameplay of Fallout 3. I'm having a better time in terms of the non-modded stuff overall; good to see Obsidian (and by extension, Black Isle) back on it.

Yeah, this is a game which I actually don't mind calling "fallout", unlike the monstrosity.  They treat the existing lore sensibly, the NCR feels like the NCR.  They made the game post-apocalyptic in feel, people are actually getting on with their lives.  There are some genuinely clever moments.  There are also some wallbangers, like the "convict controlled" streets of Primm being safer then most random patches of desert or there being unopened pre-war food just sitting in a truck of a well traveled highway for going on two centuries now.  But at least it feels like fallout with a few wallbangers instead of a generic apocalypse with a few fallout names.  The plot is somewhat interesting and the characters and places I've been don't feel like filler needed to feed the player quests.

Edit: oh wow, Vegas is a goldmine if you've got high luck.  I put a couple of thousand caps into chips and played slots and found myself walking away with 36k a minute later.  I thought it was a fluke, but then I tried to burn some of that money playing blackjack at another casino and found myself winning another 2k just playing the basic strategy.
Title: Re: Fallout: New Vegas
Post by: Mindmaker on October 24, 2010, 04:59:13 am
Since the weapon upgrades are permanent, should I keep them until I find some named weapons? Or can't they be modified?
Title: Re: Fallout: New Vegas
Post by: Astral on October 24, 2010, 11:03:09 am
So I just installed the second patch. I have no clue what's happening to my mouse now. It doesn't feel so much mouse accelerated, just... messed up. It's jumping all over the place for no reason in menus. works fine otherwise. Anyone got any ideas/ similar experience?

EDIT: Fix'd. Seems they changed which .Ini mattered. Also some physical problems with my mouse were compounding things. Fallout_default.ini in your install directory is what matters now.

Well, if you're in Windows 7 (and installed it through Steam; I'm not sure if it applies otherwise) then the Fallout.ini and FalloutPrefs.ini under C:\Users\(you)\Documents\My Games\FalloutNV are what matters: You just have to uncheck "Read Only" under its properties to make changes, and recheck it as Read Only for those changes to stick without getting overridden by the defaults.
Title: Re: Fallout: New Vegas
Post by: Ninteen45 on October 24, 2010, 11:44:43 am
I'm laughing at all this outrage over the different preorder DLC packs.

This game could honestly give out hand jobs for free and people would still bitch.
Title: Re: Fallout: New Vegas
Post by: Calhoun on October 24, 2010, 11:50:11 am
I'm laughing at all this outrage over the different preorder DLC packs.

This game could honestly give out hand jobs for free and people would still bitch.

"THINKS OF THE CHILDREN!!!" Ah. I love people!
Title: Re: Fallout: New Vegas
Post by: MagmaDeath on October 24, 2010, 12:09:49 pm
Since the weapon upgrades are permanent, should I keep them until I find some named weapons? Or can't they be modified?
Yeah, they seem to be unable to be modded.
Which makes mods just that much more useless. Well, except for scope mods.
Title: Re: Fallout: New Vegas
Post by: Asehujiko on October 24, 2010, 01:36:29 pm
I still can't decide whether I am "meh" about the game or if I hate it. One high point was finding a tied up guy with some important info on him, failing a speech requirement(wow thanks for informing me that speech isn't a complete waste of points this time around, game!) for him to tell me immediately instead of me having to free him first and then simply pickpocketing his journal off him. On the other hand: Everything not inside a town consists of constant swarms of geckos, coyotes and bloatflies in a huge, featureless expanse of dirt. Aside from the occasional spawncamping doomswarm of high level mobs triggered as an unexplained side effect from having a (previously useless) stat underleveled.

In addition to that, I've run into the same problem as FO3, where I have a backpack full of nuka cola, cigarettes and other high value lootables but no shopkeeper ever has enough money for me to shed notable quantities of weight. In FO3, I ended up with 3.5 metric tons of them stuffed in my house(I once tried dropping everything in my bedroom and ended up filling the room knee deep in random crap before my PC started lagging too badly to open the cupboard and dump more).

Also, do I/does the default deck suck horribly at caravan? Or is a cheating AI another side effect of low luck?
Title: Re: Fallout: New Vegas
Post by: kilakan on October 24, 2010, 02:22:18 pm
Since the weapon upgrades are permanent, should I keep them until I find some named weapons? Or can't they be modified?
Yeah, they seem to be unable to be modded.
Which makes mods just that much more useless. Well, except for scope mods.
Well some of them are really helpful, extended magazine for the cowboy repeater is a godsend early on, due to it taking so freaking long to reload.

Anyone else ever find the recharger rifle? I've saved so freaking much money on ammo with this.
Title: Re: Fallout: New Vegas
Post by: Tilla on October 24, 2010, 02:50:21 pm
Damage Threshold can just fuck right off. I cannot kill all the Deathclaws in Quarry Junction without either setting up a minefield (and so far all my mines hasn't been enough) or exploiting AI by perching in an unreachable spot. It's ridiculous. Definitely needs some Nerfing.
Title: Re: Fallout: New Vegas
Post by: Calhoun on October 24, 2010, 02:53:19 pm
Anyone else ever find the recharger rifle? I've saved so freaking much money on ammo with this.
Scrounger perk means I never have to buy ammo ever again. (Had 30k at the end of the game anyways).

By the by, how exactly do I side with the NCR? Do I just go do the missions at the dam after the ones for the ambassador? Only clear options to me were to either take power myself (which I did) or to give it to Mr.House.

Damage Threshold can just fuck right off. I cannot kill all the Deathclaws in Quarry Junction without either setting up a minefield (and so far all my mines hasn't been enough) or exploiting AI by perching in an unreachable spot. It's ridiculous. Definitely needs some Nerfing.

If you got high HP and some heavy armor just get a good unarmed weapons. They seem to bypass Damage Threshold. That or get some Armor-piercing rounds.
Title: Re: Fallout: New Vegas
Post by: debvon on October 24, 2010, 03:35:53 pm
Damage Threshold can just fuck right off. I cannot kill all the Deathclaws in Quarry Junction without either setting up a minefield (and so far all my mines hasn't been enough) or exploiting AI by perching in an unreachable spot. It's ridiculous. Definitely needs some Nerfing.

If you got high HP and some heavy armor just get a good unarmed weapons. They seem to bypass Damage Threshold. That or get some Armor-piercing rounds.

Or I think I read that you can try to cripple their leg(s), rendering them really slow and unable to pounce. So then you can just pump them full of lead and be done with it. I also read that in Fallout 3 you could use a needle gun to instantly cripple their legs, but I'm not sure if there's a needle gun in new Vegas? If so, it should work as well. But good luck crippling them without it. They seem to have a bunch of damage threshold.
 Also the accuracy issue- some reason, I have horrible accuracy in VATS in this game, even with the commando perk and necessary weapon. And even when crouching. Unless I'm right up in their face, my accuracy is usually way below 50%. I have around 55 points into guns as well, though I'm not sure if that matters.

The strange thing is, I've noticed that the accuracy tooltips don't really seem.. accurate? When I'm using a 10mm pistol, and for example if I VATS somebody in the face but the tooltip says 40%, I'll hit their head as if it was actually 70%. I'm not really sure what to make of that. This doesn't happen with my assault carbine. I have a much better time just spraying the enemy down with it, VATS is useless to me there. But again on the flip side, my sniper rifle seems to work in VATS. Maybe it's the bullet spread that's causing this?

Oh and I have a related question. For some reason it feels like damage threshold is treated differently in VATS than it is when you're just firing shots without it. Actually, it's the estimated damage done bar that's throwing me for a loop, it rarely shows what will actually happen. And I am taking criticals into account.



Calhoun, I was wondering about that too, but so far I think the only way to side with them is to do their quests and gain favor. Eventually
Spoiler (click to show/hide)
Title: Re: Fallout: New Vegas
Post by: kilakan on October 24, 2010, 04:28:26 pm
I believe there's a few ambassador missions that eventually lead up to you giving him the platinum chip, and thus control over New Vegas.
Title: Re: Fallout: New Vegas
Post by: Capntastic on October 24, 2010, 04:46:44 pm
Damage Threshold can just fuck right off. I cannot kill all the Deathclaws in Quarry Junction without either setting up a minefield (and so far all my mines hasn't been enough) or exploiting AI by perching in an unreachable spot. It's ridiculous. Definitely needs some Nerfing.

No actually deathclaws are supposed to be really hard.
Title: Re: Fallout: New Vegas
Post by: Phantom on October 24, 2010, 04:55:11 pm
So I've been playing this for a few days, and I say, the NCR Assault on the Powder Ganger hideout was quite remarkable. Fat Man explosions tore apart the fences.

Also what the hell, a whole Incinerator Fuel Tank can't even kill a mature deathclaw, let alone the Alpha male.
Title: Re: Fallout: New Vegas
Post by: Calhoun on October 24, 2010, 04:59:32 pm
Calhoun, I was wondering about that too, but so far I think the only way to side with them is to do their quests and gain favor. Eventually
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Title: Re: Fallout: New Vegas
Post by: Ampersand on October 24, 2010, 05:07:06 pm
Just wondering...
Spoiler (click to show/hide)
Title: Re: Fallout: New Vegas
Post by: Tilla on October 24, 2010, 05:25:47 pm
Damage Threshold can just fuck right off. I cannot kill all the Deathclaws in Quarry Junction without either setting up a minefield (and so far all my mines hasn't been enough) or exploiting AI by perching in an unreachable spot. It's ridiculous. Definitely needs some Nerfing.

No actually deathclaws are supposed to be really hard.

Hard vs invulnerable. Deathclaws should not be impervious to artillery fire.
Title: Re: Fallout: New Vegas
Post by: Tilla on October 24, 2010, 06:37:23 pm
I think I'm gonna wrap up my first playthrough soon and then put this away for a few months of patching and modding. While Obsidian have hit closer to the mark than most of their previous games and the world they've woven is better than Fallout 3, things like the Faction system are 100 percent broken.
Title: Re: Fallout: New Vegas
Post by: darkedone02 on October 24, 2010, 06:42:13 pm
I agree with the deathclaws... it's a good thing I got myself that prototype tasla baecon weapon from the crashed vertibird so I can finally do some good damage to it... comman weapons such as 10M Submachine gun's, Lazer/plasma Rifle's, and other low level weapon can hardly get rid of them and Giant Red-Scorpions with hollow point bullets/overcharge ammo.
Title: Re: Fallout: New Vegas
Post by: Calhoun on October 24, 2010, 07:10:10 pm
Spoiler: Brotherhood Of Steel (click to show/hide)
Title: Re: Fallout: New Vegas
Post by: Shadowlord on October 24, 2010, 07:18:01 pm
Yeah, DT is shit. Especially when you take headshots and the person doesn't take much damage due to his armor WHICH DOESN'T COVER HIS HEAD.
You know something is wrong when you decide that the best way to defeat your enemies would be to obtain a miniature giant space hamster.

Go for the eyes, Boo, go for the eyyyyeeessss!
Title: Re: Fallout: New Vegas
Post by: Leonon on October 24, 2010, 07:36:57 pm
Deathclaws have 15DT and 250 health (500 health for alphas). If you're using AP ammo then their DT isn't the problem. If you're using HP ammo then they have 45DT though, so switch ammo types.

Sniper rifle+JSP ammo+stealth critical+headshot=one hit kill on deathclaw. They're mean but still far from invincible.
Title: Re: Fallout: New Vegas
Post by: umiman on October 24, 2010, 09:32:57 pm
People on DF forums complaining about difficulty in games. Tsk tsk... disappointing.

Deathclaws are easy peasy. They are hard in the beginning for a reason... you're not supposed to kill them yet! This game is an RPG, just gain a few levels, get some better gear, and kick their arses later on.

Or if you want to be cheap. Just drag Boone along with you. He'll kill everything.
Title: Re: Fallout: New Vegas
Post by: Grakelin on October 24, 2010, 09:38:10 pm
Guess you guys forgot what fighting Mother Deathclaw in Fallout One was like.
Title: Re: Fallout: New Vegas
Post by: Calhoun on October 24, 2010, 09:50:45 pm
Or if you want to be cheap. Just drag Boone along with you. He'll kill everything.

As laughable as the Primary needs are in Hardcore mode, your companions sure do gain mortality though. Boone would last all of 5 seconds.
Title: Re: Fallout: New Vegas
Post by: Tilla on October 24, 2010, 10:28:02 pm
People on DF forums complaining about difficulty in games. Tsk tsk... disappointing.

Deathclaws are easy peasy. They are hard in the beginning for a reason... you're not supposed to kill them yet! This game is an RPG, just gain a few levels, get some better gear, and kick their arses later on.

Or if you want to be cheap. Just drag Boone along with you. He'll kill everything.

Level 30 with Sniper Rifle and AP ammo.
Title: Re: Fallout: New Vegas
Post by: Moogie on October 24, 2010, 10:31:51 pm
Yeah, DT is shit. Especially when you take headshots and the person doesn't take much damage due to his armor WHICH DOESN'T COVER HIS HEAD.

This is why I use a mod that makes headshots much more lethal. Most of the time, one or two bullets to the head will finish someone regardless of their armour.

And at (my) special request, the mod's author created a version that affects the player, too. Now fights are actually fair and dangerous. :)

The best thing about Bethesda games is, if you don't like something, you can easily mod it. Vanilla gameplay will always of course be dumbed down for the majority. Just create the experience you think is best with mods. This is also why I get disappoint at anyone who buys these games for consoles.
Title: Re: Fallout: New Vegas
Post by: Calhoun on October 24, 2010, 10:54:40 pm
This is also why I get disappoint at anyone who buys these games for consoles.
To be fair, there are valid reasons. I have multiple friends who've bought Oblivion and Fallout 3 and now New Vegas on the 360 and PS3. They know they aren't getting the best possible experience, but don't have a computer capable of handling the games (or the funds to get one). Beyond that, the entry barrier into PC gaming isn't an easy one. I know I've been using computers as long as I can remember because my father was someone who understood how great a utility they were for business (He's in his late 60's). As a result, we've had one in the home as long as I can remember. My own use of them is a natural extension of that, but many people I know never really used computers at age 10. Instead becoming aware of them around their mid teens, and even then, that was just basic web surfing.

Whenever a friend is over and I'm doing something (for example editing an .ini) they don't see the logical structure there. They have no clue what the various truncated commands are. They don't understand it at all. It all comes naturally to me but it's as if alien to them.

Not sure how to SOLVE that sort of problem. Still, let's face it, at the end of the day, it's gonna be loads easier for these people to buy a console, pop in their disk, and play. They don't have to worry about it. Personally I'd take functionality over ease-of-use but for many people it's quite the opposite. I'm sure many people who frequent these forums share a similar philosophy (and perhaps experience). However, that's no need for them to ignore the flip side of things.
Title: Re: Fallout: New Vegas
Post by: AussieGuy on October 25, 2010, 02:05:59 am
Does anyone know if it will work on x64 win 7? Cause trying to work FO3 on win7 was a pain in the ass.
Title: Re: Fallout: New Vegas
Post by: umiman on October 25, 2010, 02:49:11 am
Does anyone know if it will work on x64 win 7? Cause trying to work FO3 on win7 was a pain in the ass.
That's what I use, so it shouldn't be a problem.
Title: Re: Fallout: New Vegas
Post by: AussieGuy on October 25, 2010, 03:12:22 am
Cool, thanks. I'm DL'ing now, from a completely legal and trusted source of course  :D
Title: Re: Fallout: New Vegas
Post by: buckets on October 25, 2010, 03:21:02 am
Does anyone know if it will work on x64 win 7? Cause trying to work FO3 on win7 was a pain in the ass.
That's what I use, so it shouldn't be a problem.
I've had a couple of CTDs but I'm not sure if that 64 7 problem or just the game. Other than that though, no problems running/starting it.
Title: Re: Fallout: New Vegas
Post by: Moogie on October 25, 2010, 03:34:47 am
x64 Win7 here also. Crashes for me are fairly infrequent, but still there. I can even alt+tab without issue... most of the time. Sometimes, though, my audio will crap out and start sounding like a 4-bit chip. Feels like I'm listening to the game through an Amiga.
Title: Re: Fallout: New Vegas
Post by: Asehujiko on October 25, 2010, 05:08:25 am
My radiaton meter on my pipboy is broken. it just keeps going from 0 to 1000, then looping back around. It's actually at 250 or so from fighting several ghoul reavers in their home territory. At level 4. Over a grand total of 17 caps.

I'm starting to run low on ammo. I use my vast stockpiles of nicotine and caffeine to buy every single bullet component I can get my hands on but loot+store content is not sufficient to sustain me in combat. Does the situation improve when I get to this game's equivalent of Rivet City? I just did Primm, how far away am I from that happening?
Title: Re: Fallout: New Vegas
Post by: Deon on October 25, 2010, 05:12:00 am
No crashes for me, I am probably very lucky. It's a no-drm version though, so that may be a reason.

Anyway, let me shamelessly advert my "LOC - Lootable Old Cars" mod, it allows you to loot those useless cars, now they contain various scrap and tools you can use for crafting:
(http://www.newvegasnexus.com/downloads/images/thumbs/35277-1-1288000563.png)
http://www.newvegasnexus.com/downloads/file.php?id=35277

I've also made an expansion which replaces your room in Atomic Wrangler casino with an apartment which has some stuff (no items but a pool cue and balls though), all crafting stations (an oven serves as a campfire) and looks okay in general.
(http://www.newvegasnexus.com/downloads/images/thumbs/35269-1-1287986854.png)
http://www.newvegasnexus.com/downloads/file.php?id=35269


I've just started to mod Fallout today, so while I tried to avoid any problems and clean the .esp files, my future mods may have some problems :P. These ones seem to have none, I've checked them in FNVEdit and playtested in the game.
Title: Re: Fallout: New Vegas
Post by: Moogie on October 25, 2010, 05:38:28 am
Nice, I may just have to grab that, Deon. :)

@Asehujiko, about the ammo situation:

I generally haven't had this problem, but I try not to waste ammo. Use the correct type for the situation at hand-- don't pump an armoured enemy full of regular or hollow-point bullets or you'll soon run out. If you've got decent training in melee, don't shy away from using that as your main offensive and use terrain to get up close to your target if you're still a bit squishy. If they're fast, cripple their legs first. If they're strong, cripple their arms or whatever they're using to hit you with, then dance around them dealing damage.

Loot every body you come across. Every single body. Even if you think it's useless-- even if they were swinging a sledgehammer at you, they might still be carrying ammo. Loot every crate, box, cupboard, chest and footlocker you find. Pick up anything with a value/weight ratio above 10 caps per 1 lb, and trade them to merchants for ammo.

Speaking of merchants, scour their list of wares thoroughly for ammo casings. They charge nothing for these and they're weightless, so you should always take it when you see it. Use them at reloading benches to create more ammo (protip: break down ammo types you never use for a healthy supply of those rarer components you never come across, like powders and such).

I think Freeside is the Rivet City you're looking for. It's just outside New Vegas proper. It's the first and only town I've encountered so far with more than one local merchant and there's specialist shops there too. Still, I'm disappointed by the rest of the towns I've passed through on my way here. They're all so tiny and barely inhabited. Then again, I haven't strayed too far from the main quest path yet. I'm sure there's bigger places I haven't seen.

Hope that helps a bit.
Title: Re: Fallout: New Vegas
Post by: Virtz on October 25, 2010, 05:45:21 am
My radiaton meter on my pipboy is broken. it just keeps going from 0 to 1000, then looping back around. It's actually at 250 or so from fighting several ghoul reavers in their home territory. At level 4. Over a grand total of 17 caps.

I'm starting to run low on ammo. I use my vast stockpiles of nicotine and caffeine to buy every single bullet component I can get my hands on but loot+store content is not sufficient to sustain me in combat. Does the situation improve when I get to this game's equivalent of Rivet City? I just did Primm, how far away am I from that happening?
Chet at Goodsprings restocks rather often and has ammo for the weapons you'd be using at the time. Otherwise, you could try disassembling some ammo type you're not using and make ammo you are using from the components. Or maybe try focusing on places where you'll be facing human opponents since that's a good source of ammo.

And don't use automatic weapons if you want to save ammo. I once used a 9mm SMG and the next thing I knew I chewed through my 300 9mm rounds. Don't even get me started about how useless miniguns are.
Title: Re: Fallout: New Vegas
Post by: Deon on October 25, 2010, 05:54:47 am
Oh crap, I misplaced the mesh path in my cars mod, wait a moment, I'll reupload 1_01 with a fix. That's what happens when you mod in a sleepy state :P. I had to unpack files from BSA to link objects to them, and I used a wrong path.
Title: Re: Fallout: New Vegas
Post by: Deon on October 25, 2010, 06:03:02 am
Okay, 1.1 is working properly. Sorry if someone downloaded it before :P.

About ammo: I think you should be able to make those "Starter" (oh how are they called, which are "small pistol ***", "large rifle ***" etc.) components of ammo, they are the main problem. Probably it should require a high skill, but without it ammomaking is pretty useless. I may make a mod for that.
Title: Re: Fallout: New Vegas
Post by: umiman on October 25, 2010, 07:30:15 am
My radiaton meter on my pipboy is broken. it just keeps going from 0 to 1000, then looping back around. It's actually at 250 or so from fighting several ghoul reavers in their home territory. At level 4. Over a grand total of 17 caps.

I'm starting to run low on ammo. I use my vast stockpiles of nicotine and caffeine to buy every single bullet component I can get my hands on but loot+store content is not sufficient to sustain me in combat. Does the situation improve when I get to this game's equivalent of Rivet City? I just did Primm, how far away am I from that happening?
Chet at Goodsprings restocks rather often and has ammo for the weapons you'd be using at the time. Otherwise, you could try disassembling some ammo type you're not using and make ammo you are using from the components. Or maybe try focusing on places where you'll be facing human opponents since that's a good source of ammo.

And don't use automatic weapons if you want to save ammo. I once used a 9mm SMG and the next thing I knew I chewed through my 300 9mm rounds. Don't even get me started about how useless miniguns are.
The one exception being the LMG, which for some reason is very easy on the ammo consumption. Considering it's an LMG.
Title: Re: Fallout: New Vegas
Post by: Deon on October 25, 2010, 07:41:38 am
I've added two more versions for my car mod: one with original cars' explosions and one with ALL cars' explosions. It makes a common shootout in a nuclear apocalypse.

I hope I have all tastes satisfied :P.

P.S. Can someone with better PC record a few videos for me? My processor dies when I run F:NV and fraps at the same time.
Title: Re: Fallout: New Vegas
Post by: Calhoun on October 25, 2010, 08:44:46 am
I can try, Deon. What exactly do you want me to do in it?

Also, (since I've yet to use it) do you explode the car before looting, or after?

Edit:
Quote from: Calhoun
It's not working! Wait... I didn't enable it!
D'oh!

Edit2: Game crashes whenever I try to save after enabling the mod. Quicksave, Autosave, console command "save thiswillundoubtedlycrash". Everything else seems to be working though.
Title: Re: Fallout: New Vegas
Post by: Deon on October 25, 2010, 09:15:42 am
Huh, it's not crashing for me... Let me try it on a clean install.
Title: Re: Fallout: New Vegas
Post by: Deon on October 25, 2010, 09:22:50 am
Okay, I've tried a new install without other mods: no crashes for me.

1) Are you on patch 1.1 for New Vegas?
2) Are you sure the mod loads after your Fallout.esm?

If both are true, some other mod you have changes the cars.
Title: Re: Fallout: New Vegas
Post by: Calhoun on October 25, 2010, 09:35:31 am
Okay, I've tried a new install without other mods: no crashes for me.

1) Are you on patch 1.1 for New Vegas?
2) Are you sure the mod loads after your Fallout.esm?

If both are true, some other mod you have changes the cars.

1.On the latest patch (Thought it was 1.2, Update 2 anyways, you know what I'm talking about.)
2. It should, but I haven't actually seen a modmanager for New Vegas, so I guess it could not be.

As for other mods, I've got nothing that should change the cars in anyway.

edit: FNVedit doesn't show any conflicts. By the way I'm using the All Explode version

EDITEDIT: Seems to be just that save, probably because I was standing right next to a bunch of cars.

EDITx3: EXPLOSIONS EVERYWHERE. This is fun! (Also imagining the story of how a plunger ends up in a heap of junk car on I-15)
Title: Re: Fallout: New Vegas
Post by: Deon on October 25, 2010, 10:25:22 am
Ah yeah, I forgot to mention that you should start this mod when you're saved in some location without cars. I could say that it's pretty obvious, but honestly I just didn't think about that :P.

I want a video how you walk up to a car and loot it, and then a video how you shoot a few random cars and they explode. If you could make it, that would be awesome.
Title: Re: Fallout: New Vegas
Post by: Moogie on October 25, 2010, 10:29:55 am
If anyone's interested, I created a simple little mod that adds a small chance of a few ammo craft components showing up in containers such as dumpsters, ammo crates and toolboxes. You'll now find casings, primers, powders and lead in small quantities during your travels if you search for it. They (hopefully) don't show up in containers where it would make no sense to find these things-- that includes any office desks, trashcans, cupboards etc. I tried to keep it realistic and balanced; you'll have to scavange a lot if you want to rely on this as your only source of components (but it's better than nothing at all).

http://www.box.net/shared/rx9cl1jmzc

Haven't uploaded it to the nexus yet, need to get some screenshots first.
Title: Re: Fallout: New Vegas
Post by: Calhoun on October 25, 2010, 10:39:21 am
Ah yeah, I forgot to mention that you should start this mod when you're saved in some location without cars. I could say that it's pretty obvious, but honestly I just didn't think about that :P.

I want a video how you walk up to a car and loot it, and then a video how you shoot a few random cars and they explode. If you could make it, that would be awesome.

Yeah, It slipped my mind.

Also, I'm uploading the raw compressed footage now to dropbox, from there you're free to add any text or edit it in any way you see fit. Estimated time remaining 15 minutes (It's 48mb.) It already has a soundtrack though. I think it's pretty fitting.
Title: Re: Fallout: New Vegas
Post by: Deon on October 25, 2010, 10:43:06 am
That's great. I will have to upload it to Youtube to place it on Nexus, is it okay?

Also thanks for mentioning the 2nd update, I didn't know it came out.

Moogie: I will check it, it sounds like a great little mod. As I said, there's not enough crafting components in the wasteland, thus I've made cars to include some. Ammo components are really needed too, I am going to use it.
Title: Re: Fallout: New Vegas
Post by: Calhoun on October 25, 2010, 10:54:37 am
That's great. I will have to upload it to Youtube to place it on Nexus, is it okay?

Also thanks for mentioning the 2nd update, I didn't know it came out.

No problem, on both accounts. Here's the video: http://db.tt/v1Ug5iU
Title: Re: Fallout: New Vegas
Post by: debvon on October 25, 2010, 11:12:59 am
Hmm.. so I've run into a bit of an annoying problem. I started a new, "evil" character and I allied myself with the Powder Gangers right off the bat.
Spoiler (click to show/hide)
Title: Re: Fallout: New Vegas
Post by: Soulwynd on October 25, 2010, 11:15:23 am
You're obviously not trustworthy.

"Thank you for the reward, Eddie." And so Eddie turned around just to get shot on the back of his head.
Title: Re: Fallout: New Vegas
Post by: umiman on October 25, 2010, 11:20:04 am
The list of console commands is here: http://fallout.wikia.com/wiki/Fallout_3_console_commands#Items_.26_world_manipulation

But there's nothing that I can see that changes faction hostility.
Title: Re: Fallout: New Vegas
Post by: debvon on October 25, 2010, 11:21:13 am
Well damn. I guess I need to be more careful with the way I save.
Title: Re: Fallout: New Vegas
Post by: Calhoun on October 25, 2010, 11:24:01 am
Personally I've developed the habit of using the console to save with a save name indictive of my current situation. Right now these span from "sexbots" to "ohdeargodhelpme".

I've got about 120 different saves total, though I've saved about 200 times.
Title: Re: Fallout: New Vegas
Post by: Simmura McCrea on October 25, 2010, 11:37:24 am
One question: What's stopping this from feeling like a FO3 DLC?
Title: Re: Fallout: New Vegas
Post by: Soulwynd on October 25, 2010, 11:37:49 am
The price tag.
Title: Re: Fallout: New Vegas
Post by: Deon on October 25, 2010, 11:46:41 am
One question: What's stopping this from feeling like a FO3 DLC?
A totally new world, with much more places and cool NPCs. It feels like FO3 is a cheap dlc to F:NV. The game was made by Obsidian from scratch, all it has with FO3 in common is Gamebryo engine and FO3 assets.
Title: Re: Fallout: New Vegas
Post by: Deon on October 25, 2010, 11:51:03 am
That's great. I will have to upload it to Youtube to place it on Nexus, is it okay?

Also thanks for mentioning the 2nd update, I didn't know it came out.

No problem, on both accounts. Here's the video: http://db.tt/v1Ug5iU
Thank you for the video. The music is a bit "wtf" for me, I'd expect something without a music, just with sounds, but still: thank you very much!
Title: Re: Fallout: New Vegas
Post by: Calhoun on October 25, 2010, 12:09:32 pm
That's great. I will have to upload it to Youtube to place it on Nexus, is it okay?

Also thanks for mentioning the 2nd update, I didn't know it came out.

No problem, on both accounts. Here's the video: http://db.tt/v1Ug5iU
Thank you for the video. The music is a bit "wtf" for me, I'd expect something without a music, just with sounds, but still: thank you very much!
Heh, no problem. I'm not a huge fan of the default radio stations (which only seem to play the same 6 songs for me, despite there being many more in the actual files) So I made my own station.

EDIT:Deon, upon further testing. It appears that the game just seems to crash whenever I save around the that area. Dunno what's causing it, but saving other places works fine. Doesn't matter what save.

Or not. Just went waaaay back. Working fine now.
Title: Re: Fallout: New Vegas
Post by: Deon on October 25, 2010, 12:34:49 pm
Okay, I've added your video. You're credited in the video description:
http://www.newvegasnexus.com/downloads/file.php?id=35277

Thank you very much again :). May I ask you in the future to record a video of my upcoming mod? And I will need some voiceacting, do you have audio recording devices? I plan to expand Freeside (I've already added a few locations for "closed" shops, but no NPC yet) so I will need voices for NPCs. I feel like Freeside is very unnatural now: there're more rich guys in the Vegas than poor guys in Freeside, really, wtf? And why all these high walls if there's nobody to protect? I plan to open all closed shops and add a few apartments, and a "ghoul ghetto".
Title: Re: Fallout: New Vegas
Post by: Calhoun on October 25, 2010, 12:41:00 pm
No problem, I'd gladly record more videos (and turn of my music for them!). I'd love to do some voice acting, but the microphone I have right now is garbage. I plan on getting a new one sometime soon. I'm sure you could find plenty of volunteers here though.
Title: Re: Fallout: New Vegas
Post by: BigD145 on October 25, 2010, 12:48:49 pm
Okay, I've added your video. You're credited in the video description:
http://www.newvegasnexus.com/downloads/file.php?id=35277

The files are right, but you have a typo in your description:
Code: [Select]
Files: USE ONLY ONE OF THEM
LOC_1_1 : "Lootable Old Cars" - cars do not explode.
LOC_1_1_OE: "Lootable Old Cars: Original Explosions" - non-burnt cars explode as in vanilla.
LOC_1_1_OE: "Lootable Old Cars: All Cars' Explosions" - all cars explode, even burnt ones... You cannot explode the same car twice though.

Your "All Cars" has the "_OE" tag when it should be "_AE". Again, the files are labeled correctly.
Title: Re: Fallout: New Vegas
Post by: Astral on October 25, 2010, 12:50:31 pm
Currently running with only minor mods (perk every level, no auto aim, the performance fix [not really a mod], and more realistic headshots)...

Any suggestions for better things? Currently I'm content with the minor tweaks (because shooting something in the head with a magazine of 5.56's and them not dying doesn't make much sense, especially when it's a fairly hard to hit target in mid-combat) but I would like to try something a bit more adventurous for another play through.
Title: Re: Fallout: New Vegas
Post by: Asehujiko on October 25, 2010, 01:35:25 pm
Is there a mod that adds warning sign to all areas with immensely overleveled enemies located way too close to lowbie places? So far I've run into a group of 9 giant radscorpions right outside goodsprings, 10+ ghoul reavers and glowing ones south of lipton and the "shortcut" between primm and the ranger outpost south of novac is filled with a pair of super mutant masters with heavy weapons and enough deathclaws to block the entire passage when standing side by side(6 but with the tiny radar range, there may have been even more behind).
Title: Re: Fallout: New Vegas
Post by: Simmura McCrea on October 25, 2010, 01:45:03 pm
One question: What's stopping this from feeling like a FO3 DLC?
A totally new world, with much more places and cool NPCs. It feels like FO3 is a cheap dlc to F:NV. The game was made by Obsidian from scratch, all it has with FO3 in common is Gamebryo engine and FO3 assets.
So what's stopping it from feeling like a good total conversion mod, which, I might add, wouldn't cost me £30.
Title: Re: Fallout: New Vegas
Post by: Calhoun on October 25, 2010, 01:47:11 pm
One question: What's stopping this from feeling like a FO3 DLC?
A totally new world, with much more places and cool NPCs. It feels like FO3 is a cheap dlc to F:NV. The game was made by Obsidian from scratch, all it has with FO3 in common is Gamebryo engine and FO3 assets.
So what's stopping it from feeling like a good total conversion mod, which, I might add, wouldn't cost me £30.
So what you are saying is, if there is no new engine there is no new game?
Damn, I've bought Half-life 2 about 10 times then!

Look, It's a new game. It is. It really is. I've played 35 hours of it so far, and I've not caught myself saying "This here is just like Fallout 3! CURSE YOU OBSIDIAN!!!!!"

Play it, then decide.
Title: Re: Fallout: New Vegas
Post by: Mindmaker on October 25, 2010, 01:47:35 pm
Wow the Legion does really hit hard.
Maybe I should wait another half a dozen levels until I start a war with them.
Title: Re: Fallout: New Vegas
Post by: Simmura McCrea on October 25, 2010, 01:48:40 pm
One question: What's stopping this from feeling like a FO3 DLC?
A totally new world, with much more places and cool NPCs. It feels like FO3 is a cheap dlc to F:NV. The game was made by Obsidian from scratch, all it has with FO3 in common is Gamebryo engine and FO3 assets.
So what's stopping it from feeling like a good total conversion mod, which, I might add, wouldn't cost me £30.
So what you are saying is, if there is no new engine there is no new game?
Damn, I've bought Half-life 2 about 10 times then!

Look, It's a new game. It is. It really is. I've played 35 hours of it so far, and I've not caught myself saying "This here is just like Fallout 3! CURSE YOU OBSIDIAN!!!!!"

Play it, then decide.
No, I'm wondering what they've changed to make it feel less like I've just bought another copy of Fallout 3.
Title: Re: Fallout: New Vegas
Post by: Apple Master on October 25, 2010, 01:51:53 pm
To me it just seems like you're being stubborn for the sake of it.
FO:NV, for me at least, is different to FO3 mainly because it's developed by Obsidian. Sure it uses the same engine, but it really manages to capture the fallout vibe, and feels more like a fallout game than 3. As for why is it a different game? Well, if it was DLC it'd still be great value for money, and it's got more content than Fo3 + DLC's had (imo) so...
Title: Re: Fallout: New Vegas
Post by: Calhoun on October 25, 2010, 01:53:12 pm
No, I'm wondering what they've changed to make it feel less like I've just bought another copy of Fallout 3.
It's as much Banjo-Kazooie as Banjo-tooie is Banjo-Kazooie.
Title: Re: Fallout: New Vegas
Post by: umiman on October 25, 2010, 01:56:44 pm
Aim at their right hands! Everyone in New Vegas is right handed. Once they lose their weapons, they run like little baby girls.

Also, I keep getting the feeling that the courier is supposed to be a lesbian female. Out of all four of the gender perks, black widow seems to appear the most in conversation trees.

McCrea: New Vegas is to FO3 what FO2 was to FO1.
Title: Re: Fallout: New Vegas
Post by: Simmura McCrea on October 25, 2010, 02:01:28 pm
To me it just seems like you're being stubborn for the sake of it.
FO:NV, for me at least, is different to FO3 mainly because it's developed by Obsidian. Sure it uses the same engine, but it really manages to capture the fallout vibe, and feels more like a fallout game than 3. As for why is it a different game? Well, if it was DLC it'd still be great value for money, and it's got more content than Fo3 + DLC's had (imo) so...
It's less being stubborn and more not wanting to spend £30 on a game I already have.

@Calhoun: I loved Banjo Kazooie, never touched Banjo Tooie.

@uniman: Never played FO1 or 2, so the comparison's no help.

Despite all this, I have money, so fuck it, I'll buy it. But if it's shite, I'ma come back and rant. Be warned.
Title: Re: Fallout: New Vegas
Post by: Calhoun on October 25, 2010, 02:02:39 pm
To me it just seems like you're being stubborn for the sake of it.
FO:NV, for me at least, is different to FO3 mainly because it's developed by Obsidian. Sure it uses the same engine, but it really manages to capture the fallout vibe, and feels more like a fallout game than 3. As for why is it a different game? Well, if it was DLC it'd still be great value for money, and it's got more content than Fo3 + DLC's had (imo) so...
@Calhoun: I loved Banjo Kazooie, never touched Banjo Tooie.

Oh my god, you need to get your hands on a copy of Banjo Tooie.
Title: Re: Fallout: New Vegas
Post by: umiman on October 25, 2010, 02:18:15 pm
[SPEECH: 35] 30 pounds is a lot of money just to find an excuse to vent on people who really don't want to hear it.  8)
Title: Re: Fallout: New Vegas
Post by: Calhoun on October 25, 2010, 02:22:58 pm
[SPEECH: 35] 30 pounds is a lot of money just to find an excuse to vent on people who really don't want to hear it.  8)

+20 exp

LEVEL UP!
Title: Re: Fallout: New Vegas
Post by: Simmura McCrea on October 25, 2010, 02:24:22 pm
[SPEECH: 35] 30 pounds is a lot of money just to find an excuse to vent on people who really don't want to hear it.  8)
I was looking for an excuse anyway.
Title: Re: Fallout: New Vegas
Post by: Deon on October 25, 2010, 03:59:08 pm
To me it just seems like you're being stubborn for the sake of it.
FO:NV, for me at least, is different to FO3 mainly because it's developed by Obsidian. Sure it uses the same engine, but it really manages to capture the fallout vibe, and feels more like a fallout game than 3. As for why is it a different game? Well, if it was DLC it'd still be great value for money, and it's got more content than Fo3 + DLC's had (imo) so...
It's less being stubborn and more not wanting to spend £30 on a game I already have.

@Calhoun: I loved Banjo Kazooie, never touched Banjo Tooie.

@uniman: Never played FO1 or 2, so the comparison's no help.

Despite all this, I have money, so fuck it, I'll buy it. But if it's shite, I'ma come back and rant. Be warned.
Eh, I disagree on FO1&2 comparison here... FO1 was smaller than FO2, but it had a cool questline and many characters which had awesome dialogues (and the % of "talking heads" to total NPC count was higher).

What did we have in FO3? One more or less developed-city (Megaton) with just a few quests, the most important of which was very annoying, although quite interesting at times... Then we had Rivet City with a few quests and different settlements with 1-3 quests... Most of characters had similar or same voices, and quests in majority were quite bland.
Now the most important thing... How many ways to play the game did we have? Right, we had one good ending (when you die or not, it's still the same) and one bad ending. Most of quests didn't matter. Factions didn't matter much. Raiders were enemies, settlers were friends.

Now Fallout:NV. We have the starting town with a few quests. We have many settlements with a few quests. Sounds similar? Right, but characters are greatly voiced and most quests make sense. Also there's a new "reputation" system so you do not work for good/bad, but for different factions, which usually allows more than one choice, and you have to think what do you want. There're still a few a bit silly/illogical quests when you start to think, but there's a lot of really good ones. Also there's a lot of "hidden" quests which are either like rumours (not in quest log, there were a few in FO3 but here much more) or you have to meet some requirements to get them, so they pop quite randomly and you can get them on your 2nd/3rd walkthrough without knowing about them.
And then here's Vegas, which basically consists of Strip and a few towns, with tons of quests. Also there're multiple Vaults to explore, and they are usually related to different "outside" quests, so it makes it more interesting than "dive in, loot, leave" or "go in and complete a local quest". And the most important part: the raiders are not necessary "bad guys", there're many factions and you can work with them or kill them (or stay neutral).
About main quest: the main questline has 4 major "branches" with subbranches which have many quests and lead to totally different endings (you either serve 3 major factions or yourself). Also most of side quests are still related to the main questline, so your ability to complete/fail/miss them affects the ending, so you have much more reasons to play side questlines rather thain FO3 where they looked like fillers for the timespending.

There's a lot more stuff to add. But main advantages of F:NV over FO3 if you want it:
- Better dialogues, quests and voice acting.
- More interesting characters (probably is the same as the 1st)
- More developed places
- Faction system (a lot here: no more "good/bad" choices, playable raiders, ability to destroy/ally factions and sometimes make them to have peace)
- More useful "speech" skills and various funny perks like bachelor/woman killer; basically dialogues have much more checks now which can end quests in quite different ways.
- A general atmosphere I like more, the landscape is not perfect but towns and overall design is quite good.


Now this sounds like a fanboy yelling at you, but mind you, I am not really happy with F:NV, it's just my constructive criticizm.

It still has that insane "hp per level" thing which makes strong NPC to shoot at each other for minutes, which really breaks the immersion. You should use hp/armor balancing mods which decrease overall HP and increase importance of armor, this way the games seems "right". Also it needs a lot of other mods to make it funnier, BUT it's quite very funny even with only balancing mods, in comparison to FO:3 which I played once and stopped playing. Here I am starting my 2nd character soon, I want to play quests differently and try other factions.
Title: Re: Fallout: New Vegas
Post by: kilakan on October 25, 2010, 04:05:59 pm
Hey deon, I'd be more then happy to do some voice acting for the ghouls, I can do a pretty decent gutteral sounding voice, and I have a decent mic.
Title: Re: Fallout: New Vegas
Post by: BigD145 on October 25, 2010, 04:32:28 pm
Also, I keep getting the feeling that the courier is supposed to be a lesbian female. Out of all four of the gender perks, black widow seems to appear the most in conversation trees.

<.< I usually pick girl characters just because I like going into third person mode and watching running booty whenever I please. >.>
Title: Re: Fallout: New Vegas
Post by: Mindmaker on October 25, 2010, 04:33:38 pm
The ghouls quest at the rocket factory is awesome.
Don't spoiler it though, I just got it.

Also companions now actually are useful.
Title: Re: Fallout: New Vegas
Post by: Dasleah on October 25, 2010, 05:31:25 pm
I've already decided on my next playthrough roll.

10 STRENGTH
10 ENDURANCE
1 CHARISMA

MELEE WEAPONS

JASON VOORHEES SHALL STALK NEW VEGAS
Title: Re: Fallout: New Vegas
Post by: Deon on October 25, 2010, 05:34:06 pm
Hey deon, I'd be more then happy to do some voice acting for the ghouls, I can do a pretty decent gutteral sounding voice, and I have a decent mic.
Thank you for offering, as I said I plan a small ghoul ghetto, so it would be awesome.

Right now I need someone to make sounds for Buck Steak, a butcher-merchant with a bit strange quest in the future.
Title: Re: Fallout: New Vegas
Post by: Calhoun on October 25, 2010, 05:36:24 pm
I've already decided on my next playthrough roll.

10 STRENGTH
10 ENDURANCE
1 CHARISMA

MELEE WEAPONS

JASON VOORHEES SHALL STALK NEW VEGAS

I've got a strength of 7 and an unarmed skill of 20 and I can one-hit almost everything with the ballistic fist.
Title: Re: Fallout: New Vegas
Post by: kilakan on October 25, 2010, 05:41:22 pm
I've already decided on my next playthrough roll.

10 STRENGTH
10 ENDURANCE
1 CHARISMA

MELEE WEAPONS

JASON VOORHEES SHALL STALK NEW VEGAS

I've got a strength of 7 and an unarmed skill of 20 and I can one-hit almost everything with the ballistic fist.
ranger take down move kicks ass.
Title: Re: Fallout: New Vegas
Post by: Calhoun on October 25, 2010, 05:44:33 pm
ranger take down move kicks ass.
That it does, 'course, when you kill things in one hit, it doesn't make a difference!

Unrelatededit:

Deon, somethings not right. I'll have to do some further testing, but I think theres a save-related problem.

Ugh, seems almost random.

Edit3: Well, I dunno. I can't reproduce it outside of that save, yet that save was functioning only moments ago. Dunno what's happened. Oh well, guess I have to play without lootable cars  :'(.
Title: Re: Fallout: New Vegas
Post by: Deon on October 25, 2010, 06:02:21 pm
I prefer shooting them from 100 yards :P.
Title: Re: Fallout: New Vegas
Post by: Ioric Kittencuddler on October 25, 2010, 06:16:25 pm
What's the combat system like?  I assume it's the same as FO3 but I've never played that.  Is it basically straight Shoot em up gameplay with the addition of time freezing targeted shots?
Title: Re: Fallout: New Vegas
Post by: umiman on October 25, 2010, 06:28:28 pm
Hey deon, I'd be more then happy to do some voice acting for the ghouls, I can do a pretty decent gutteral sounding voice, and I have a decent mic.
Thank you for offering, as I said I plan a small ghoul ghetto, so it would be awesome.

Right now I need someone to make sounds for Buck Steak, a butcher-merchant with a bit strange quest in the future.
Hey, count me in too. I can't voice a white person but I could do a ghoul no prob!
Title: Re: Fallout: New Vegas
Post by: x2yzh9 on October 25, 2010, 06:55:15 pm
Just bought it. You know, it doesn't really surprise me anymore that most big AAA titles like that are 4 GB nowadays, or around there.
Title: Re: Fallout: New Vegas
Post by: Calhoun on October 25, 2010, 07:05:08 pm
Just bought it. You know, it doesn't really surprise me anymore that most big AAA titles like that are 4 GB nowadays, or around there.

Is that really a problem? I mean, when I can find hardrives for $0.0533267 per gigabyte (http://www.newegg.com/Product/Product.aspx?Item=N82E16822152175&nm_mc=AFC-C8Junction&cm_mmc=AFC-C8Junction-_-Hard%20Drives-_-SAMSUNG-_-22152175&AID=10440897&PID=4058011&SID=), who cares?
Title: Re: Fallout: New Vegas
Post by: Ioric Kittencuddler on October 25, 2010, 07:15:51 pm
Just bought it. You know, it doesn't really surprise me anymore that most big AAA titles like that are 4 GB nowadays, or around there.

Is that really a problem? I mean, when I can find hardrives for $0.0533267 per gigabyte (http://www.newegg.com/Product/Product.aspx?Item=N82E16822152175&nm_mc=AFC-C8Junction&cm_mmc=AFC-C8Junction-_-Hard%20Drives-_-SAMSUNG-_-22152175&AID=10440897&PID=4058011&SID=), who cares?

Damn I paid more for a 500 gig a couple years back.
Title: Re: Fallout: New Vegas
Post by: Calhoun on October 25, 2010, 07:25:51 pm
Just bought it. You know, it doesn't really surprise me anymore that most big AAA titles like that are 4 GB nowadays, or around there.

Is that really a problem? I mean, when I can find hardrives for $0.0533267 per gigabyte (http://www.newegg.com/Product/Product.aspx?Item=N82E16822152175&nm_mc=AFC-C8Junction&cm_mmc=AFC-C8Junction-_-Hard%20Drives-_-SAMSUNG-_-22152175&AID=10440897&PID=4058011&SID=), who cares?

Damn I paid more for a 500 gig a couple years back.

Pace of technology!
Title: Re: Fallout: New Vegas
Post by: rawr359 on October 25, 2010, 07:29:32 pm
Is now a good time to buy a gaming computer? I just have an old laptop and I wouldn't know what sort of a computer to buy. I've heard building it online is cost efficient.
Title: Re: Fallout: New Vegas
Post by: Deon on October 25, 2010, 07:39:01 pm
I always buy parts and make PC myself :P.

Anyway, the location and the NPC are made. I've made a request in the Writer's guild to help me with dialogues.
http://www.bay12forums.com/smf/index.php?topic=63632.msg1668546#msg1668546
 If someone here has talents with such things, feel free to offer your skills!


Well yeah... It takes more time than I thought, and it's just a single shop... I will do it anyway, the Freeside will be Real! :)
Title: Re: Fallout: New Vegas
Post by: Calhoun on October 25, 2010, 07:41:18 pm
Theres never a bad time to buy a computer of any sort. Go for midrange parts and don't buy a prebuilt from a major retailer and you are good to go. Personally I'd just order parts and assemble myself, still, there are options for those who don't wish to.
788 bucks, No monitor and no OS. Not bad at all. (http://www.ibuypower.com/Store/LAN_Warrior_II-55/w/43888) Does come with some very cheap (and probably crappy) speakers though.
Title: Re: Fallout: New Vegas
Post by: x2yzh9 on October 25, 2010, 07:48:27 pm
Just bought it. You know, it doesn't really surprise me anymore that most big AAA titles like that are 4 GB nowadays, or around there.

Is that really a problem? I mean, when I can find hardrives for $0.0533267 per gigabyte (http://www.newegg.com/Product/Product.aspx?Item=N82E16822152175&nm_mc=AFC-C8Junction&cm_mmc=AFC-C8Junction-_-Hard%20Drives-_-SAMSUNG-_-22152175&AID=10440897&PID=4058011&SID=), who cares?
Never tried to insinuate that, was just trying to state it. I'm just saying that a few years back everything was like, 2 or 3 gigs. Back in my days of 2003's..
Title: Re: Fallout: New Vegas
Post by: Calhoun on October 25, 2010, 08:18:53 pm
Never tried to insinuate that, was just trying to state it. I'm just saying that a few years back everything was like, 2 or 3 gigs. Back in my days of 2003's..

Ah, 2003. Back when most game came on CD's and I couldn't stop playing Age of Mythology: Titans Expansion.
Title: Re: Fallout: New Vegas
Post by: Deon on October 25, 2010, 08:26:28 pm
Okay, here's the alpha of Freeside XP ("Freeside Expanded"). Just adds a Buck's Steak House interior (the door is on the place of a formerly boarded door, under the "Buck's Steak House" sign near the Strip entrance) with a merchant.

http://www.box.net/shared/7c06vu0d21

 For some reason followers refuse to leave the location, I probably didn't learn something important about XMarkers yet. So please playtest without followers, or tell them to stay outside.
Title: Re: Fallout: New Vegas
Post by: mainiac on October 25, 2010, 08:39:04 pm
New Vegas is growing on me.  I think I'll start calling it fallout 3.

I'd be interested in lending a voice to your mod.  I don't have any particular talent for voices, but I do a lot of acting, so I know how to speak naturally.

I think that if you get a lot of voice actors from this forum, you should add a location called "the bay" to keep a few of us in.  The rest could each have some association or other with the bay.
Title: Re: Fallout: New Vegas
Post by: rawr359 on October 25, 2010, 08:43:20 pm
I can't lend my voice, but if I telepathically hug you can I be in the bay?
Title: Re: Fallout: New Vegas
Post by: Moogie on October 25, 2010, 08:55:03 pm
Man this thread moved fast since yesterday. I want to reply to a few things.

Firstly, the issue of NV being a "giant DLC". Let's face it; it basically is. There's some new engine features here and there, but New Vegas is mostly just an alternative to FO3. It's what FO3 could have been from the start. FO3 is the less intelligent, slightly illiterate, duller little sister to New Vegas. NV uses the same textures/artwork for the most part, but there's lots of new content too. Combat is the same, questing is the same, the wasteland is the same drab brown expanse of dust and dirt. 90% of New Vegas could have easily been implemented as a FO3 DLC; there's even some suspicion that they took some scripts from community mods and used it for some of their "new" features.

But hold up a second, because I'm glad they didn't do that. If you didn't put money down on FO3 yet, I would wholeheartedly recommend buying New Vegas instead and just forgetting FO3 even exists. Even if it re-uses all that stuff, it uses it in a good way. Obsidian paid careful attention to every detail. Sure it's still as crashy and buggy as FO3, but that's Bethesda's fault, and they're already churning out patches for it.

The new creatures are well textured and animated; in this way, they do stick out from the old Bethesda models, which I've always thought were arse-ugly. NPCs, however, actually sound like individuals this time around. It's hard to tell exactly how many voiceactors they used, but I haven't experienced "clone-syndrome" yet,  besides them not having tweaked or expanded on Bethesda's ridiculously limited facial customization limits. I guess everyone's just a cousin of everyone else this time, rather than a straight up clone...

Anyway. TL:DR; Yeah, New Vegas could have been created in the GECK for the most part, but that doesn't make it a bad game.


Now, someone asked about the combat? Yeah, it's kind of shooter-y in that department. Third and First person views in or out of combat. The VATS system lets you target specific body areas, to cripple limbs or focus on weakspots. You can go unarmed or with melee weapons if guns aren't your thing, and there's an assortment of explosives, grenades and mines you can use too.


Btw, I know a couple of people downloaded the ammo loot mod I posted, I'd love to hear about your experiences with this. I'm hoping it's subtle, but not too subtle that you never find anything. Personally I spent about half an hour last night rooting around in bins and boxes and didn't find anything. I may have to tweak the numbers a bit.
Title: Re: Fallout: New Vegas
Post by: Deon on October 25, 2010, 09:24:39 pm
Actually I haven't seen the parts yet, but I was playing just a bit of time, so that's okay :).
Title: Re: Fallout: New Vegas
Post by: Ioric Kittencuddler on October 25, 2010, 09:26:38 pm
No offense but I know more about combat than you've told me without even having played the game.  Like the fact that you can only target the torso using VATS in melee for no reason other than that it would look funny and they couldn't be arsed to animate attacks on other parts.  And apparently hand grenades used in VATS act like explosive tipped bullets rather than grenades and explode on contact.  Or that VATS, while supposedly a rater sill attempt to give tribute to Fallout's called shots removed anything that made that system interesting like eye and groin shots (Because groin shots were too silly, but the entirety of megaton wasn't) and replaced it with right/left arm/leg, head, torso, weapon.

I was looking for some details they wouldn't share with the community because big companies either think their customers hate details, or they don't want them to know those details before they've already given away their money.

For instance, can headshots knock people out?
Title: Re: Fallout: New Vegas
Post by: Calhoun on October 25, 2010, 09:53:22 pm
For instance, can headshots knock people out?

Not to nitpick, but usually when you shoot someone in the head, they don't ever get up. Bullets are dangerous like that.
Okay, here's the alpha of Freeside XP ("Freeside Expanded"). Just adds a Buck's Steak House interior (the door is on the place of a formerly boarded door, under the "Buck's Steak House" sign near the Strip entrance) with a merchant.

http://www.box.net/shared/7c06vu0d21

 For some reason followers refuse to leave the location, I probably didn't learn something important about XMarkers yet. So please playtest without followers, or tell them to stay outside.
Some thoughts:
"Have a look at my finest meats." Is some dynamite innuendo
Buck's Delicious Steaks have no Food value associated with them
I like that the refrigerators in the back have strange meat in them, interesting twist on Buck, who seems to be just a normal guy.
Lighting is pretty!
The absinthe bottles do NOT fit the shelf. It is impossible to move them, they are completely wedged in their, relocated 'em to the top shelf, or just trash them.
Bit of a mismatch between interior and exterior size, but not too noticeable.
My companion can enter and leave just fine, only she comes out of the gate to the other section of freeside, instead of the door to Bucks

Title: Re: Fallout: New Vegas
Post by: Leonon on October 25, 2010, 10:08:24 pm
@Moogie
I havn't downloaded your mod but may I suggest that gun cabinets have pretty good chances of containing reloading supplies?
Title: Re: Fallout: New Vegas
Post by: Ioric Kittencuddler on October 25, 2010, 10:14:34 pm
For instance, can headshots knock people out?

Not to nitpick, but usually when you shoot someone in the head, they don't ever get up. Bullets are dangerous like that.

"Usually when you shoot someone in the head"?  How often do you shoot people in the head?  Not everyone has action movie hero accuracy and can hit someone dead center in the brain stem with a hand gun from fifty feet away while running.
Title: Re: Fallout: New Vegas
Post by: x2yzh9 on October 25, 2010, 10:17:20 pm
First impressions? I don't like it. I'll play it for some time more and think about it then, I suppose it will grow on me, but it just seems... Rather dumb. I don't like it, but I'll play it some more to see, considering I spent 50 bux on it.
Title: Re: Fallout: New Vegas
Post by: Calhoun on October 25, 2010, 10:22:13 pm
"Usually when you shoot someone in the head"?  How often do you shoot people in the head?  Not everyone has action movie hero accuracy and can hit someone dead center in the brain stem with a hand gun from fifty feet away while running.
headshots
You asked about headshots, I told you about headshots. And you don't have to hit someone dead center in the brain stem to kill them with a headshot, especially if you are using a large caliber round, or perhaps lasers or even plasma.
Title: Re: Fallout: New Vegas
Post by: debvon on October 25, 2010, 10:32:14 pm
First impressions? I don't like it. I'll play it for some time more and think about it then, I suppose it will grow on me, but it just seems... Rather dumb. I don't like it, but I'll play it some more to see, considering I spent 50 bux on it.

It does start out rather slow just like Fallout 3 did (okay, so Fallout 3 started out extremely slow), but it will definitely pick up over time. The thing to remember is that side quests and exploration really pay off in this game, so if you're running to storyline objective X and you see something in the distance, do not ignore it. And get that explorer perk at level 20, it's worth it. Rushing through the "main quest chain" as quickly as possible is probably the worst way to experience the game.

I wasn't really impressed when I first started either, but the more I play it, the more satisfied I get.

 
For instance, can headshots knock people out?

Not to nitpick, but usually when you shoot someone in the head, they don't ever get up. Bullets are dangerous like that.

"Usually when you shoot someone in the head"?  How often do you shoot people in the head?  Not everyone has action movie hero accuracy and can hit someone dead center in the brain stem with a hand gun from fifty feet away while running.

I think you're taking this game a little too seriously.
Title: Re: Fallout: New Vegas
Post by: debvon on October 25, 2010, 10:33:23 pm
Woops
Title: Re: Fallout: New Vegas
Post by: Moogie on October 25, 2010, 11:25:43 pm
No offense but I know more about combat than you've told me without even having played the game.  Like the fact that you can only target the torso using VATS in melee for no reason other than that it would look funny and they couldn't be arsed to animate attacks on other parts.  And apparently hand grenades used in VATS act like explosive tipped bullets rather than grenades and explode on contact.  Or that VATS, while supposedly a rater sill attempt to give tribute to Fallout's called shots removed anything that made that system interesting like eye and groin shots (Because groin shots were too silly, but the entirety of megaton wasn't) and replaced it with right/left arm/leg, head, torso, weapon.

I was looking for some details they wouldn't share with the community because big companies either think their customers hate details, or they don't want them to know those details before they've already given away their money.

For instance, can headshots knock people out?

No, grenades don't explode on contact. Not sure where you would have read that, but they definitely act as you'd expect grenades to, e.g. a timed delay, and you can also 'cook' them.

The limitations of the VATS system is likely technical, because of Bethesda's engine, not because they thought any of it would be "silly". Might be moddable, but I never heard of a mod for that for FO3. I would have loved this to be more fully developed, but Oblivion was never designed with VATS in mind, and you know what Beth is like with re-using the same old tech...

Headshots can cripple yours/enemies' accuracy, if it doesn't outright kill you. People can be knocked out but that has something to do with the hidden Fatigue system and I don't know much about it. I think it mainly comes into play with melee weapons or unarmed combat.

As a side note, I don't mind if you'd rather read from sources of (possibly incorrect) information, but please don't scoff when someone who's actually played the game offers to answer your vague "So how's combat?" question, because I'm not a f-----g mindreader and did not know what details you were expecting. :)
Title: Re: Fallout: New Vegas
Post by: Ioric Kittencuddler on October 25, 2010, 11:26:19 pm
"Usually when you shoot someone in the head"?  How often do you shoot people in the head?  Not everyone has action movie hero accuracy and can hit someone dead center in the brain stem with a hand gun from fifty feet away while running.
headshots
You asked about headshots, I told you about headshots. And you don't have to hit someone dead center in the brain stem to kill them with a headshot, especially if you are using a large caliber round, or perhaps lasers or even plasma.

First impressions? I don't like it. I'll play it for some time more and think about it then, I suppose it will grow on me, but it just seems... Rather dumb. I don't like it, but I'll play it some more to see, considering I spent 50 bux on it.

It does start out rather slow just like Fallout 3 did (okay, so Fallout 3 started out extremely slow), but it will definitely pick up over time. The thing to remember is that side quests and exploration really pay off in this game, so if you're running to storyline objective X and you see something in the distance, do not ignore it. And get that explorer perk at level 20, it's worth it. Rushing through the "main quest chain" as quickly as possible is probably the worst way to experience the game.

I wasn't really impressed when I first started either, but the more I play it, the more satisfied I get.

 
For instance, can headshots knock people out?

Not to nitpick, but usually when you shoot someone in the head, they don't ever get up. Bullets are dangerous like that.

"Usually when you shoot someone in the head"?  How often do you shoot people in the head?  Not everyone has action movie hero accuracy and can hit someone dead center in the brain stem with a hand gun from fifty feet away while running.

I think you're taking this game a little too seriously.

No I'm just taking it as a Fallout game.  In Fallout 1 and 2 hitting someone in the head had a chance to knock them unconscious. 

I'm not sure what you're trying to argue though.  That in reality the head is some sort of magic object that when it comes into contact with a bullet regardless of trajectory causes it's owner instant death?

No offense but I know more about combat than you've told me without even having played the game.  Like the fact that you can only target the torso using VATS in melee for no reason other than that it would look funny and they couldn't be arsed to animate attacks on other parts.  And apparently hand grenades used in VATS act like explosive tipped bullets rather than grenades and explode on contact.  Or that VATS, while supposedly a rater sill attempt to give tribute to Fallout's called shots removed anything that made that system interesting like eye and groin shots (Because groin shots were too silly, but the entirety of megaton wasn't) and replaced it with right/left arm/leg, head, torso, weapon.

I was looking for some details they wouldn't share with the community because big companies either think their customers hate details, or they don't want them to know those details before they've already given away their money.

For instance, can headshots knock people out?

No, grenades don't explode on contact. Not sure where you would have read that, but they definitely act as you'd expect grenades to, e.g. a timed delay, and you can also 'cook' them.

The limitations of the VATS system is likely technical, because of Bethesda's engine, not because they thought any of it would be "silly". Might be moddable, but I never heard of a mod for that for FO3. I would have loved this to be more fully developed, but Oblivion was never designed with VATS in mind, and you know what Beth is like with re-using the same old tech...

Headshots can cripple yours/enemies' accuracy, if it doesn't outright kill you. People can be knocked out but that has something to do with the hidden Fatigue system and I don't know much about it. I think it mainly comes into play with melee weapons or unarmed combat.

As a side note, I don't mind if you'd rather read from sources of (possibly incorrect) information, but please don't scoff when someone who's actually played the game offers to answer your vague "So how's combat?" question, because I'm not a f-----g mindreader and did not know what details you were expecting. :)

Ok, maybe that was a little snippy the way I said that.  Sorry.  You didn't deserve that.

If getting knocked unconscious is anything like Oblivion what it means is just that if a character's constantly recharging fatigue stat ever gets to zero said character will ragoll like a corpse but be unlootable for usually about 1 second before standing up again as they regain 1 point of fatigue.  So it's not so much getting knocked out as it is just a minor consequence for not watching your fatigue bar... which you apparently can't even do in FO3/NV if it's now invisible.

Fatigue itself is something left over from the elder scrolls series game mechanics so they likely just left it in due to laziness.

Also, the thing about not being able to target parts in VATS melee being because it would look silly is directly from the mouth of a dev.  I'll try to find the interview for you.
Title: Re: Fallout: New Vegas
Post by: Ioric Kittencuddler on October 26, 2010, 12:12:55 am
Well I think I found it... And the site it was on is offline, but anyway, yeah, that was the reasoning behind it.  They didn't want to design miss animations so you always hit.  They didn't want to let you always hit the head since they had made you always hit so they made it impossible to target.

It was probably the George W. Bush of Game development who said it, Todd Howard.
Title: Re: Fallout: New Vegas
Post by: Grakelin on October 26, 2010, 02:18:32 am
Ioric, my current character in Fallout 1 is able to shoot his enemies in the eyes from up to 10 yards away with 90% accuracy. And they usually don't even go down in the first hit because he's using a 10mm pistol, so the bullets don't hit as hard or something. My current New Vegas character, by contract, is only able to hit enemies with VATS at all at extremely close range, and I usually have to rely on my own aim to even hope to get a hit.

So yeah, I think you're being too nitpicky.
Title: Re: Fallout: New Vegas
Post by: Leonon on October 26, 2010, 02:50:21 am
Maybe you should stop picking fights with Superman?
Title: Re: Fallout: New Vegas
Post by: Ioric Kittencuddler on October 26, 2010, 03:00:46 am
Ioric, my current character in Fallout 1 is able to shoot his enemies in the eyes from up to 10 yards away with 90% accuracy. And they usually don't even go down in the first hit because he's using a 10mm pistol, so the bullets don't hit as hard or something. My current New Vegas character, by contract, is only able to hit enemies with VATS at all at extremely close range, and I usually have to rely on my own aim to even hope to get a hit.

So yeah, I think you're being too nitpicky.

How am I being nit picky and what does the rest of your statement have to do with it?  I asked if characters in the game could get knocked unconscious by head shots and was responded to with "Bullets are dangerous."
Title: Re: Fallout: New Vegas
Post by: motorbitch on October 26, 2010, 03:05:35 am
i ran into some uncertaincies when creating my character.
i did some research and here are my results:


perception

in f3nv, the vigor machine will tell you that perception will affect your over all accuracy. some forum posts on the nets tell that perception will affect the crosshair drift when using scoped weapons.

both is NOT true. i used console commands to alter my perception between 1 and 10, and my vats accuracy with guns and my crosshair drift remained unaffected.


luck

it seems that luck massively affects the condition of wepons found in the world.
like: i made a char with luck 10, and all the weapons in the silver rush store where in pretty perfect condition.
for another (luck 1) char these guns where almost broken.
note that i made a mistake when i did this thest, the luck 1 guy also had the build to distroy trait, with could have affected the condition a bit, too. also  my  real live luck may have had affected this test.
interesting: it seems that the item quality and store inventory is created when you leave the doctors shag for the first time.
i would suggest to have luck 10 when you go trough that door and tune down that value when the   game gives you the chance to rebuild your char when you leave goodsurce for the first time.

Title: Re: Fallout: New Vegas
Post by: Deon on October 26, 2010, 04:54:45 am
Okay, here's the alpha of Freeside XP ("Freeside Expanded"). Just adds a Buck's Steak House interior (the door is on the place of a formerly boarded door, under the "Buck's Steak House" sign near the Strip entrance) with a merchant.

http://www.box.net/shared/7c06vu0d21

 For some reason followers refuse to leave the location, I probably didn't learn something important about XMarkers yet. So please playtest without followers, or tell them to stay outside.
Some thoughts:
"Have a look at my finest meats." Is some dynamite innuendo
Buck's Delicious Steaks have no Food value associated with them
I like that the refrigerators in the back have strange meat in them, interesting twist on Buck, who seems to be just a normal guy.
Lighting is pretty!
The absinthe bottles do NOT fit the shelf. It is impossible to move them, they are completely wedged in their, relocated 'em to the top shelf, or just trash them.
Bit of a mismatch between interior and exterior size, but not too noticeable.
My companion can enter and leave just fine, only she comes out of the gate to the other section of freeside, instead of the door to Bucks
Huh, they really come out of a different door, that's weird. I thought travel options are the same for PC and NPC. I think I just made some stupid mistakes due to my newbieness.

Thank you for your testing! :)

I will redesign interior a bit, right now NPC cannot path to the back room due to their silly pathfinding. Also the "strange meat" and the dripping blood from the ceiling (on sink, you saw that, right?) are explained in Bay12 Writers' Guild where I requested help on dialogues. So this "dynamite innuendo" will be gone once I have a nice dialogue script.
Title: Re: Fallout: New Vegas
Post by: Deon on October 26, 2010, 06:10:14 am
Here's alpha2:
http://www.box.net/shared/3pfqjgoo3y

I still cannot make my followers to leave the steak house... They enter finely but then just stand inside. Weird.
Title: Re: Fallout: New Vegas
Post by: Ioric Kittencuddler on October 26, 2010, 07:36:45 am
So has anyone encountered the bug where entering VATS spawns enemies directly behind you?
Title: Re: Fallout: New Vegas
Post by: Deon on October 26, 2010, 07:43:48 am
I haven't seen it.
Title: Re: Fallout: New Vegas
Post by: Deon on October 26, 2010, 09:23:27 am
I didn't know how to make navmeshes :P. Now when I know it, the mod is fixed. I will make another interior and upload it to Nexus. Whoever wants to voiceact Buck, please volunteer now if you can.
Title: Re: Fallout: New Vegas
Post by: hemmingjay on October 26, 2010, 09:43:19 am
I've done a bit of voice acting so I'm happy to try it out for you. send me the lines, some background or what you are trying to accomplish and what format you want the recordings.
Title: Re: Fallout: New Vegas
Post by: Deon on October 26, 2010, 11:43:40 am
Thank you for your offer, right now I need just common welcoming/farewell phrases ("Hello, sir! Nice to see you!"/"Have a look ar my wares."/"See you soon."). If you could make them as an old pleasant man says them, it would be great.

I will also need greeting/trading/farewell voices for a liquor shop owner and a man who sells iguana meat on street. I didn't work on quests yet, I just mostly make props for future references now.


Here's the redesigned view of Buck's Steak House:
(http://i52.tinypic.com/j633fp.png)

It no longer has pathfinding issues, and everything seems to be at its place.
Title: Re: Fallout: New Vegas
Post by: umiman on October 26, 2010, 12:24:29 pm
What's with the big A there? Is that how rooms are designated?
Title: Re: Fallout: New Vegas
Post by: Deon on October 26, 2010, 12:48:41 pm
It's an audio marker.

Right now I plan to work on these areas:

- Buck's Steak House: almost done.
- Travel Service: a former building of a travel company is now a hunting lodge of sorts: here live a few hunters, there's a small apothecary and a bodyguard service (although no mercs, because there's not a lot of people who can pay for their service -> low amount of mercs, you should get quests there).
- Liquor store (drinks and cigarettes)
- Small Bootleggers' camp, they supply the liquor store.
- Barber: to change your haircut.
- Grocery store (sells mostly plant food).

If you have some nice ideas, feel free to share.

I was really disappointed by the lack of a barber (seen in most "western" movies) and specific services like bootleggers or apothecary in Freeside Central: these services are usually vital.
Title: Re: Fallout: New Vegas
Post by: Empty on October 26, 2010, 12:58:43 pm
It's an audio marker.

Right now I plan to work on these areas:

- Buck's Steak House: almost done.
- Travel Service: a former building of a travel company is now a hunting lodge of sorts: here live a few hunters, there's a small apothecary and a bodyguard service (although no mercs, because there's not a lot of people who can pay for their service -> low amount of mercs, you should get quests there).
- Liquor store (drinks and cigarettes)
- Small Bootleggers' camp, they supply the liquor store.
- Barber: to change your haircut.
- Grocery store (sells mostly plant food).

If you have some nice ideas, feel free to share.

I was really disappointed by the lack of a barber (seen in most "western" movies) and specific services like bootleggers or apothecary in Freeside Central: these services are usually vital.

There's a "Barber" in freeside. Though you've got to be a King ;) to qualify for his one haircut.
Title: Re: Fallout: New Vegas
Post by: Deon on October 26, 2010, 01:08:12 pm
Yeah, I was not playing as king's faction. It may make sense that he's under boss there.

Other ideas: a porn movie studio (I liked that part in New Reno), a drug store with a bit crazy surgeon, a fight club.
Title: Re: Fallout: New Vegas
Post by: Deon on October 26, 2010, 01:37:14 pm
Humm humm... So let's see, why are people there and what can they offer...

A "food block": the steak house, grocery, distillery/bar = food for residents and travellers.
A "tech block": ghoul scavengers + tinker's shop + mechanic = tools and devices for people.
A "healthcare" block: apothecary + fitness/sports club (more like fight club :P)
A "machinery" block to support the town (how do they live?): an electrical substation + food/water sanitizer + boiler station.

Now it's a city I would live in.

Right now I am interested in making food block + machinery block. They would add to the immersion and may be some quite interesting places.
Title: Re: Fallout: New Vegas
Post by: lordnincompoop on October 26, 2010, 01:44:35 pm
That's not a very big steak house. This guy's pretty successful; success would be a pretty good motivator to get a bigger store and a better neighbourhood.

And make Buck darker (in terms of personality). The standard Sweeney Todd story's a bit bland: add something! Something awful and horrible!
Title: Re: Fallout: New Vegas
Post by: Deon on October 26, 2010, 01:58:45 pm
Okay, it all depends on a quest writer :).

About the size: Buck's success is influenced by his SPECIAL food, its price is much higher than of normal foods, so he does not sell it on an industrial scale. Consider it a local delicacy. The job of supplying the town with food will be placed on a local grocery store. Also there's no stove/grill/whatever inside because Buck will cook his special steaks at home.
About getting a bigger shop: eh, he's made his name and he has customers, and he's on the main street. I think it would be worse to move somewhere else. Plus the local gang probably takes a quite high "tax", so I am not sure that it's that easy to move everything and change your business like that at his place.

I actually thought about minor details like that for some time already and I considered their probability and interest :). And it's further from Sweeney Todd and closer to slave trading or medical organ trading. He's not into killing too much, he just loves his own steaks as much as everyone else.
Title: Re: Fallout: New Vegas
Post by: mainiac on October 26, 2010, 01:59:41 pm
Fight club would be awesome.  I could totally do a not as tough as he thinks first level opponent.

How about a farmers market instead of a grocery store?  It could even be a farmers market inside a groceries store.  But it's strange how very few farmers feature in the game.  Food's gotta come from somewhere.
Title: Re: Fallout: New Vegas
Post by: lordnincompoop on October 26, 2010, 02:08:21 pm
I dunno if I could write the quest. I never could think of good plots, which is why a lot of my grander projects left the ground. Find a good plot writer and use him.
Title: Re: Fallout: New Vegas
Post by: Mindmaker on October 26, 2010, 02:32:42 pm
Has anybody found a use for faction items, yet? (Legion ears, NCR Dogtags, NCR Dollars etc.)
Title: Re: Fallout: New Vegas
Post by: umiman on October 26, 2010, 02:36:55 pm
Has anybody found a use for faction items, yet? (Legion ears, NCR Dogtags, NCR Dollars etc.)
You can get recipes to make stuff out of them.
Title: Re: Fallout: New Vegas
Post by: Mindmaker on October 26, 2010, 02:50:59 pm
Has anybody found a use for faction items, yet? (Legion ears, NCR Dogtags, NCR Dollars etc.)
You can get recipes to make stuff out of them.

Damn.
Now I need to look for all the pieces I have sold.
Title: Re: Fallout: New Vegas
Post by: Calhoun on October 26, 2010, 02:56:42 pm
Has anybody found a use for faction items, yet? (Legion ears, NCR Dogtags, NCR Dollars etc.)
You can get recipes to make stuff out of them.

Damn.
Now I need to look for all the pieces I have sold.
You sure? I know one of the NCR dudes (Think at Camp Forlorn Hope) pays 2 caps per dogtag "recovered".
Somewhat surprised there'd be a crafting recipe with Legion Ears. Don't know about NCR Dollars, (just sold it all myself) though you do make coin shot with the Legion Denarious.
Title: Re: Fallout: New Vegas
Post by: Tilla on October 26, 2010, 02:58:07 pm
Has anybody found a use for faction items, yet? (Legion ears, NCR Dogtags, NCR Dollars etc.)
You can get recipes to make stuff out of them.

Damn.
Now I need to look for all the pieces I have sold.
Legion Ears and NCR tags can be traded in at Camp Forlorn Hope for rewards, the various faction money can also be traded for Casino chips - which can then be traded for cash or used to gamble.
Title: Re: Fallout: New Vegas
Post by: Deon on October 26, 2010, 03:05:31 pm
Okay, here's alpha 03 of FreesideXP:
http://www.box.net/shared/e8zggb3if9

The Buck's store is changed, navigation/pathfinding is fixed and dialogues are fixed. Also there's a new old man called "Iguana John" who made a small street kiosk out of a bus stop. Obviously he sells iguana bits and iguana-on-sticks (it's a flashback to Iguana John, and this guy is supposed to be one of his children).

Anyway, I tried to write a small dialogue for him and make a distinct appearance. You tell me how did I make the job, is it fine or terrible, okay? Maybe I will be able to do some job without story writers for a while.
Title: Re: Fallout: New Vegas
Post by: kilakan on October 26, 2010, 03:05:41 pm
Has anybody found a use for faction items, yet? (Legion ears, NCR Dogtags, NCR Dollars etc.)
You can get recipes to make stuff out of them.

Damn.
Now I need to look for all the pieces I have sold.
Legion Ears and NCR tags can be traded in at Camp Forlorn Hope for rewards, the various faction money can also be traded for Casino chips - which can then be traded for cash or used to gamble.
the faction money can also be used in caravan as bets
Title: Re: Fallout: New Vegas
Post by: umiman on October 26, 2010, 03:26:00 pm
http://fallout.wikia.com/wiki/Dog_Tag_Fist
Title: Re: Fallout: New Vegas
Post by: Deon on October 26, 2010, 03:32:00 pm
Here's the design of Iguana John, an old moonstruck iguana seller:
(http://i55.tinypic.com/2czwv34.png)

I hope you approve my choice of his look.

P.S. The headpiece is NOT black, it's the editor weirdness.
Title: Re: Fallout: New Vegas
Post by: Calhoun on October 26, 2010, 03:41:49 pm
Okay, here's alpha 03 of FreesideXP:
http://www.box.net/shared/e8zggb3if9

The Buck's store is changed, navigation/pathfinding is fixed and dialogues are fixed. Also there's a new old man called "Iguana John" who made a small street kiosk out of a bus stop. Obviously he sells iguana bits and iguana-on-sticks (it's a flashback to Iguana John, and this guy is supposed to be one of his children).

Anyway, I tried to write a small dialogue for him and make a distinct appearance. You tell me how did I make the job, is it fine or terrible, okay? Maybe I will be able to do some job without story writers for a while.
Iguana John seems pretty cool (he also made me realize how great Iguana-on-a-stick actually is!) I really like his little kiosk, there are a few problems though.

Images Spoiler'd for size.



Title: Re: Fallout: New Vegas
Post by: Deon on October 26, 2010, 03:47:52 pm
1) Intentional, but I forgot to decrease its scale :P.
2) Thanks.
3) Thanks, not a big deal but still.
4) I want to find some appropriate unique model for it. I didn't get to it yet.

Also on the 2nd picture: did Iguana John wander out of his kiosk and sit on those benches? Because he's not supposed to do so... If so, I should learn to mod AI sooner :P.

Thank you very much for your feedback.
Title: Re: Fallout: New Vegas
Post by: Calhoun on October 26, 2010, 03:53:26 pm
4) I want to find some appropriate unique model for it. I didn't get to it yet.

Also on the 2nd picture: did Iguana John wander out of his kiosk and sit on those benches? Because he's not supposed to do so... If so, I should learn to mod AI sooner :P.

Thank you very much for your feedback.

4). Mkay, though there is a Cleaver model, so I was unsure.

Yeah, He wasn't sitting on the bench, but he was out of his Kiosk for sure.

No problem!
Title: Re: Fallout: New Vegas
Post by: Deon on October 26, 2010, 04:16:10 pm
Okay, I've occasionally put him in "sandbox" mode so he was wandering around and interacting with the environment. And yeah. I forgot about "chopper", I've used it for now, thank you!
Title: Re: Fallout: New Vegas
Post by: Deon on October 26, 2010, 05:57:02 pm
Yay, I've partially "fixed" my tablet! It's still utterly broken, but at least it works :P.

(http://i52.tinypic.com/aw9pmw.png)

DURR!
Title: Re: Fallout: New Vegas
Post by: BigD145 on October 26, 2010, 06:38:05 pm
Deathclaw backrub?
Title: Re: Fallout: New Vegas
Post by: Deon on October 26, 2010, 07:18:57 pm
It's an icon for "Deathclaw Friend" perk mod which had no icon.
Title: Re: Fallout: New Vegas
Post by: debvon on October 26, 2010, 08:34:13 pm
"Spread your cheeks and smile."

Deathclaw-administered prostate exams. What are friends for?
Title: Re: Fallout: New Vegas
Post by: mainiac on October 26, 2010, 08:47:17 pm
Holding hands and smiling in a rosy setting like a sunrise is a more traditional pose designating friendship or, if the hands are below the waist, dating.
Title: Re: Fallout: New Vegas
Post by: kilakan on October 26, 2010, 09:04:58 pm
I gotta admit, compared to most of deon's art, it's a step up in the creep me the hell out category.  So good  work.
Title: Re: Fallout: New Vegas
Post by: BigD145 on October 26, 2010, 10:38:59 pm
"Spread your cheeks and smile."

Deathclaw-administered prostate exams. What are friends for?

Dr. Deathclaw. Serving all your needs in the wasteland. Discounts on disemboweling. Extra fees for reemboweling and no guarantee of success.
Title: Re: Fallout: New Vegas
Post by: Deon on October 26, 2010, 11:29:48 pm
I didn't see it that way. Damn you.
Title: Re: Fallout: New Vegas
Post by: mainiac on October 27, 2010, 12:12:21 am
Is there a way to make it so you can have 2 human companions?
Title: Re: Fallout: New Vegas
Post by: Grakelin on October 27, 2010, 12:25:41 am
There's mods, I guess.

FONV is far and away better than FO3, from my experience with it. I have no difficulty proclaiming this a true sequel to FO1 and FO2.
Title: Re: Fallout: New Vegas
Post by: Deon on October 27, 2010, 12:34:21 am
I have a difficulty saying so, it's still a big jump from turn-based rpg to shooter, but at least it's not a bad game in Fallout world.

My main issue with FO3 and FO:NV is the unbelievability of locations and places. In RPG they had almost all important professions, houses for people to live in, big farms to feed people, brahmin pens in each settlement, and there supposed to be much more, on the "world map". In Fallout 3 we get NPCs to give quests and a few "filler" NPCs, towns are really small (compare any Fallout 2 town layout with FO:NV town layout), some of them have "monster spawns" around but no appropriate protection, etc.. So it's not that great, I would rework all towns but it requires too much time :).

Is there a way to make it so you can have 2 human companions?
http://newvegasnexus.com/downloads/file.php?id=34870
Title: Re: Fallout: New Vegas
Post by: mainiac on October 27, 2010, 12:40:00 am
I agree that the towns are too small.  But I think that's just because they focused on the adventure type stuff.  In 1 and 2, we assumed that there were a lot of unseen NPC's doing mundane farming, hunting and crafting to keep the world going behind the scenes.  You have the make that assumption with NV too.  It's a troublesome assumption, because there isn't an overworld map.  But at least the factions that exist are realistic.  It makes a lot more sense for the NCR to want to be taking over the Hoover Dam as they are in New Vegas then it did for the Brotherhood of Steel to be going on some cross country crusade to help out random people in D.C.
Title: Re: Fallout: New Vegas
Post by: Grakelin on October 27, 2010, 12:41:46 am
From some chats with Victoria, it seems like they're even trying to validate the BoH going cross-country, but I have not yet met the BoH in this game, so I don't really know.
Title: Re: Fallout: New Vegas
Post by: Deon on October 27, 2010, 12:47:05 am
BoH? :D

I think there were reasons why they didn't go "real settlement" style, it may be because of the engine, or maybe because of the main designer's taste. Even New Vegas strip is the SAME exterior, but it is separated into pseudo-rooms which load and unload NPCs. There's a reason why they've made it. It's all about their Gamebryo and facegen issues.

P.S. Vaults have pretty nice designs though, so it is mostly about the overworld towns.

P.P.S. Now when I think about it, Fallout1/2's vaults were too small for such amount of people and didn't have enough things which would make sense (green zones, animals to breed etc.). While towns were much better.
Title: Re: Fallout: New Vegas
Post by: mainiac on October 27, 2010, 12:47:24 am
How do I install a mod?
Title: Re: Fallout: New Vegas
Post by: Grakelin on October 27, 2010, 12:47:53 am
Not sure why I did BoH instead of BoS.
Title: Re: Fallout: New Vegas
Post by: Deon on October 27, 2010, 12:52:18 am
How do I install a mod?
http://www.thenexusforums.com/index.php?/topic/250302-where-to-install-mod-in-fallout-nv/

Then launch the launcher and under "DATA FILES" select the mod.

http://www.Newvegasnexus.com - all the mods you want.
Title: Re: Fallout: New Vegas
Post by: Moogie on October 27, 2010, 01:18:06 am
And if you don't mind installing Python on your system, I'd recommend getting the LOST program-- Load Order Sorting Tool. This will help fix some problems resulting from our current inability to manage the load order of master (.esm) and plugin (.esp) files, which is massively important in preventing conflict and instability issues. Even the official DLCs suffer the problem of loading before the main FalloutNV.esm, which is a pants-on-head silly mistake for the developers to make after so many years practice with this system in Oblivion and FO3.
Title: Re: Fallout: New Vegas
Post by: AussieGuy on October 27, 2010, 04:10:19 am
Deon, I can help play test your mod, if you want, as soon as I get the game.
Title: Re: Fallout: New Vegas
Post by: Deon on October 27, 2010, 07:36:43 am
Sure. I should get a few more locations soon. Today I will start to work on Freeside Central infirmary and an utility station (I've decided to include the boiler room, the electrical substation and the sanitizer in the same building, to reduce "too many similar locations" effect and because it makes sense, it will be a pre-war local utility/backup station) with a repair shop.
Title: Re: Fallout: New Vegas
Post by: Astral on October 27, 2010, 07:41:09 am
Loving the Realistic Headshots/Realistic Health (Medium) mods, although they are somewhat unbalancing (headshots with a 10mm pistol can often kill most things, including fully armored Brotherhood of Steel Paladins in one-two hits) I do have to be careful as far as not leaving myself without cover. I may try a harder difficulty though, as having (humanoid) enemies with only 50 health around level 18 isn't quite as fun. What IS fun is being able to take on 90% of the game with the No Auto Aim mod: long range headshots from iron sights are a bit challenging, but always deadly.

May just try Very Hard with these mods, or maybe a tougher difficulty of the Realistic Health mod.
Title: Re: Fallout: New Vegas
Post by: Moogie on October 27, 2010, 08:24:26 am
Loving the Realistic Headshots/Realistic Health (Medium) mods, although they are somewhat unbalancing (headshots with a 10mm pistol can often kill most things, including fully armored Brotherhood of Steel Paladins in one-two hits) I do have to be careful as far as not leaving myself without cover. I may try a harder difficulty though, as having (humanoid) enemies with only 50 health around level 18 isn't quite as fun. What IS fun is being able to take on 90% of the game with the No Auto Aim mod: long range headshots from iron sights are a bit challenging, but always deadly.

May just try Very Hard with these mods, or maybe a tougher difficulty of the Realistic Health mod.

Yeah, the easy headshots occasionally bother me too, which is why I've been using the version which makes my head explode just as easily. But that's not really the same result, and just means I have to reload over and over until I get lucky. It's better than the standard system, but could still use some tweaks and improvements.

Also I've been eyeing that auto-aim mod but I'm still confused as to what it actually does. I haven't noticed any blatant auto-aiming system snapping me onto any targets. Since you've been playing with it, could you describe exactly what difference it makes?
Title: Re: Fallout: New Vegas
Post by: Saint on October 27, 2010, 08:25:33 am
I'm still waiting for a mod that allows custom zoom scopes.
I'm able to kill NPCs with head shots from my trusty sniper rifle (FPS mod) from a long way but zoom would be very nice.
Title: Re: Fallout: New Vegas
Post by: Deon on October 27, 2010, 08:59:33 am
Loving the Realistic Headshots/Realistic Health (Medium) mods, although they are somewhat unbalancing (headshots with a 10mm pistol can often kill most things, including fully armored Brotherhood of Steel Paladins in one-two hits) I do have to be careful as far as not leaving myself without cover. I may try a harder difficulty though, as having (humanoid) enemies with only 50 health around level 18 isn't quite as fun. What IS fun is being able to take on 90% of the game with the No Auto Aim mod: long range headshots from iron sights are a bit challenging, but always deadly.

May just try Very Hard with these mods, or maybe a tougher difficulty of the Realistic Health mod.

Yeah, the easy headshots occasionally bother me too, which is why I've been using the version which makes my head explode just as easily. But that's not really the same result, and just means I have to reload over and over until I get lucky. It's better than the standard system, but could still use some tweaks and improvements.

Also I've been eyeing that auto-aim mod but I'm still confused as to what it actually does. I haven't noticed any blatant auto-aiming system snapping me onto any targets. Since you've been playing with it, could you describe exactly what difference it makes?
There definitely is an auto-aim system. For example, if your crosshair turns red and you shoot, it hits not where you shoot but the guy (if your skill allows it).

Also if you use realistic headshots and health, you should also use realistic DT mod to avoid occasions where you headshot people in power armor with 10mm pistol.
http://newvegasnexus.com/downloads/file.php?id=34872
Title: Re: Fallout: New Vegas
Post by: Astral on October 27, 2010, 09:06:22 am
I mostly use the no-auto-aim mod for iron sight aiming; I found that VATS overuse killed Fallout 3 for me, as being able to kill things and instantly get all your AP back due to that one perk made things too easy. I also (when I'm not using energy weapons on a different character) love scoped weapons, such as sniper rifles, the hunting revolved, and any scope mods (Varmint Rifle with a NV scope was my favorite weapon for a long time, despite its somewhat crappy accuracy).

I'm just using the version that drops your health to 1 when you get headshotted; too many enemies have a good amount of luck with spray and pray weapons.

Also, thanks for the mod, Deon... I'll definitely look into that one.
Title: Re: Fallout: New Vegas
Post by: Sir Pseudonymous on October 27, 2010, 10:05:19 am
being able to kill things and instantly get all your AP back due to that one perk made things too easy.
You mean the perk that required you be at the original maximum level? And yes, I know there were another ten levels beyond that, but almost all of the enemies leveled to that point couldn't be killed in one VATs session anyways, with anything short of a fatman. (Well, some of the weapons added by FOOK2 could, like the ion pistol and its insane critrate, but still...)
Title: Re: Fallout: New Vegas
Post by: Asehujiko on October 27, 2010, 12:35:33 pm
I'm in novac, got an unmarked quest to check on ranger base charlie, fast travel there, find a bunch of booby traps, corpses and a note from the legion stating they abducted somebody so I head to their nearest raid camp, which I annihilated earlier that day to rescue a few bandits, expecting to find the hostage and a new raiding party. Instead I see one guy stuck in a rock some distance away, the two guys I rescued last time which I can't interact with this time and a patrol of 4 NCR troopers who do nothing but walk around, also no interaction possible.

So where are the hostage and the legion soldiers? Bug? Dead end quest? Sequence break?
Title: Re: Fallout: New Vegas
Post by: mainiac on October 27, 2010, 12:41:54 pm
I think that legion message is just a dead end.  You'll never find the hostage.
Title: Re: Fallout: New Vegas
Post by: lordnincompoop on October 27, 2010, 01:37:17 pm
Is there any mod that just turns off auto aim? I find it annoying.
Title: Re: Fallout: New Vegas
Post by: Mindmaker on October 27, 2010, 01:44:02 pm
I think that legion message is just a dead end.  You'll never find the hostage.

Yeah.
Just head back to the guy, who asked you to check it out for him.
Title: Re: Fallout: New Vegas
Post by: Tilla on October 27, 2010, 01:46:15 pm
Is there any mod that just turns off auto aim? I find it annoying.
Yes there is. Just do a search on new vegas nexus.
Title: Re: Fallout: New Vegas
Post by: Tilla on October 27, 2010, 01:47:32 pm
I'm in novac, got an unmarked quest to check on ranger base charlie, fast travel there, find a bunch of booby traps, corpses and a note from the legion stating they abducted somebody so I head to their nearest raid camp, which I annihilated earlier that day to rescue a few bandits, expecting to find the hostage and a new raiding party. Instead I see one guy stuck in a rock some distance away, the two guys I rescued last time which I can't interact with this time and a patrol of 4 NCR troopers who do nothing but walk around, also no interaction possible.

So where are the hostage and the legion soldiers? Bug? Dead end quest? Sequence break?

I think you're just supposed to find the evidence that Charlie Base is gone for the Ranger.
Title: Re: Fallout: New Vegas
Post by: Astral on October 27, 2010, 02:03:06 pm
Is there any mod that just turns off auto aim? I find it annoying.
http://newvegasnexus.com/downloads/file.php?id=34723 (http://newvegasnexus.com/downloads/file.php?id=34723)

Hard to find considering we were talking about it earlier  :P
Title: Re: Fallout: New Vegas
Post by: lordnincompoop on October 27, 2010, 02:20:43 pm
Is there any mod that just turns off auto aim? I find it annoying.
http://newvegasnexus.com/downloads/file.php?id=34723 (http://newvegasnexus.com/downloads/file.php?id=34723)

Hard to find considering we were talking about it earlier  :P

Oh thanks.

Sorry, I don't read a lot here for fear of getting something spoiled.
Title: Re: Fallout: New Vegas
Post by: x2yzh9 on October 27, 2010, 04:16:50 pm
I'm trying to do the Fight the Powder Gangers quest or whatever and I had to go to Chet to get supplies or something, but I killed him earlier. Is there something to fix it, or am i stuck?
Title: Re: Fallout: New Vegas
Post by: kilakan on October 27, 2010, 04:27:50 pm
I'm trying to do the Fight the Powder Gangers quest or whatever and I had to go to Chet to get supplies or something, but I killed him earlier. Is there something to fix it, or am i stuck?
you don't actually have to get anyone's help but Sunny's, just head back to the guy the powder gangers are after, and the last part of the quest (aka the fight) will start.
Title: Re: Fallout: New Vegas
Post by: Mindmaker on October 27, 2010, 04:38:20 pm
Yay, the power plant quest is buggy.
Now I have to redo it from scrap to get any rewards.
Title: Re: Fallout: New Vegas
Post by: C4lv1n on October 27, 2010, 04:40:48 pm
Hey guys, I've started work on my own mod, it's going to be a safe house and I know what the general design is going to be, but I need to figure out what to put in it. I've compiled a list, which is in the spoiler thing below, but I was wondering if any of you can think of something that would be useful.

Spoiler (click to show/hide)
Title: Re: Fallout: New Vegas
Post by: Leonon on October 27, 2010, 05:41:25 pm
I'm still waiting for a mod that allows custom zoom scopes.
I'm able to kill NPCs with head shots from my trusty sniper rifle (FPS mod) from a long way but zoom would be very nice.
Ta-da! (http://newvegasnexus.com/downloads/file.php?id=35617)
Title: Re: Fallout: New Vegas
Post by: C4lv1n on October 27, 2010, 07:55:30 pm
I'm still waiting for a mod that allows custom zoom scopes.
I'm able to kill NPCs with head shots from my trusty sniper rifle (FPS mod) from a long way but zoom would be very nice.
Ta-da! (http://newvegasnexus.com/downloads/file.php?id=35617)

Hey, this is a good mod, but does it modify the anti-material rifle? I use that rather than the sniper, and I would like a better scope in that, but it's not mentioned in the description.
Title: Re: Fallout: New Vegas
Post by: Leonon on October 27, 2010, 08:11:29 pm
Someone already made a zoom mod for the anti-materiel rifle. (http://www.newvegasnexus.com/downloads/file.php?id=35404) It's a little more zoom than my x2 mod (10 vs 12, lower number is more zoom). Unless you're trying to snipe things from the engine's max view distance it should be fine.
Title: Re: Fallout: New Vegas
Post by: BigD145 on October 27, 2010, 09:24:34 pm
I'm still waiting for a mod that allows custom zoom scopes.
I'm able to kill NPCs with head shots from my trusty sniper rifle (FPS mod) from a long way but zoom would be very nice.
Ta-da! (http://newvegasnexus.com/downloads/file.php?id=35617)

Ugh. Every damn time. Every time I install any sniper mod (F3), crash. Crash on save or crash on transition/autosave.
Title: Re: Fallout: New Vegas
Post by: Leonon on October 27, 2010, 09:55:17 pm
Does it crash when you create a new save through the save menu?
Title: Re: Fallout: New Vegas
Post by: BigD145 on October 27, 2010, 10:05:09 pm
Does it crash when you create a new save through the save menu?

I know a couple did back with Fallout 3. Have not tried New Vegas yet and not going to bother for quite awhile.
Title: Re: Fallout: New Vegas
Post by: Deon on October 27, 2010, 11:07:42 pm
It works for me. Where do you dig these crashes from? I start to think that cracked versions of falloutnv.exe are more stable than steam ones :/.

Yay, the power plant quest is buggy.
Now I have to redo it from scrap to get any rewards.
I've played this quest with 3 characters through 3 ways (freeside only, whole area, ARCHIMED) and had no problems. What happened? Are you on 2nd update?

Hey guys, I've started work on my own mod, it's going to be a safe house and I know what the general design is going to be, but I need to figure out what to put in it. I've compiled a list, which is in the spoiler thing below, but I was wondering if any of you can think of something that would be useful.

Spoiler (click to show/hide)
That's easy :P
Spoiler (click to show/hide)
Title: Re: Fallout: New Vegas
Post by: Astral on October 27, 2010, 11:18:15 pm
It works for me. Where do you dig these crashes from? I start to think that cracked versions of falloutnv.exe are more stable than steam ones :/.

Sadly, it most likely is. I have the Steam version, but I'd kill for a DRM free copy, as usually DRM causes more harm than good when applied to, well, anything. I tend to have random crashes when changing cells, but it's not often enough to cause me to stop playing the game over (considering how many I dealt with in Oblivion and Fallout 3, they're comparatively rare)
Title: Re: Fallout: New Vegas
Post by: darkedone02 on October 28, 2010, 04:20:14 am
I've beaten the game with the NCR victory... you know, it's best that when I live a casino in new vega's, after I got back my gear, I wish they say "you got back your inventory" instead of saying "got <item>" all the time... one message will do good, even when one has a large inventory.
Title: Re: Fallout: New Vegas
Post by: Asehujiko on October 28, 2010, 05:03:19 am
The wiki says the quartermaster at the NCR base in the south west corner is supposed to repair stuff for free with the gay perk but he charges me 2000+ caps for everything even slightly damaged even after I asked him to be friends, who's bugged? the wiki or me?
Title: Re: Fallout: New Vegas
Post by: Deon on October 28, 2010, 06:29:26 am
Before you fail at that, don't forget to grab this fix:
http://www.newvegasnexus.com/downloads/file.php?id=35210
Title: Re: Fallout: New Vegas
Post by: Moogie on October 28, 2010, 08:54:56 am
I notice people occasionally still downloading the ammo loot esp I linked earlier, just wanted to let you guys know that I've got a proper version up at the Nexus with better rates. If you're using the early version, be warned that it had such low chances of finding anything that you may never notice any difference.

I fixed that now though. It's already got about 500 downloads so I guess people like it. :)

http://newvegasnexus.com/downloads/file.php?id=35378
Title: Re: Fallout: New Vegas
Post by: x2yzh9 on October 28, 2010, 09:07:21 am
On the main questline, where is 'Mr. Nash'? I go to the Mojave express, and only the female lady sleeps there. How do advance storyline?
e; Feel stupid, found him in the casino.
Title: Re: Fallout: New Vegas
Post by: Asehujiko on October 28, 2010, 09:51:09 am
No, my caps still go down when I talk to the supposed free repair guy.
Title: Re: Fallout: New Vegas
Post by: Mindmaker on October 28, 2010, 10:27:56 am
I've played this quest with 3 characters through 3 ways (freeside only, whole area, ARCHIMED) and had no problems. What happened? Are you on 2nd update?

Whole area seemed to be buggy for me.
After I activated the solar pannels and got blinded for a short time, the quest finished, I got xp and the characters behaved like I didn't do anything.
However the wiki has some advice, for what you need to do, to make it work properly.
Title: Re: Fallout: New Vegas
Post by: Deon on October 28, 2010, 11:28:19 am
Ah, I always talked to Ignacio first, that's why I didn't get the glitch :).
Title: Re: Fallout: New Vegas
Post by: Deon on October 28, 2010, 12:17:16 pm
http://newvegasnexus.com/downloads/file.php?id=35726
Mod manager is released. Yay!
Title: Re: Fallout: New Vegas
Post by: Mindmaker on October 28, 2010, 01:05:37 pm
Ah, I always talked to Ignacio first, that's why I didn't get the glitch :).

It worked this time.
I'm missing out on an interesting weapon, but I have no choice since I'm roleplaying a good guy.
Title: Re: Fallout: New Vegas
Post by: Virtz on October 28, 2010, 02:04:25 pm
Oh God. The cazadors. Did someone at Obsidian experience brain damage when thinking up enemies? They're nearly as durable as deathclaws, they fly and fidget around like fuck, their attacks are freaking poison and there's always packs of them. I've never wanted an enemy modded out this much since Morrowind's cliff racers.
Title: Re: Fallout: New Vegas
Post by: umiman on October 28, 2010, 02:18:53 pm
Cazadors are meant to be fought at about level 10 and above. They die best to conventional bullets, so use those. There are legendary cazadors here and there in caves to the north which are fun to fight as they like to teleport around and are as big as a supermutant. Want to see some overpowered stuff, go fight the alpha male deathclaw fist-to-claw. :P

Heck, cross the river and see the secret enemies on the other side (not the legion). Oh man, awesome stuff.

Do you guys use drugs? Use them. Load up psycho, jet, buffout, slasher, and most of all: Turbo. Use them liberally. Turbo is basically bullettime. Almost all the drugs are ridiculously useful and it's very easy to cure addictions so spam them constantly. If you dope up an entire battle with jet, you can actually kill off entire deathclaw herds without going out of VATS.
Title: Re: Fallout: New Vegas
Post by: mainiac on October 28, 2010, 03:24:02 pm
Oh God. The cazadors. Did someone at Obsidian experience brain damage when thinking up enemies? They're nearly as durable as deathclaws, they fly and fidget around like fuck, their attacks are freaking poison and there's always packs of them. I've never wanted an enemy modded out this much since Morrowind's cliff racers.

Heh, I only encountered them after installing the unlimited companions mod and getting Boone, Cassy and Arcade following me.  I only got off like one shot before there was nothing left to shoot at.
Title: Re: Fallout: New Vegas
Post by: dragonshardz on October 28, 2010, 03:28:34 pm
Okay...why does EVERYONE in Primm hate me? The NCR folks don't mind me, but the people in the casino in Primm attack me even though I'm not wearing Powder Gang armor.
Title: Re: Fallout: New Vegas
Post by: kilakan on October 28, 2010, 03:51:32 pm
Okay...why does EVERYONE in Primm hate me? The NCR folks don't mind me, but the people in the casino in Primm attack me even though I'm not wearing Powder Gang armor.
you probably shot one of them or let the deputy die by mistake, I;ve had him get blown up and everyone in primm tries to kill me
Title: Re: Fallout: New Vegas
Post by: Tilla on October 28, 2010, 05:21:48 pm
http://newvegasnexus.com/downloads/file.php?id=35392 A friend made this mod that adds the uncraftable types of ammo to reloading benches, more recipes for breakdown, and a few new types of ammo (Poison .22 rounds ftw) :D Very fun
Title: Re: Fallout: New Vegas
Post by: Ninteen45 on October 28, 2010, 05:32:30 pm
I'd like a mod that adds more traits and allows you to choose more than 2.
Title: Re: Fallout: New Vegas
Post by: Dasleah on October 28, 2010, 05:34:04 pm
poison rounds

Quote
poison

Quote
rounds

 :-\
Title: Re: Fallout: New Vegas
Post by: kilakan on October 28, 2010, 05:52:23 pm
poison rounds

Quote
poison

Quote
rounds

 :-\
that's realistic, poison coated bullets were a common spy weapon during WWII
Title: Re: Fallout: New Vegas
Post by: Tilla on October 28, 2010, 06:02:57 pm
poison rounds

Quote
poison

Quote
rounds

 :-\

This is a world that has nuclear powered cars and robots with laser and plasma weapons. Poison rounds are perfectly feasible.
Title: Re: Fallout: New Vegas
Post by: Deon on October 28, 2010, 06:15:35 pm
Well, every setting has something we believe in and something we don't.

I will upload Alpha 05 shortly, and I have to go to bed because my wife insists. Can someone playtest for me please? :) I've added a pharmacy, it has no sign yet because I need to find proper assets first. The door is on the road to the Strip entrance with robots, it's on the left of a big burnt bus (next building block after King's school of impersonation).
Title: Re: Fallout: New Vegas
Post by: rawr359 on October 28, 2010, 06:33:44 pm
I pissed off the ncr and my three days are up. Should I be terrified?
Title: Re: Fallout: New Vegas
Post by: Leonon on October 28, 2010, 06:36:14 pm
Poison bullets are relatively unknown due to their being illegal for both civilian and military use. There are poisons that are potent enough to kill in a bullet administered dose. That said I have serious doubts that a natural venom in the Fallout world would be powerful enough to use in a bullet sized dose.
Title: Re: Fallout: New Vegas
Post by: Deon on October 28, 2010, 06:43:48 pm
Giant Radscorpion venom should be. A woman who makes radscorpion posion-covered cakes says that if you have a cut in your mouth, you're dead.

Anyway, here's the mod in Alpha04: http://www.box.net/shared/2e4gbjah0j.

Bad news: the new NPC is not talking his lines. I can't find the error now. I am going to fix it tomorrow morning. Check the location and NPC design please (he's supposed to be an old man who thinks of everyone as of a stupid being who's there to buy his drugs (he's more a drug dealer than a doctor) and talks like Renesco from Fallout2).
Title: Re: Fallout: New Vegas
Post by: Leonon on October 28, 2010, 06:50:53 pm
That's an entire gland worth of poison though.
Title: Re: Fallout: New Vegas
Post by: Dasleah on October 28, 2010, 06:57:10 pm
Poison bullets are relatively unknown due to their being illegal for both civilian and military use. There are poisons that are potent enough to kill in a bullet administered dose. That said I have serious doubts that a natural venom in the Fallout world would be powerful enough to use in a bullet sized dose.

it's not so much the implausibility of poisoning a bullet so much as the fact that to administer the poison in the first place you kind of have to shoot someone with the bullet first

"Welp, Bob, our delivery mechanism is lethal. But I'm just worried that once the bullet is inside them, it's carved a hole in their flesh, their blood is spilling out, they're in agony, calling for mama, MAMA!, as they desperately try to hold off that long black as pain and more bullets sweep over them, that it just might not be lethal enough, you know?"

poisoning only really makes sense when the delivery mechanism in itself is non-lethal, or at least less lethal than a fucking gun - thrown weapons, melee stuff, things like that
Title: Re: Fallout: New Vegas
Post by: Calhoun on October 28, 2010, 07:22:17 pm
Poison bullets are relatively unknown due to their being illegal for both civilian and military use. There are poisons that are potent enough to kill in a bullet administered dose. That said I have serious doubts that a natural venom in the Fallout world would be powerful enough to use in a bullet sized dose.

it's not so much the implausibility of poisoning a bullet so much as the fact that to administer the poison in the first place you kind of have to shoot someone with the bullet first

"Welp, Bob, our delivery mechanism is lethal. But I'm just worried that once the bullet is inside them, it's carved a hole in their flesh, their blood is spilling out, they're in agony, calling for mama, MAMA!, as they desperately try to hold off that long black as pain and more bullets sweep over them, that it just might not be lethal enough, you know?"

poisoning only really makes sense when the delivery mechanism in itself is non-lethal, or at least less lethal than a fucking gun - thrown weapons, melee stuff, things like that

Bullet don't have to be lethal. If you shoot someone in the foot, there is a pretty good chance they are going to survive it. Hell, even just shooting them in one of their extremities ain't gonna kill them outright. Unless you are striking vital organs, they have plenty of chance to survive.

Besides, It's a game, meaning high-level enemies have an ungodly amount of health, and it doesn't matter that you've shot them in the head 5 times!
Title: Re: Fallout: New Vegas
Post by: Tilla on October 28, 2010, 07:23:32 pm
Poison bullets are relatively unknown due to their being illegal for both civilian and military use. There are poisons that are potent enough to kill in a bullet administered dose. That said I have serious doubts that a natural venom in the Fallout world would be powerful enough to use in a bullet sized dose.

it's not so much the implausibility of poisoning a bullet so much as the fact that to administer the poison in the first place you kind of have to shoot someone with the bullet first

"Welp, Bob, our delivery mechanism is lethal. But I'm just worried that once the bullet is inside them, it's carved a hole in their flesh, their blood is spilling out, they're in agony, calling for mama, MAMA!, as they desperately try to hold off that long black as pain and more bullets sweep over them, that it just might not be lethal enough, you know?"

poisoning only really makes sense when the delivery mechanism in itself is non-lethal, or at least less lethal than a fucking gun - thrown weapons, melee stuff, things like that
Except guns aren't lethal immediately in this game. In fact, far from it, especially on targets with high Damage Thresholds.

Remember this is a video game we're talking about here, not reality :P So it's a DoT added effect on some crafted bullets, that are not heavily available unless you spend time gathering materials.
Title: Re: Fallout: New Vegas
Post by: Deon on October 28, 2010, 07:24:02 pm
It does if you use gameplay balancing/changing mods :).
Title: Re: Fallout: New Vegas
Post by: Grakelin on October 28, 2010, 08:23:13 pm
Bullets don't always kill in one shot. Most of the time, they don't actually kill the target. So poison just makes it a sure thing.
Title: Re: Fallout: New Vegas
Post by: dragonshardz on October 28, 2010, 08:43:40 pm
Welp, it just crashed as I walked into Novac. Not bad, considering how buggy it's supposed to be.
Title: Re: Fallout: New Vegas
Post by: mainiac on October 28, 2010, 09:09:53 pm
Also more to the point, several very toxic poisons can be fairly easily derived from plants that are native or widely cultivated in North America.  Ricin springs to mind.  Given how common and cheap castor oil is, I'd be very surprised if castor seeds weren't available in the wasteland. 

While the extraction process requires a couple items that aren't found in the typical household, it would certainly be within the capabilities of one of the more technically adept factions like the NCR, Followers, Gun Runners, etc let alone someone like the Brotherhood of Steel, who would have no trouble making it.  Furthermore, the Brotherhood would already have the blueprints for large scale extraction from pre-war documents since the extraction process was invented prior to the fallout divergence point.

Ricin is deadly when injected in small doses, such as on the tip of a .22 bullet.  Without any Geneva conventions to keep people from using the drug, I imagine it would be a very useful poison for high level targets where you want to make sure they aren't going to recover.
Title: Re: Fallout: New Vegas
Post by: Deon on October 28, 2010, 09:17:54 pm
It would be useful even for those who cannot afford ammo and use bolts. It makes me wonder, why spears/knives but no bows/crossbows?
Title: Re: Fallout: New Vegas
Post by: Dakk on October 28, 2010, 10:01:39 pm
How do you deliver poison through a bullet though? Unless the poison is inside the projectile and said projectile is designed to break INSIDE the victim but somehow strong enough to not blow apart when it hits the skin, its a pretty dumb way of poisoning someone. You can't just coat a bullet with poison and shoot it, the ignition and super hot gases would incinerate anything. The only seemingly viable way to poison someone with a bullet is lead poisoning from the projectile itself.
Title: Re: Fallout: New Vegas
Post by: Frumple on October 28, 2010, 10:11:02 pm
Can't say I'm entirely sure, but there's been at least one large scale military agreement (Re: Hague Convention (http://en.wikipedia.org/wiki/Hague_Conventions_(1899_and_1907))) that banned their use by military, so someone's apparently figured it out.

Googling now, 'cause this actually interests me. I'd imagine a fragmentary bullet could manage to put something poisonous on the inside, but how else you'd go about it I'm not sure.

EDIT: Seeing a number of tertiary references to poisoned bullets, but nothing direct yet. Apparently mercury can be used, somehow?

E2: Oh hey, American Civil War reference (http://www.adena.com/adena/usa/cw/cw184.htm): "Some of these parties retain the bullets, which prove beyond doubt that such death-dealing missils were used by the Federal army. Says Mr. Hayden 'The bullet was in two parts, one hollowed out and the other also hollow, being encased in the larger and containing the poison, the latter being loose would slip out and remain in the body or pass through leaving its poison.'"

WW1, I believe: (http://www.greatwardifferent.com/Great_War/Discussing_Poison_Gas/Discussing_Poison_Gas_01.htm) "Moreover, the shrapnel bullets, instead of being smooth, were especially holed and dented. When analysed by a French Government chemist the coloured powder was found to consist of a mixture of white and red phosphorus. The holes in th bullets were designed to carry the chemicals into wounded bodies."

I guess that's enough searching. Poisoned bullets, ladies and gents.
Title: Re: Fallout: New Vegas
Post by: Eugenitor on October 28, 2010, 10:22:54 pm
Mercury is a heavy metal, making it nice for an assassin to fill a hollow-point with.

But yeah, unless you have some fast-acting stuff, most "holy-crap dangerous" poisons will cause unconsciousness in a matter of minutes. The point of bullets is to make the other guy dead right now.

Edit: Unless you're doing trench warfare and trying to win by attrition of the wounded, apparently.
Title: Re: Fallout: New Vegas
Post by: mainiac on October 28, 2010, 11:00:55 pm
How do you deliver poison through a bullet though? Unless the poison is inside the projectile and said projectile is designed to break INSIDE the victim but somehow strong enough to not blow apart when it hits the skin, its a pretty dumb way of poisoning someone. You can't just coat a bullet with poison and shoot it, the ignition and super hot gases would incinerate anything. The only seemingly viable way to poison someone with a bullet is lead poisoning from the projectile itself.

A .22 is probably going to embed itself in the skin instead of penetrating through.  Even if it off the bone, it would probably leave behind a smear of a solid or liquid poison on the front of the bullet.  As I said, Ricin would be a good poison for such circumstances.

Also, slower moving bullets, such as are fired from older guns or embeding projectiles like shotgun buckshot would be excellent vehicles for a poison.  'Cowboy' repeaters and shotguns are pretty darn common in the Nevada wastelands.  But even with a modern gun, you could easily modify it to fire the projectile more slowly by simply reducing the charge in the casings for your poison rounds.  They wouldn't be good at a distance, but at a shorter range, they'll be more likely to embed themselves in the target.
Title: Re: Fallout: New Vegas
Post by: Sergius on October 29, 2010, 09:42:53 am
Also more to the point, several very toxic poisons can be fairly easily derived from plants that are native or widely cultivated in North America.  Ricin springs to mind.  Given how common and cheap castor oil is, I'd be very surprised if castor seeds weren't available in the wasteland. 

While the extraction process requires a couple items that aren't found in the typical household, it would certainly be within the capabilities of one of the more technically adept factions like the NCR, Followers, Gun Runners, etc let alone someone like the Brotherhood of Steel, who would have no trouble making it.  Furthermore, the Brotherhood would already have the blueprints for large scale extraction from pre-war documents since the extraction process was invented prior to the fallout divergence point.

Ricin is deadly when injected in small doses, such as on the tip of a .22 bullet.  Without any Geneva conventions to keep people from using the drug, I imagine it would be a very useful poison for high level targets where you want to make sure they aren't going to recover.

According to my extensive scientific knowledge based on the viewing of one episode of The Mentalist, ricin is deadly over a kinda long time (several hours? I wouldn't shoot somebody so that there's a chance they'd be dead the next day untreated). Wikipedia shows is as even far less lethal: basically you die of diarrhea over several weeks. The treatment is also very effective, even after it's too late for a stomach wossname, cleaning, and there's a chance you'll manage to digest the stuff before dying.

If I coat bullets with poison, it would probably be something that causes instant paralyzation, even if not death. Choking to death in seconds would be a plus. Scorpion and some types of snake poison seem appropriate. Even in real life, lethal gunshots aren't likely to disable the enemy instantly.
Title: Re: Fallout: New Vegas
Post by: Asehujiko on October 29, 2010, 09:58:36 am
I like that the "walking tank" and "heavy weapons guy" companions don't overlap anymore.Watching Fawkes tear shit up with impunity was fun for a few minutes but made everybody else except maybe the paladin look useless. Now you actually get to choose between somebody in power armor who insists on punching things and a sniper that refuses to wear a helmet. Unless there's some ridiculous endgame ally with the most health, DT, and a giant gun at the same time here too.

Additionally, I still can't get any free repairs from major Knight. And the game starts lagging badly when three's 3 or more people on screen. And the sound is a bit offcenter. And I can't get my punchy companion to swap her 10mm pistol for a 10mm smg. Anybody has any fixes for these problems?
Title: Re: Fallout: New Vegas
Post by: Mindmaker on October 29, 2010, 10:01:03 am
Ow cmon.
The NCR could reward me with a good weapon, for doing all their dirty work.
All I do, is gathering great melee weapons in all of the legion camps.
Title: Re: Fallout: New Vegas
Post by: motorbitch on October 29, 2010, 10:23:10 am
most bullet injurys are not lethal. not even all head-shots are. using a lethal-save poison in bullets totally makes sense - if your intention is not to disable your opponent , but to make sure it will die.
that's why poisonous bullets are banned by the hauge convention: they don't offer a direct military use (they only make already disabled enemy's suffer more).
as said before, these bullets where used by spies for assassinations. here, the time it would take for the victim to die wouldn't even matter.  (like: anyone remembers that russian that was poisoned with polonium england some years ago?)


anyway, i didn't made my mind if i would want such bullets in fallout and if it would fit the gameplay. i totaly think it would fit the atmosphere of the game, however.
i don´t think balancing would be to much of an issue. a karma hit for the player when he uses such ammo and restrict it to the evil npc fractions should do it.
Title: Re: Fallout: New Vegas
Post by: Virtz on October 29, 2010, 12:34:17 pm
Additionally, I still can't get any free repairs from major Knight.
Supposedly it wasn't intended to work that way and was patched out. There's supposed to be some different kind of bonus, but I dunno. Everything worth anything costs tons to fix.
Title: Re: Fallout: New Vegas
Post by: BigD145 on October 29, 2010, 12:35:30 pm
Additionally, I still can't get any free repairs from major Knight.
Supposedly it wasn't intended to work that way and was patched out. There's supposed to be some different kind of bonus, but I dunno. Everything worth anything costs tons to fix.

There is always the general purpose weapon fixing aid item.
Title: Re: Fallout: New Vegas
Post by: Astral on October 29, 2010, 01:01:00 pm
Yeah, I'm glad I have Repair on most of my characters; being able to make the repair kits from otherwise useless scrap is a lifesaver on certain guns.

Wish they had thought to add one for armor, though. My Mk 2 Combat Armor/Helmet aren't going to repair themselves! (Although, apparently sunglasses are great to repair the helmets with... Jury Rigger ftw)
Title: Re: Fallout: New Vegas
Post by: dragonshardz on October 29, 2010, 04:07:22 pm
Press ~

Type "player.srm"

If you have the caps, you can fix your own stuff to the best of your ability. And unlike in FO3, you don't lose the caps when you do this.
Title: Re: Fallout: New Vegas
Post by: rawr359 on October 29, 2010, 04:31:53 pm
Word of advice: if you're going to be a talky character get both of the sexual perks. Major Knight works on the PS3, he hints at you needing the caps but when you have the caps you don't need to pay. It's pretty sweet.
Title: Re: Fallout: New Vegas
Post by: Leonon on October 29, 2010, 04:49:00 pm
Wait, you can be Bi? Wasn't Deon making a porn studio in his mod?


I think you can see where I'm going with this.
Title: Re: Fallout: New Vegas
Post by: BigD145 on October 29, 2010, 05:14:10 pm
Wait, you can be Bi?

Fisto is the best robot ever.
Title: Re: Fallout: New Vegas
Post by: MagmaDeath on October 29, 2010, 05:43:30 pm
Press ~

Type "player.srm"

If you have the caps, you can fix your own stuff to the best of your ability. And unlike in FO3, you don't lose the caps when you do this.
You didnt lose the caps in FO3 either. They went straight back to you.
Title: Re: Fallout: New Vegas
Post by: hemmingjay on October 29, 2010, 06:16:54 pm
Starting to get more and more crashes. I don't have any mods. Fragmentation is nil.

Damn.
Title: Re: Fallout: New Vegas
Post by: Virtz on October 29, 2010, 06:18:44 pm
Word of advice: if you're going to be a talky character get both of the sexual perks. Major Knight works on the PS3, he hints at you needing the caps but when you have the caps you don't need to pay. It's pretty sweet.
As mentioned previously, that was patched out. There's still some kind of deal between you and him, but I don't know what it is (might not work for me because I spoke to him before patching). It's definately not as game-breaking as having free repairs to 100%, though.
Title: Re: Fallout: New Vegas
Post by: rawr359 on October 29, 2010, 07:04:35 pm
Wait, you can be Bi?

Fisto is the best robot ever.

I actually peed a little laughing when I found fisto.
Title: Re: Fallout: New Vegas
Post by: mainiac on October 29, 2010, 10:27:58 pm
Wait, you can be Bi? Wasn't Deon making a porn studio in his mod?


I think you can see where I'm going with this.

Fun fact: A lot of pornstars doing gay and lesbian porn aren't actually gay or lesbian.
Title: Re: Fallout: New Vegas
Post by: BigD145 on October 29, 2010, 11:19:38 pm
Wait, you can be Bi?

Fisto is the best robot ever.

I actually peed a little laughing when I found fisto.

I couldn't feel my legs.
Title: Re: Fallout: New Vegas
Post by: Deon on October 30, 2010, 01:40:17 am
Wait, you can be Bi? Wasn't Deon making a porn studio in his mod?


I think you can see where I'm going with this.
I am going to, I want to recreate fun places from New Reno and add those which make sense. I am finishing my pharmacy first (can't figure what's wrong with the NPC I've made: he doesn't want to speak my dialogue no matter what I do, probably I will just remake him from scratch), a church with an always drunken priest and an utility station first.
Title: Re: Fallout: New Vegas
Post by: lordnincompoop on October 30, 2010, 03:21:57 am
I'll just say I'm going to develop a Super Perk Pack soon.
Title: Re: Fallout: New Vegas
Post by: Leonon on October 30, 2010, 04:18:24 am
I'd hope at least one of those perks is Gigolo or some variation thereof.

Is it just me or does Black Isle/Troika/Obsidian like to give us the option of having sex with things that aren't human? Fallout 2 had a Supermutant who was into BSDM, Arcanum had a sheep, Fallout: New Vegas has a robot.
Title: Re: Fallout: New Vegas
Post by: Deon on October 30, 2010, 05:30:34 am
I'll just say I'm going to develop a Super Perk Pack soon.
Take a look here first to avoid duplicates:
http://newvegasnexus.com/downloads/file.php?id=35897
http://newvegasnexus.com/downloads/file.php?id=35841
Title: Re: Fallout: New Vegas
Post by: lordnincompoop on October 30, 2010, 07:15:57 am
Blast.

Okay, never mind.
Title: Re: Fallout: New Vegas
Post by: Ninteen45 on October 30, 2010, 07:56:14 am
Blast.

Okay, never mind.

make traits then.
Title: Re: Fallout: New Vegas
Post by: Deon on October 30, 2010, 08:22:50 am
There're many traits and perks out there, but you can invent more! :)
Title: Re: Fallout: New Vegas
Post by: Mindmaker on October 30, 2010, 09:54:42 am
My min-maxer side got the better of me.
Even though I have a character at level 14, I'm going to start over, switch to melee weapons and watch trait requirements more carefully.

Why couldn't they make unarmed and melee into one skill? Hard to decide when both look that awesome.
Title: Re: Fallout: New Vegas
Post by: Deon on October 30, 2010, 09:58:46 am
Just take the "mod" which unites their requirements. Or get more intelligence :P. It's easy to max 2 skills at level 10-12.
Title: Re: Fallout: New Vegas
Post by: Mindmaker on October 30, 2010, 11:55:20 am
Just take the "mod" which unites their requirements. Or get more intelligence :P. It's easy to max 2 skills at level 10-12.

I dislike mods which make the game too easy.
And yes it would have been easy to max 2 stats by this time, but at the cost of missing out on a lot of content.

However my brother decided it would be a good idea to change the language settings, which forces me to update all those files.
Great now I have to wait 2 hours, until I can play again.

But yes I'll probably go for a melee build this time.
The only thing that bothers me, that I would need to distribute points evenly betwee melee and unarmed, if I want to get all those useful melee perks.
Is this even doable?
Title: Re: Fallout: New Vegas
Post by: dogstile on October 30, 2010, 12:39:53 pm
If its making you think like that, its working like an RPG should. Melee and unarmed definitely should require two different category's :P
Title: Re: Fallout: New Vegas
Post by: Mindmaker on October 30, 2010, 12:58:09 pm
If its making you think like that, its working like an RPG should. Melee and unarmed definitely should require two different category's :P

But most of the perks they unlock apply to both.
However I should be able to get them all, if I stock to my plan.
Title: Re: Fallout: New Vegas
Post by: Deon on October 30, 2010, 01:14:17 pm
Just don't forget to get a comprehension early, you will get +4 skill points from books.
Title: Re: Fallout: New Vegas
Post by: Mindmaker on October 30, 2010, 01:19:25 pm
Just don't forget to get a comprehension early, you will get +4 skill points from books.

Yeah I know.
I planned my skills up to level 24.

I'll keep the last save of my last character around, should I decide that he isn't as screwed up as I thought.
Title: Re: Fallout: New Vegas
Post by: mainiac on October 30, 2010, 04:52:34 pm
I don't bother to min-max in fallout games.  With powerful weapons, you can defeat the strongest enemies with even a middling weapon skill.  Heck, I don't even put any points into guns even though I use guns for a lot of standard enemies.  It probably helps that hit the jackpot on the slots and can afford whatever I want... assuming I can find it for sale.
Title: Re: Fallout: New Vegas
Post by: Deon on October 30, 2010, 06:23:47 pm
Yeah, Fallout 3/NV has almost no real requirements to play but SPEECH checks to pass some quests. You still can repair stuff to maximum (now) and kill anything with proper tactics.
Title: Re: Fallout: New Vegas
Post by: kilakan on October 30, 2010, 10:18:27 pm
Yeah, Fallout 3/NV has almost no real requirements to play but SPEECH checks to pass some quests. You still can repair stuff to maximum (now) and kill anything with proper tactics.
Ya and that's what I love, it's a great improvement, or the old system, anyone would be able to figure out how to fire a flame thrower, but if you never had you're gonna be terrible at it, but not bad enough to not be able to kill something.
Title: Re: Fallout: New Vegas
Post by: mainiac on October 30, 2010, 10:24:11 pm
I miss the car from fallout 2.  They should bring that back.  Either that or the hummer from fallout tactics.  Driving a hummer through a radioactive wasteland is pretty much the definition of freedom.
Title: Re: Fallout: New Vegas
Post by: Grakelin on October 30, 2010, 11:53:59 pm
One of my favorite moments from my first playthrough was

Spoiler (click to show/hide)
Title: Re: Fallout: New Vegas
Post by: Eugenitor on October 31, 2010, 02:22:27 am
I was going to ally with the Brotherhood. Really I was.

Then they pulled that shit with the slave collar and after the NCR guy got it off, I systematically exterminated them with their own gauss rifles, with help from Boone and Ed-E.

Then we put away the entire Legion command in the same way. Mori Caesar!
Title: Re: Fallout: New Vegas
Post by: Pillow_Killer on October 31, 2010, 04:27:22 am
I was going to ally with the Brotherhood. Really I was.

Then they pulled that shit with the slave collar and after the NCR guy got it off, I systematically exterminated them with their own gauss rifles, with help from Boone and Ed-E.
You're not the only one. Let's just say I really loved those turrets.
Title: Re: Fallout: New Vegas
Post by: Virtz on October 31, 2010, 05:57:29 am
I miss the car from fallout 2.  They should bring that back.  Either that or the hummer from fallout tactics.  Driving a hummer through a radioactive wasteland is pretty much the definition of freedom.
Considering the difficulties the game engine has even with simple box stacking (for physics-enabled boxes), I'd imagine a car would be more of a nightmare than the car modded in in Stalker.
Title: Re: Fallout: New Vegas
Post by: Eugenitor on October 31, 2010, 06:29:19 am
I was going to ally with the Brotherhood. Really I was.

Then they pulled that shit with the slave collar and after the NCR guy got it off, I systematically exterminated them with their own gauss rifles, with help from Boone and Ed-E.
You're not the only one. Let's just say I really loved those turrets.

Yeah, great move on the Brotherhood's part there- let's code in a function to reverse the turrets' targeting criteria! Those turrets took out almost all of L1.

The Brotherhood went down way easier than the Legion did; I found myself using missile spam (Annabelle, unique missile launcher) after a few reloads when entering a tent with 10+ enemies right next to me. And then who was in that tent but Benny! He made a mistake; he didn't make sure I was dead. Let's just put it this way- I did not make the same mistake.

Slavery is not something I tolerate in Fallout games. Paradise Falls got the same treatment, as did The Pitt. A majorly cheesy scripted event where I lose my equipment? Fine, assholes- I'll just start punching out guards, take their weapons and armor, and then start a campaign of extermination from the inside out. I know it's not what the plot wanted me to do. Fuck the plot.
Title: Re: Fallout: New Vegas
Post by: lordnincompoop on October 31, 2010, 06:38:35 am
Arrite, I'm making a trait pack. All the traits from previous Fallout games and the ones from Van Buren that were possible are already added. There will be many more, and here's your chance to contribute! This is what I need from your traits:
If you have all these, chances are your trait will appear in the pack!

Now get inventin'! :D
Title: Re: Fallout: New Vegas
Post by: mainiac on October 31, 2010, 08:35:23 am
Am I the only one who didn't hate Benny?  I mean, yes he shot me, but he was so classy about it.  It's water under the bridge.  Why does everyone have to bring that one up?
Title: Re: Fallout: New Vegas
Post by: Calhoun on October 31, 2010, 09:55:38 am
Am I the only one who didn't hate Benny?  I mean, yes he shot me, but he was so classy about it.  It's water under the bridge.  Why does everyone have to bring that one up?

Spoiler (click to show/hide)

Kill me once, shame on you. Kill me twice, shame on me!

Didn't hate him though.
Title: Re: Fallout: New Vegas
Post by: kilakan on October 31, 2010, 10:14:55 am
I smashed his arms and legs in with a shovel then let him crawl aways away before I finished him with a smack to the head, but no I didn't hate him, just payback.
Title: Re: Fallout: New Vegas
Post by: rawr359 on October 31, 2010, 11:52:00 am
yeah, I was tempted to crucify benny for his shit, but I decided against it. His gun is awesome.
Title: Re: Fallout: New Vegas
Post by: Grakelin on October 31, 2010, 01:42:40 pm
Am I the only one who didn't hate Benny?  I mean, yes he shot me, but he was so classy about it.  It's water under the bridge.  Why does everyone have to bring that one up?

Spoiler (click to show/hide)

Kill me once, shame on you. Kill me twice, shame on me!

Didn't hate him though.

Spoiler (click to show/hide)
Title: Re: Fallout: New Vegas
Post by: Lap on October 31, 2010, 01:48:27 pm
Spoiler (click to show/hide)
Title: Re: Fallout: New Vegas
Post by: kilakan on October 31, 2010, 01:55:30 pm
NCR quest spoiler inside
Spoiler (click to show/hide)
Title: Re: Fallout: New Vegas
Post by: Deon on October 31, 2010, 04:25:46 pm
NCR quest spoiler inside
Spoiler (click to show/hide)
That's exactly what I did.

Spoiler (click to show/hide)
To each his own.
Title: Re: Fallout: New Vegas
Post by: Lap on November 02, 2010, 03:05:24 pm
Featured in a PCGamer article. w00t! #7

http://www.pcgamer.com/2010/11/02/25-best-fallout-new-vegas-mods/

Title: Re: Fallout: New Vegas
Post by: Grakelin on November 02, 2010, 04:53:32 pm
I bet if you figure out how to stick people to walls AND get the spear back, you'll make it to rank 6. ;)

Congrats!
Title: Re: Fallout: New Vegas
Post by: Lap on November 02, 2010, 08:45:53 pm
I bet if you figure out how to stick people to walls AND get the spear back, you'll make it to rank 6. ;)

Congrats!

I can make it stick to people and get it back in their inventory, but if it hits the wall or ground it's done for. Bad engine coding. There's even an option you can check in the GECK to allow missile weapons to be picked back up again...it just doesn't work.
Title: Re: Fallout: New Vegas
Post by: Sergius on November 03, 2010, 10:28:44 am
I remember Oblivion let you pick arrows that stuck to the floor or walls, but they vanished EXTREMELY quickly.
Title: Re: Fallout: New Vegas
Post by: Eugenitor on November 03, 2010, 11:31:30 am
I bet if you figure out how to stick people to walls AND get the spear back, you'll make it to rank 6. ;)

Congrats!

I totally want to see this (http://www.goblinscomic.com/08062006/) implemented now. Since missiles automatically disintegrate anyway, it'd be an infinitely-reusable MIRV spear.

Title: Re: Fallout: New Vegas
Post by: Megaman on November 03, 2010, 07:09:32 pm
So I recently got to Camp Gulf with accepted NCR fame, and
Spoiler (click to show/hide)
Though I want to know, is it one use or multi-use? I don't want to waste it.
Title: Re: Fallout: New Vegas
Post by: kilakan on November 03, 2010, 07:10:38 pm
one use but I think you get another every week or something.
Title: Re: Fallout: New Vegas
Post by: Megaman on November 03, 2010, 07:13:12 pm
Great, so now I don't have to be paranoid about keeping it. Anyway, what'd everyone start with? I left every skill default but charisma and intel, namely raised to 7 and 8 respectively. Also I got the Wild Wasteland perk and it's not as ridiculous as I expected. Boo.
Title: Re: Fallout: New Vegas
Post by: Rakonas on November 03, 2010, 07:14:18 pm
Got this on monday, it's fucking awesome. I went from levels 1 to like 12 without finding something better than a laser pistol, though, unfortunately. Currently working on the Brotherhood of Steel missions.
Spoiler (click to show/hide)
I started another character based on killing everything with a machete in the name of Kai-sar though I haven't had much luck in actually joining the Legion., unfortunately.
Title: Re: Fallout: New Vegas
Post by: Gunner-Chan on November 03, 2010, 07:24:37 pm
Been playing this. It's so fun compared to three and that's because I loved three actually.

Been sneaking around pewing legion guys with Boone. Pew pew headshot pew.
Title: Re: Fallout: New Vegas
Post by: kilakan on November 03, 2010, 07:53:43 pm
I'm gonna be honset this game needs a way to build your own scopes, no stores I find sell them, and none of my weapons come with good ones....
Title: Re: Fallout: New Vegas
Post by: mainiac on November 03, 2010, 08:54:41 pm
I found a laser scope at the energy weapons store one time.  Another time I found a rifle scope in a container in Prim.  But other then that...

Something annoying is that if you get a ton of money, there isn't any fun toys in the stores to buy with it.
Title: Re: Fallout: New Vegas
Post by: Deon on November 03, 2010, 08:56:35 pm
Go get implants :) I wasted... 20'000 caps I think.
Title: Re: Fallout: New Vegas
Post by: Burnt Pies on November 03, 2010, 09:04:52 pm
I got me a robot doggy! And I gave him a new brain! whee!

Also, I'm burning through my caps like there's no tomorrow. This is because quite often the caps do better at talking than I do, due to my love of guns and sneaking rather than actually talking to people.

Also, Cazadores are ridiculously tough.
Title: Re: Fallout: New Vegas
Post by: MagmaDeath on November 03, 2010, 10:04:36 pm
Wow, New Vegas really wasn't finished.
There are comments in boones script, Drug effects are called spells, fun things like that.

Title: Re: Fallout: New Vegas
Post by: AussieGuy on November 03, 2010, 10:20:28 pm
Can anyone recommend some mods? I always play these types of games first with no mods then with mods to see how much better it is.

PS. Realism mods are always good for me
Title: Re: Fallout: New Vegas
Post by: mainiac on November 04, 2010, 12:29:15 am
Go get implants :) I wasted... 20'000 caps I think.

Where at?
Title: Re: Fallout: New Vegas
Post by: Rakonas on November 04, 2010, 01:01:28 am
Go get implants :) I wasted... 20'000 caps I think.

Where at?
Clinic east of crimson caravan. 4k per +1 to a special.
Title: Re: Fallout: New Vegas
Post by: kcwong on November 04, 2010, 01:44:42 am
Go get implants :) I wasted... 20'000 caps I think.

Where at?
Clinic east of crimson caravan. 4k per +1 to a special.

One implant allowed per point of Endurance. I'm not sure if +1 Endurance implant is a free implant or not... probably not.

There's also a dermal implant (8K) for less damage received, and a regenerative implant (12K) for slow regeneration.
Title: Re: Fallout: New Vegas
Post by: buckets on November 04, 2010, 04:59:42 am
Been playing this. It's so fun compared to three and that's because I loved three actually.

Been sneaking around pewing legion guys with Boone. Pew pew headshot pew.
Does he ever not get a headshot? He kills everything before I even see it. I ended up sending him home so I could have Cass in my party.

I got me a robot doggy! And I gave him a new brain! whee!

You can get a robot dog? I was wondering what that brain was for...
Title: Re: Fallout: New Vegas
Post by: kcwong on November 04, 2010, 08:42:43 am
You can get a robot dog? I was wondering what that brain was for...

The robot dog is in
Spoiler (click to show/hide)
. The robot dog highlights containers with usable (weapon, armor, ammo, books, medicines, etc.) if you zoom-in (right-click) not too far away.
Title: Re: Fallout: New Vegas
Post by: Astral on November 04, 2010, 01:04:35 pm
Can anyone recommend some mods? I always play these types of games first with no mods then with mods to see how much better it is.

PS. Realism mods are always good for me
My current mod list: (This is fairly minimalist for me; Fallout 3 has about 15 and Oblivion clocks in around 25-30, but New Vegas is a much better game right off the bat)
Closer to Fallout - True Threshold http://www.newvegasnexus.com/downloads/file.php?id=34872 (http://www.newvegasnexus.com/downloads/file.php?id=34872)
FOOK - New Vegas http://www.newvegasnexus.com/downloads/file.php?id=34684 (http://www.newvegasnexus.com/downloads/file.php?id=34684)
no auto aim http://www.newvegasnexus.com/downloads/file.php?id=34723 (http://www.newvegasnexus.com/downloads/file.php?id=34723)
Perk Every Level http://www.newvegasnexus.com/downloads/file.php?id=34707 (http://www.newvegasnexus.com/downloads/file.php?id=34707)
Realistic Headshots http://www.newvegasnexus.com/downloads/file.php?id=35037 (http://www.newvegasnexus.com/downloads/file.php?id=35037)
Realistic Health http://www.newvegasnexus.com/downloads/file.php?id=34736 (http://www.newvegasnexus.com/downloads/file.php?id=34736)

As well as the D3D9 performance fix (not technically a mod, but a godsend if you were having stuttering/laggy games despite being able to run Fallout 3 well.
Nvidia version: http://www.newvegasnexus.com/downloads/file.php?id=34778 (http://www.newvegasnexus.com/downloads/file.php?id=34778)
ATI version: http://www.newvegasnexus.com/downloads/file.php?id=34970 (http://www.newvegasnexus.com/downloads/file.php?id=34970)
Title: Re: Fallout: New Vegas
Post by: Sergius on November 04, 2010, 01:50:06 pm
Perk every level? That sounds really close to a cheat... why not a "+10 skill point every level" mod.
Title: Re: Fallout: New Vegas
Post by: Simmura McCrea on November 04, 2010, 01:54:24 pm
Perk every level? That sounds really close to a cheat... why not a "+10 skill point every level" mod.
I use it with a perk pack. 30 perks sounds a lot, unless you've got the vanilla ones + the 75 (I think) from the pack available.
Title: Re: Fallout: New Vegas
Post by: Mindmaker on November 04, 2010, 02:15:49 pm
Probably restarting and playing with an energy weapon character.

Maybe I'll get even the mod which removes perk restrictions, since they are really annoying.
Title: Re: Fallout: New Vegas
Post by: Sergius on November 04, 2010, 04:58:33 pm
Perk every level? That sounds really close to a cheat... why not a "+10 skill point every level" mod.
I use it with a perk pack. 30 perks sounds a lot, unless you've got the vanilla ones + the 75 (I think) from the pack available.

Oh, nvm then, didn't notice one of your mods added tons of extra perks.

Still, the original Fallout only had a perk every 3 levels or so.
Title: Re: Fallout: New Vegas
Post by: Mindmaker on November 04, 2010, 05:31:48 pm
Maybe I'll get even the mod which removes perk restrictions, since they are really annoying.

I can't seem to find it.
Could anyone point me in the right direction, please?
Title: Re: Fallout: New Vegas
Post by: Deon on November 04, 2010, 07:11:24 pm
http://newvegasnexus.com/downloads/file.php?id=35093
Title: Re: Fallout: New Vegas
Post by: AussieGuy on November 04, 2010, 08:00:32 pm
Can anyone recommend some mods? I always play these types of games first with no mods then with mods to see how much better it is.

PS. Realism mods are always good for me
My current mod list: (This is fairly minimalist for me; Fallout 3 has about 15 and Oblivion clocks in around 25-30, but New Vegas is a much better game right off the bat)
Closer to Fallout - True Threshold http://www.newvegasnexus.com/downloads/file.php?id=34872 (http://www.newvegasnexus.com/downloads/file.php?id=34872)
FOOK - New Vegas http://www.newvegasnexus.com/downloads/file.php?id=34684 (http://www.newvegasnexus.com/downloads/file.php?id=34684)
no auto aim http://www.newvegasnexus.com/downloads/file.php?id=34723 (http://www.newvegasnexus.com/downloads/file.php?id=34723)
Perk Every Level http://www.newvegasnexus.com/downloads/file.php?id=34707 (http://www.newvegasnexus.com/downloads/file.php?id=34707)
Realistic Headshots http://www.newvegasnexus.com/downloads/file.php?id=35037 (http://www.newvegasnexus.com/downloads/file.php?id=35037)
Realistic Health http://www.newvegasnexus.com/downloads/file.php?id=34736 (http://www.newvegasnexus.com/downloads/file.php?id=34736)

As well as the D3D9 performance fix (not technically a mod, but a godsend if you were having stuttering/laggy games despite being able to run Fallout 3 well.
Nvidia version: http://www.newvegasnexus.com/downloads/file.php?id=34778 (http://www.newvegasnexus.com/downloads/file.php?id=34778)
ATI version: http://www.newvegasnexus.com/downloads/file.php?id=34970 (http://www.newvegasnexus.com/downloads/file.php?id=34970)

Thanks, thats a good list, any more suggestions?

Also, is the GECK as easy t use as the elder scrolls construction set?
Title: Re: Fallout: New Vegas
Post by: Mindmaker on November 05, 2010, 01:22:32 am
http://newvegasnexus.com/downloads/file.php?id=35093

The level requirements are fine.
What annoys me are the skill requirements.
Title: Re: Fallout: New Vegas
Post by: kcwong on November 05, 2010, 01:29:04 am
http://newvegasnexus.com/downloads/file.php?id=35093

The level requirements are fine.
What annoys me are the skill requirements.

I see nothing wrong with skill requirements... how could someone with 10 repair skill use the techniques in Jury Rigging?
Title: Re: Fallout: New Vegas
Post by: Leonon on November 05, 2010, 02:19:13 am
Never underestimate the ability of someone with no working knowledge in a subject to do something so stupid that the universe has no choice but to let him get away with it because otherwise it would have to acknowledge that suck stupidity exists.
Title: Re: Fallout: New Vegas
Post by: umiman on November 05, 2010, 02:21:00 am
In other words, even a broken clock is right twice a day.
Title: Re: Fallout: New Vegas
Post by: Andir on November 05, 2010, 04:19:36 am
In other words, even a broken clock is right twice a day.
Unless broke = slow... then it maybe only right once a day.
Title: Re: Fallout: New Vegas
Post by: Reasonableman on November 05, 2010, 04:43:54 am
I love this game so much it got me back on the internet.
Title: Re: Fallout: New Vegas
Post by: Akigagak on November 05, 2010, 04:48:54 am
REASONABLE!
Title: Re: Fallout: New Vegas
Post by: Lap on November 05, 2010, 07:26:35 pm
I released a new version of the throwing mod that pretty much fixes all the previous complaints about how I fixed throwing, retrieval and pinning.. Everyone should be happy now.

http://newvegasnexus.com/downloads/file.php?id=35101
Title: Re: Fallout: New Vegas
Post by: kilakan on November 05, 2010, 07:55:35 pm
oh lap a little notice about your mod, if it's used with the realistic headshot mod, ANY thrown weapon (yes even debris) kills ANYTHING if it hits it's head.
Title: Re: Fallout: New Vegas
Post by: Soulwynd on November 05, 2010, 07:56:33 pm
Can you throw energy cards a la gambit?
Title: Re: Fallout: New Vegas
Post by: kilakan on November 05, 2010, 07:58:02 pm
Can you throw energy cards a la gambit?
WANT THIS NOW!
Title: Re: Fallout: New Vegas
Post by: Deon on November 05, 2010, 07:58:54 pm
I love this game so much it got me back on the internet.
Hello man! :)
Title: Re: Fallout: New Vegas
Post by: Lap on November 05, 2010, 08:01:48 pm
oh lap a little notice about your mod, if it's used with the realistic headshot mod, ANY thrown weapon (yes even debris) kills ANYTHING if it hits it's head.

I have no idea why you'd want to make the game even more headshot happy than it already is.
Title: Re: Fallout: New Vegas
Post by: kcwong on November 05, 2010, 08:50:54 pm
Can you throw energy cards a la gambit?
WANT THIS NOW!

I propose adding a new pair of gauntlets for that. And allow you to take out unused cards in your caravan deck to throw!
Title: Re: Fallout: New Vegas
Post by: kilakan on November 05, 2010, 09:02:26 pm
oh lap a little notice about your mod, if it's used with the realistic headshot mod, ANY thrown weapon (yes even debris) kills ANYTHING if it hits it's head.

I have no idea why you'd want to make the game even more headshot happy than it already is.
ya it doesn't but it's something about thrown weapons that causes 10,000 dmg crits.
Title: Re: Fallout: New Vegas
Post by: Lap on November 05, 2010, 09:17:46 pm
You should probably get the creator to fix that, as I haven't changed the damage, crit chance, or even the method in which damage is applied. The problem must be on his end.
Title: Re: Fallout: New Vegas
Post by: Astral on November 05, 2010, 11:00:53 pm
oh lap a little notice about your mod, if it's used with the realistic headshot mod, ANY thrown weapon (yes even debris) kills ANYTHING if it hits it's head.

I have no idea why you'd want to make the game even more headshot happy than it already is.
Makes the game a little more fast paced, and adds to realism (hitting ANYONE in the head with a .308 round will leave them minus a head... in vanilla they end up just a little more hurt than normal)
Title: Re: Fallout: New Vegas
Post by: mainiac on November 05, 2010, 11:45:36 pm
Yes, never in human history has anyone survived a high caliber bullet impacting with any part of their head.
Title: Re: Fallout: New Vegas
Post by: Megaman on November 05, 2010, 11:51:29 pm
With the realistic head shot mod, how did the courier survive that round?
Title: Re: Fallout: New Vegas
Post by: Moogie on November 06, 2010, 12:34:48 am
With the realistic head shot mod, how did the courier survive that round?

Plot armor, bro, obviously. :)
Title: Re: Fallout: New Vegas
Post by: Reasonableman on November 06, 2010, 04:16:28 am
I released a new version of the throwing mod that pretty much fixes all the previous complaints about how I fixed throwing, retrieval and pinning.. Everyone should be happy now.

http://newvegasnexus.com/downloads/file.php?id=35101

That's your mod?! Awesome! I loved this. I was wandering through the desert and all of a sudden a spear sails over the next hill and clatters to my feet. "Hrm," I wonder to myself. Over the ridge, all-out war was being waged between some Legonaries and a couple NCR boys. SPEARS EVERYWHERE!

Yes, never in human history has anyone survived a high caliber bullet impacting with any part of their head.

http://www.telegraph.co.uk/news/worldnews/northamerica/usa/5177344/Woman-makes-cup-of-tea-after-being-shot-in-head.html

REFUTED
Title: Re: Fallout: New Vegas
Post by: Mindmaker on November 06, 2010, 05:06:21 am
http://newvegasnexus.com/downloads/file.php?id=35093

The level requirements are fine.
What annoys me are the skill requirements.

I see nothing wrong with skill requirements... how could someone with 10 repair skill use the techniques in Jury Rigging?

I just don't see how I should get a perk, that requires 70 in a skill by the time you reach level four (not a great example, as the perk is kind of pointless, bu there are a lot of similar ones).
Title: Re: Fallout: New Vegas
Post by: lordnincompoop on November 06, 2010, 06:50:28 am
I released a new version of the throwing mod that pretty much fixes all the previous complaints about how I fixed throwing, retrieval and pinning.. Everyone should be happy now.

http://newvegasnexus.com/downloads/file.php?id=35101

That's your mod?! Awesome! I loved this. I was wandering through the desert and all of a sudden a spear sails over the next hill and clatters to my feet. "Hrm," I wonder to myself. Over the ridge, all-out war was being waged between some Legonaries and a couple NCR boys. SPEARS EVERYWHERE!

Yes, never in human history has anyone survived a high caliber bullet impacting with any part of their head.

http://www.telegraph.co.uk/news/worldnews/northamerica/usa/5177344/Woman-makes-cup-of-tea-after-being-shot-in-head.html

REFUTED

Also not that "Any part of the head" includes the jaw and the ear, both of which a person can survive a gunshot wound to.
Title: Re: Fallout: New Vegas
Post by: Virtz on November 06, 2010, 10:00:08 am
If people have survived knives, nails and arrows to the brain, then why not a bullet?

I mean, it's improbable that it'd happen as much as it does in gameplay, but within storyline logic (where people do not require an automatic weapon's entire magazine to kill) everyone's surprised you survived that shot to the head.

It's not the first time a protagonist of a game survived a headshot either (Max Payne and Mona?). Although being burried alive with that wound...
Title: Re: Fallout: New Vegas
Post by: lordnincompoop on November 06, 2010, 10:25:24 am
If people have survived knives, nails and arrows to the brain, then why not a bullet?

I mean, it's improbable that it'd happen as much as it does in gameplay, but within storyline logic (where people do not require an automatic weapon's entire magazine to kill) everyone's surprised you survived that shot to the head.

It's not the first time a protagonist of a game survived a headshot either (Max Payne and Mona?). Although being burried alive with that wound...

Indeed. Tetanus/brain infection anyone?
Title: Re: Fallout: New Vegas
Post by: Simmura McCrea on November 06, 2010, 10:28:48 am
If people have survived knives, nails and arrows to the brain, then why not a bullet?

I mean, it's improbable that it'd happen as much as it does in gameplay, but within storyline logic (where people do not require an automatic weapon's entire magazine to kill) everyone's surprised you survived that shot to the head.

It's not the first time a protagonist of a game survived a headshot either (Max Payne and Mona?). Although being burried alive with that wound...

Indeed. Tetanus/brain infection anyone?
You were dug up within minutes and taken to a doctor, who I would assume was sensible enough to clean the wound.
Title: Re: Fallout: New Vegas
Post by: Lap on November 06, 2010, 10:29:37 am
I'll be porting over my Explosive Entry mod too. Anyone have any feature requests for explosives? Anything you'd like to be able to make/do?

I can also only allow so many different explosives to be used for opening locks. What do you think of this list? (Trying to keep it to 8)

Frag Grenade
Frag Mine
Dynamite
Plasma Grenade
Plasma Mine
Time Bomb
C4
Mininuke


Relative power is also a bit of a challenge to order with some of them.
Title: Re: Fallout: New Vegas
Post by: Simmura McCrea on November 06, 2010, 10:31:53 am
I'll be porting over my Explosive Entry mod too. Anyone have any feature requests for explosives? Anything you'd like to be able to make/do?

I can also only allow so many different explosives to be used for opening locks. What do you think of this list? (Trying to keep it to 8)

Frag Grenade
Frag Mine
Dynamite
Plasma Grenade
Plasma Mine
Time Bomb
C4
Mininuke


Relative power is also a bit of a challenge to order with some of them.
I think the mini-nuke is a bit overkill, to be honest.

EDIT: Then again, it would allow you to quote The Italian Job.
Title: Re: Fallout: New Vegas
Post by: Andir on November 06, 2010, 10:34:44 am
It really depends... if they are full metal jacket rounds, there's a higher chance of survival vs a hollow point bullet which would open up inside and make a bigger hole going out... if it made it out.  High velocity rounds from a rifle could do more damage do to lead splatter, but it really depends on range, bullet type, and entry point.  I'm just going to leave it at this... handgun shot to the head? possible survival ... rifle? most likely not.
Title: Re: Fallout: New Vegas
Post by: Lap on November 06, 2010, 10:35:54 am
I think the mini-nuke is a bit overkill, to be honest.

I agree, especially since mininukes got quite a buff from FO3. Don't know what I'd put in their place though. Also on the fence of whether I should allow just grenades or just mines (mines would make more sense as they are already shaped charges).
Title: Re: Fallout: New Vegas
Post by: mainiac on November 06, 2010, 10:42:31 am
A mininuke to the head on the other hand...
Title: Re: Fallout: New Vegas
Post by: Rakonas on November 06, 2010, 11:53:34 am
Are there really much of any throwing weapons outside of throwing spears? I ran out of throwing spears pretty quickly and wasn't able to find any more.
Title: Re: Fallout: New Vegas
Post by: puke on November 06, 2010, 12:33:22 pm
i've not played it yet, but the classic use for throwing weapons in fallout was usually for grenades.
Title: Re: Fallout: New Vegas
Post by: C4lv1n on November 06, 2010, 01:07:19 pm
Are there really much of any throwing weapons outside of throwing spears? I ran out of throwing spears pretty quickly and wasn't able to find any more.

Throwing knives, they're good for stealth take downs.
Title: Re: Fallout: New Vegas
Post by: Astral on November 06, 2010, 03:26:20 pm
Are there really much of any throwing weapons outside of throwing spears? I ran out of throwing spears pretty quickly and wasn't able to find any more.

Throwing knives, they're good for stealth take downs.
Especially in casinos with the realistic headshots mod. Lose big at the tables? Kill everyone in the casino with throwing knives.
Title: Re: Fallout: New Vegas
Post by: dogstile on November 06, 2010, 05:04:24 pm
You can use a grenade to blow a lock off a door. Of course your'll also blow the door off the lock, but hey, either way you're guaranteed entry! :P
Title: Re: Fallout: New Vegas
Post by: Mindmaker on November 06, 2010, 06:16:42 pm
I knew it!
One of my favorite voice actors is doing some of the male voices in FO:NV.
Title: Re: Fallout: New Vegas
Post by: Fikes on November 06, 2010, 06:46:13 pm
Had my first game breaker bug. I was a good friend of NCR and was heading down to take out Cotton Cove. I wanted to sneak in and get a look at the place so I dressed in their armor. When I passed the NCR camp they came after me, but instead of killing them I just ran off.

Now if I take off my NCR armor people come after me. Sad. Thinking about a sneaky guns character.
Title: Re: Fallout: New Vegas
Post by: mainiac on November 12, 2010, 11:24:19 am
Does anybody know where Benny ends up if you free him from Ceasars camp?
Title: Re: Fallout: New Vegas
Post by: Mindmaker on November 14, 2010, 12:32:44 pm
Oh god some many quests!
I'm losing track, especially of the unmarked ones.

On another note: energy weapons are awesome.
Just found that named Gauss Rifle.
Title: Re: Fallout: New Vegas
Post by: C4lv1n on November 14, 2010, 02:51:32 pm
Oh god some many quests!
I'm losing track, especially of the unmarked ones.

On another note: energy weapons are awesome.
Just found that named Gauss Rifle.
I started using that, and with 100 energy weapons skill I had to check that I didn't have bloody mess on.
Title: Re: Fallout: New Vegas
Post by: Mindmaker on November 14, 2010, 03:19:42 pm
Oh god some many quests!
I'm losing track, especially of the unmarked ones.

On another note: energy weapons are awesome.
Just found that named Gauss Rifle.
I started using that, and with 100 energy weapons skill I had to check that I didn't have bloody mess on.

Well I'm playing on very hard, so it isn't as spectacular to me.
But it sure packs a punch.
Title: Re: Fallout: New Vegas
Post by: kilakan on November 14, 2010, 07:26:10 pm
Fully modded cowboy repeater, with 100 guns skill, SO FREAKING PIMP!  It ends up with a redwood stock, silver barrel, gold engraved stock and trigger, and a bloody extended mag.
Title: Re: Fallout: New Vegas
Post by: kcwong on November 14, 2010, 11:13:29 pm
Does anybody know where Benny ends up if you free him from Ceasars camp?

I freed him, and he said he's going to disappear forever. Mr. New Vegas continued to report his disappearance, and his underlings continued to be positive about his return. The ending didn't mention him at all.
Title: Re: Fallout: New Vegas
Post by: mainiac on November 15, 2010, 12:07:30 am
That's a pity.  I thought he was good underling material.  So long as you don't turn your back on him...
Title: Re: Fallout: New Vegas
Post by: Mindmaker on November 15, 2010, 04:35:57 pm
The soldiers at camp McCarren put up a really weak fight, even at very hard.
Looks like it only needed one new recruit in the BoS, to tip the scales in their favor.
Title: Re: Fallout: New Vegas
Post by: Sergius on November 15, 2010, 05:44:32 pm
This may have been mentioned before, but:

Don't keep Veronica after lev 12, she's bugged and doesn't level up and is stuck at 215hp. Unless you use the fix mod (http://www.newvegasnexus.com/downloads/file.php?id=35124). Which I'm not using yet, I'll just do the Veronica quests and then probably keep Cass.

I also love having my own Battle and Music victory courtesy of ED-E :D.
Title: Re: Fallout: New Vegas
Post by: kilakan on November 15, 2010, 08:03:46 pm
haha awesome little floating stereo he is eh?
Title: Re: Fallout: New Vegas
Post by: Astral on November 15, 2010, 11:36:17 pm
When I get a chance, I'm modding ED-E to play the Final Fantasy 7 victory music (assuming it hasn't already been done) when you finish a battle.
Title: Re: Fallout: New Vegas
Post by: Mindmaker on November 16, 2010, 03:21:57 am
This may have been mentioned before, but:

Don't keep Veronica after lev 12, she's bugged and doesn't level up and is stuck at 215hp. Unless you use the fix mod (http://www.newvegasnexus.com/downloads/file.php?id=35124). Which I'm not using yet, I'll just do the Veronica quests and then probably keep Cass.

Thank, I didn't notice it.
What's the difference, between the essential and the non essential version of the mod?
I don't really know which one I should get.
Title: Re: Fallout: New Vegas
Post by: Sergius on November 16, 2010, 03:34:03 am
Essential is a flag on NPCs that says they can't die (they only pass out). Don't know why there's two versions, maybe Veronica isn't tagged as Essential in vanilla? Also I don't know if it makes any difference in Hardcore mode (where your companions can die permanently).

EDIT: Ok, in the comments, the author says he added the Essential bit so she can't die even on Hardcore. Which is kind of a cheat. She should be fine in normal mode anyway.
Title: Re: Fallout: New Vegas
Post by: Mindmaker on November 16, 2010, 03:36:57 am
Thanks, in this case I'll take the non essential version.
With that PA I gave her, she shouldn't die anyway.
Title: Re: Fallout: New Vegas
Post by: Sergius on November 16, 2010, 03:38:19 am
Believe me, she dies :) even with a fully repaired PA.

I'm at level 14 and you don't want her to be ganged up with two giant radscorpions.
Title: Re: Fallout: New Vegas
Post by: Mindmaker on November 16, 2010, 03:45:57 am
Believe me, she dies :) even with a fully repaired PA.

I'm at level 14 and you don't want her to be ganged up with two giant radscorpions.

It's manageable if you keep an eye on her health and use stimpacks on her.
She just tanked 2 nightkin and 4 super mutants :P
Title: Re: Fallout: New Vegas
Post by: Sergius on November 16, 2010, 03:52:16 am
Believe me, she dies :) even with a fully repaired PA.

I'm at level 14 and you don't want her to be ganged up with two giant radscorpions.

It's manageable if you keep an eye on her health and use stimpacks on her.
She just tanked 2 nightkin and 4 super mutants :P

Those are kinda squishy.
Title: Re: Fallout: New Vegas
Post by: Mindmaker on November 16, 2010, 04:06:29 am
Believe me, she dies :) even with a fully repaired PA.

I'm at level 14 and you don't want her to be ganged up with two giant radscorpions.

It's manageable if you keep an eye on her health and use stimpacks on her.
She just tanked 2 nightkin and 4 super mutants :P

Those are kinda squishy.

Miniguns and buster swords still hurt up close.
But I also beaten smaller groups of radscorpions, so it really is manageable.
Title: Re: Fallout: New Vegas
Post by: Rakonas on November 16, 2010, 07:20:20 am
Believe me, she dies :) even with a fully repaired PA.

I'm at level 14 and you don't want her to be ganged up with two giant radscorpions.

It's manageable if you keep an eye on her health and use stimpacks on her.
She just tanked 2 nightkin and 4 super mutants :P

Those are kinda squishy.

Miniguns and buster swords still hurt up close.
But I also beaten smaller groups of radscorpions, so it really is manageable.
Giant Radscorpions are death. Sure, she punches them to bits in one hit, but you don't notice that she somehow got poisoned and she's dead before you can run over to her.
Title: Re: Fallout: New Vegas
Post by: KaelGotDwarves on November 20, 2010, 06:25:32 pm
Fallout:NV is on sale this weekend for $30. (http://www.bay12forums.com/smf/index.php?topic=71229.msg1735911#msg1735911)
Title: Re: Fallout: New Vegas
Post by: Fikes on November 24, 2010, 12:33:40 pm
So the last mission on the Brother hood chain brought back some serious Fallout 2 memories.

Honestly, if you plan on playing through the game, and haven't gotten the mission to collect crap for the Brotherhood, I wouldn't recommend reading the spoiler. For me it was some of the best story telling I've seen in Fallout in a long time.

Spoiler (click to show/hide)

I am finding New Vegas a little frustrating, because I decide I am going to do one set of quests but on the way there I find an undiscovered location and a new set of quests. But then on the way to that quest I find a new set of quests and on and on. I am having a really good time but it is hard as hell to focus on one set.
Title: Re: Fallout: New Vegas
Post by: Vertigon on November 24, 2010, 01:46:27 pm
I'm definitely a long-standing fan of the Fallout series, owning every game and DLC, and New Vegas is incredible. I found the Brotherhood of Steel at level 10, but they be guarded by a nice big Lockpick 100 door :I
Boone is a god among men, as Rex is a god among dogs. I would have been ripped apart by Deathclaws ten times over if not for them. All the same, though, I'm gonna try out Veronica soon.
Title: Re: Fallout: New Vegas
Post by: Burnt Pies on November 24, 2010, 02:48:03 pm
I have to agree with Boone and Rex being gods. I would have been Cazador/Radscorpion bait so many times if it weren't for those two.

Also, Boones hatred for Caesar's Legion was awesome. I cleared out the Fort at level 15, because he asked me to.

Also, Ballistic fists are nasty at level 15. Really, Really nasty.
Title: Re: Fallout: New Vegas
Post by: Simmura McCrea on November 24, 2010, 02:51:35 pm
I have to agree with Boone and Rex being gods. I would have been Cazador/Radscorpion bait so many times if it weren't for those two.

Also, Boones hatred for Caesar's Legion was awesome. I cleared out the Fort at level 15, because he asked me to.

Also, Ballistic fists are nasty at level 15 all the time, with a high unarmed skill. Really, Really nasty.

Fixed that for you.
Title: Re: Fallout: New Vegas
Post by: Burnt Pies on November 24, 2010, 02:57:44 pm
I hadn't seen anything nastier than spiked knuckles at the time, It took me by surprise just how powerful they were.
Title: Re: Fallout: New Vegas
Post by: Simmura McCrea on November 24, 2010, 02:59:04 pm
A ballistic fist, along with the perk that lets melee and unarmed attacks ignore 15 DT, you can OHKO Deathclaws. It's beautiful.
Title: Re: Fallout: New Vegas
Post by: Burnt Pies on November 24, 2010, 03:04:27 pm
Dang. I'm now level 25, and Deathclaws still scare me. I wish I'd known about that before I decided on Guns and Melee rather than Unarmed.
Title: Re: Fallout: New Vegas
Post by: Simmura McCrea on November 24, 2010, 03:22:52 pm
Dang. I'm now level 25, and Deathclaws still scare me. I wish I'd known about that before I decided on Guns and Melee rather than Unarmed.

Sniper rifle or AM rifle's all you need, then.
Title: Re: Fallout: New Vegas
Post by: Fikes on November 24, 2010, 03:26:44 pm
I have no problems with deathclaws using my Riot Gun and That Machine (named .308). I even took down a Legendary Deathclaw without it hitting me or Boone.

I am on hardcore mode though, so most of the time Rex has to waite outside if the enemies are too tough up close or too far away ranged.

How is it even possible to start out as an unarmed character? I tried it once and just got gunned down by the powder gangers before I even got close.
Title: Re: Fallout: New Vegas
Post by: Burnt Pies on November 24, 2010, 03:34:31 pm
Sneak, Use cover, dodge.

And yes, I probably should use the Sniper or AM rifle. I just love my Cowboy Repeater too much.
Title: Re: Fallout: New Vegas
Post by: Fikes on November 24, 2010, 03:43:45 pm
Sneak, Use cover, dodge.

And yes, I probably should use the Sniper or AM rifle. I just love my Cowboy Repeater too much.

This only kind of works. Even the powder ganger/good springs fight offers up very little cover and lots and lots of people shooting at you.

I like the Cowboy Repeater too, but I traded it out for the .308, even though it was all sexy and modified.
Title: Re: Fallout: New Vegas
Post by: Burnt Pies on November 24, 2010, 04:11:30 pm
I use VATS for most of my mid range shots, and the Hunting Rifle's got an insane VATS cost, so I only used it for the occasional sniping shot. I mostly use the rifle that shoots .44 magnum and the Cowboy Repeater at the moment.
Title: Re: Fallout: New Vegas
Post by: Vertigon on November 24, 2010, 06:03:16 pm
I love my Sniper Rifle. I use it for short-to-long range shots without VATS. I also like the Laser RCW for spamming lasers all over. It's not incredibly effective unless you have a high Energy Weapons
Title: Re: Fallout: New Vegas
Post by: Simmura McCrea on November 24, 2010, 06:07:13 pm
My loudout differs between characters, but my most successful has been:
1. Cowboy Repeater, despite that annoying bug with reloading it
3. Broad machete, or ballistic fist when I find it
4. Sniper rifle, silenced
5. AM rifle

I spent most of the game without the latter two, struggling, found a sniper rifle for about 3k caps, bought it, never looked back. It's almost overpowered.
Title: Re: Fallout: New Vegas
Post by: Megaman on November 24, 2010, 09:11:50 pm
Boone died for me on hardcore mode. I have been struck with a strange feeling of sadness and loss.
Title: Re: Fallout: New Vegas
Post by: kcwong on November 24, 2010, 09:54:33 pm
I have to agree with Boone and Rex being gods. I would have been Cazador/Radscorpion bait so many times if it weren't for those two.

Also, Boones hatred for Caesar's Legion was awesome. I cleared out the Fort at level 15, because he asked me to.

Also, Ballistic fists are nasty at level 15 all the time, with a high unarmed skill. Really, Really nasty.

Fixed that for you.

Yeah, my guns/energy character did it at level 25 and it was still very painful. Tried entering the tent twice, both times and ED-E (armor enhanced) and Veronica died super fast. I then tried drawing them outside, but still lost the fight because I couldn't fight back being knocked down all the time.

Finally I remembered I'd been storing all the mines I've found in ED-E's inventory. So I trapped the hell out of the path leading to the tent (at least 40 frag mines), tell companions to wait far away, and lured Caesar's bodyguards along the long trail of death.
Title: Re: Fallout: New Vegas
Post by: mainiac on November 24, 2010, 10:12:14 pm
I VAT killed the guard mutt when I first stepped into Caesars tent, then shot Caesar before he could teleport anywhere.  I ran forward so that me and Veronica were blocking the chokepoint then I just hid behind the wall and kept feeing Veronica stimpacks while she killed the other guards.
Title: Re: Fallout: New Vegas
Post by: Jacob/Lee on November 25, 2010, 01:12:50 am
http://fo3settler.webs.com/
It still isn't done, but I played the Fallout 3 version and it was awesome. You get to run a settlement that needs resources to build and expand, you can create several different types of structure, like defense, which will include a howitzer that actually fires mini-nuke shells.
Title: Re: Fallout: New Vegas
Post by: Gabeux on November 25, 2010, 11:38:50 am
Hey guys.
I'm jumping into the topic,  :P

I'm level 30 now, I did a load of side-quests before going to Mr. House / Benny.
Man, this game has A LOT of stuff to do.

But the main thing is:
I did all the annoying quests Red Lucy of The Thorn gives you, and after receiving the reward, I did something to get Red Lucy a little more..sexy?

Spoiler (click to show/hide)

I'm going to rape the Legion now, brb.

--
Great, I can't do it. First I need to find ED-E
Anyone had the glitch where ED-E would randomly disappear?
I can't get him back  :'(
Title: Re: Fallout: New Vegas
Post by: kilakan on November 25, 2010, 03:25:22 pm
he probably set off a mine or trap, and when he got knocked unconcious got stuck in the ground
Title: Re: Fallout: New Vegas
Post by: Gabeux on November 25, 2010, 06:27:31 pm
he probably set off a mine or trap, and when he got knocked unconcious got stuck in the ground

Yeah. It was that glitchy quest.
Spoiler (click to show/hide)
I just finished the game, it was awesome.
Title: Re: Fallout: New Vegas
Post by: Megaman on November 25, 2010, 09:46:03 pm
Hardcore. mode killed ED-E, Boone, and Rex for me. Dammit.
Title: Re: Fallout: New Vegas
Post by: kilakan on November 25, 2010, 10:14:54 pm
that's why I go solo in hardcore mode, don't need anyone to rely on but my own revolver.
Title: Re: Fallout: New Vegas
Post by: kcwong on November 25, 2010, 11:05:39 pm
That's why I haven't tried hardcore mode yet. I am not done with all the followers yet. The followers are hard to control - they often run off to get killed, and there's little you can do about it. Plus the faction bugs in various NCR places.
Title: Re: Fallout: New Vegas
Post by: Asehujiko on November 26, 2010, 07:03:40 am
I just found the YCS/168, is it worth leveling energy weapons for this or should I stick to my AM rifle with matchloads and lvl 100 guns?
Title: Re: Fallout: New Vegas
Post by: Mindmaker on November 26, 2010, 09:57:55 am
I just found the YCS/168, is it worth leveling energy weapons for this or should I stick to my AM rifle with matchloads and lvl 100 guns?

Stick to guns.
Yes, that weapons is very effective, but so are guns and you don't need to waste points.
Title: Re: Fallout: New Vegas
Post by: Sergius on November 26, 2010, 10:12:47 am
You probably won't have enough points to max most of your skills, even by level 30 with all the learning perks.

So it's probably a choice between Guns vs Energy, and Unarmed vs Melee (pick 1 of each... even pick a single one if you're sure you'll always fight ranged OR melee).
Title: Re: Fallout: New Vegas
Post by: kcwong on November 26, 2010, 10:30:34 am
You probably won't have enough points to max most of your skills, even by level 30 with all the learning perks.

So it's probably a choice between Guns vs Energy, and Unarmed vs Melee (pick 1 of each... even pick a single one if you're sure you'll always fight ranged OR melee).

Unless you mod it, the perks don't work that way. With the vanilla perks it's Gun + Energy v.s. Unarmed + Melee. Many perks require you to be good at both ranged or closed fighting skills.
Title: Re: Fallout: New Vegas
Post by: Sergius on November 26, 2010, 08:08:09 pm
You probably won't have enough points to max most of your skills, even by level 30 with all the learning perks.

So it's probably a choice between Guns vs Energy, and Unarmed vs Melee (pick 1 of each... even pick a single one if you're sure you'll always fight ranged OR melee).

Unless you mod it, the perks don't work that way. With the vanilla perks it's Gun + Energy v.s. Unarmed + Melee. Many perks require you to be good at both ranged or closed fighting skills.

I meant the perks that give you extra skill points to spend each level, and from books.
Title: Re: Fallout: New Vegas
Post by: Asehujiko on November 27, 2010, 02:45:10 pm
Hmm, the Viki & Vance must have some brutally stacked odds on their slots. I started with 1000 caps, set the bet to 1 and used an autoclicker to spin every 10 seconds while letting the PC run overnight.

To my surprise when I checked today I was down to 500 caps on my luck 10 character.

Did I ran into a statistical anomaly or is caravan the only profitable gambling activity?

Speaking of caravan, are there any mods that make the AI less retarded at it?
Title: Re: Fallout: New Vegas
Post by: kilakan on November 27, 2010, 03:10:03 pm
only certain people are bad at caravan, if you try any of the high rollers they can finish you in 4 moves.  But ya slots SUCK hardcore, blackjack, roulette c(if you know how to play) and caravan are all good.  Caravan is the best but you can only win so much from each person....
Title: Re: Fallout: New Vegas
Post by: Megaman on November 27, 2010, 05:08:47 pm
I actually have done pretty well with an energy\gun hybrid.
Title: Re: Fallout: New Vegas
Post by: Rakonas on November 27, 2010, 06:40:54 pm
Slots are easy as hell to win. I had a luck 10 character rush to vegas at level 2 and get kicked out of 3 casinos in rapid succession after winning the jackpots in the slot machines. Didn't really play that character afterwards..
Title: Re: Fallout: New Vegas
Post by: mainiac on November 27, 2010, 11:42:59 pm
I've only played luck 9 and luck 10 characters so far and I've found that slots are ridiculously profitable for me.  I've hit the maximum jackpot possible and find that I can get thrown out of a casino in about 10 minutes on average by betting the max.
Title: Re: Fallout: New Vegas
Post by: Asehujiko on December 04, 2010, 05:11:38 pm
I just noticed how badly thought out the entire legion is. Their "hurr ancient cultures are awesome" attitude is stupid enough but they could really do without their cartoonish evilness. They might as well replace all their banners with signs saying "we set puppies and kittens on fire for fun". The game's setting would be significantly improved if it was about the struggle between the not-quite-good NCR and the equally not-quite-good Mr. House without the "LOOK AT ME, I'M EVIL" team and the "kill 'em all" ending via a deus ex machina giant doom army that a side character just had lying around.
Title: Re: Fallout: New Vegas
Post by: Toady Two on December 04, 2010, 05:28:11 pm
I don't really see it that way. The Legion are invaders and they are doing all those terrible things to instill fear, not without success. It does get a little when every time you pass by some dudes in red armor they talk about crucifying you but thats nothing compared to the moronic Tenpenny in FO3. Obsidian at least has some shades of gray in their character design while in Betheseda it's either the entire faction eats babies or is the mix of Boyscout/Knight Templar that the caricature of the BoS was in FO3.

I haven't gotten that far into the game yet but I'm helping the NCR at Forlorn Hope right now. When I first saw the Legion I thought they would be an antagonist faction to the NCR with quest for a neutral/bad karma character. I was surprised to read on some forum that there aren't as many quest, nor companion NPCs for the Legion and that there is really no reason not to stick with the NCR. It's a bummer since I was hoping for replaying some other time as a scumbag.
Title: Re: Fallout: New Vegas
Post by: umiman on December 04, 2010, 08:32:16 pm
You can side with the legion. Quite a lot of opportunities actually.

edit: And you can kinda modify one of your companions to become a legion member. :P
Title: Re: Fallout: New Vegas
Post by: Rakonas on December 04, 2010, 08:38:23 pm
Who needs companions when you're with the Legion? When I did a legion runthrough I put a stick of dynamite in that one centurion's pocket and stole his shit, then obliterated entire camps of NCR, keeping my health up by engaging in field cannibalism in front of ncr soldiers.
Title: Re: Fallout: New Vegas
Post by: umiman on December 05, 2010, 03:52:34 am
Who needs companions when you're with the Legion? When I did a legion runthrough I put a stick of dynamite in that one centurion's pocket and stole his shit, then obliterated entire camps of NCR, keeping my health up by engaging in field cannibalism in front of ncr soldiers.
Hahaha, that's pretty awesome.
Title: Re: Fallout: New Vegas
Post by: jnecros on December 05, 2010, 03:55:22 am
I agree, the legion is really a one-trick pony, and pretty boring in general. Caesar is a complete tool, right out of a bad godfather rip-off. The faction offers nothing to the wastes, so it is not a good antagonist to the NCR. I love being evil, but seriously, the legion are not a realistic faction, they are at best a minor power because they cant not win the hearts and minds. They even fail at the basics of what made Rome strong, economic unity and devlopement of public works at the cost of selective human liberty. For example, they should also want to control the dam, not destroy it for no good reason. Hence, I chose not to be anyone's bitch, and that ending was not very impressive btw.
Title: Re: Fallout: New Vegas
Post by: Asehujiko on December 05, 2010, 04:02:27 am
I've just did the quest in the weather station and heard ceasars monologue about why he's doing everything he does and I'm wondering if there's any option to tell him how incredibly wrong he is about everything he says like the master from FO1 near the end? He kind of misunderstood everything about his ancient namesake except the name. Unless that's just the developers being horrible at history?

Edit: Talking to the guy outside the weather station reveals that they DO set puppies on fire. Talk about stereotypes.
Title: Re: Fallout: New Vegas
Post by: Grakelin on December 05, 2010, 12:53:04 pm
He misunderstood the name, too.
Title: Re: Fallout: New Vegas
Post by: umiman on December 05, 2010, 03:02:47 pm
It's intentional. They explain (actually he explains) that he only read a little glimpse of what roman civilization was actually like and it is some several thousand years into the future. Of course he has no clue what they were really like. Maybe he read some roman legion fanfiction. Not to mention only one person actually knows what happened with the master and he's already dead. Everyone else just guesses.
Title: Re: Fallout: New Vegas
Post by: Blargityblarg on December 05, 2010, 08:27:47 pm
I'd expect it to be intentional, a la that museum in Rivet City in FO3.
Title: Re: Fallout: New Vegas
Post by: Sergius on December 20, 2010, 12:12:00 pm
One thing I don't understand about the Legion, is that apparently once you decide to crucify some people for the lulz and wear leather skirts, magically you learn some sort of "educated Roman" accent. I understand learning a few Latin mottos, but...

Anyway, I don't know if this is old news but there is already a New Vegas Real Time Settler mod out there:

http://www.newvegasnexus.com/downloads/file.php?id=36922

It even takes into account Hardcore mode (lets you build houses, has scrap requirements or whatever), or easy-boring mode where you don't.

EDIT: Also, once I finish the game, I'm going to install this mod: Unlimited Companions (http://www.newvegasnexus.com/downloads/file.php?id=34870) :)
Title: Re: Fallout: New Vegas
Post by: Fikes on December 20, 2010, 03:36:08 pm
It is funny, just yesterday I was thinking the exact opposite about the legion. They DO have something to offer the wastes. They are a highly organized, high security dictatorship. They united the lands to the east under one banner. They let people trade long distances without needing escorts. I think the Legion is a plausible reaction to the post apocalypse.

Back before Fallout 3 there was a game in development (indie) called Fallout Tycoon. How fun would that be!? City management in the Fallout world! A guy in Russia made it but I could never get it to work (it was probably just a virus).

Anyways, back on topic, I am taking my time winning the first round. I am trying to discover every location so I can unlock that achievement. I have probably 75 hours into this play through and I just hit 30. This game was well worth the money.

Title: Re: Fallout: New Vegas
Post by: Virtz on December 20, 2010, 03:43:36 pm
Back before Fallout 3 there was a game in development (indie) called Fallout Tycoon. How fun would that be!? City management in the Fallout world! A guy in Russia made it but I could never get it to work (it was probably just a virus).
I recall it actually did work and I saw two versions of it. Problem was I found the enemy raids to feel a bit dodgy and happened really early (for the scenario/faction/whatever I played anyway), so I didn't really play it much. I recall you got to choose between several different settlement types based on chosen faction. Wonder if a new version came out since then.

EDIT: You can still find it here (http://mrhandy.czweb.org/index_en.htm). There was a sequel announced in like 2005, but that's probably dead since apparently nothing besides a screenshot from that date came out.
Title: Re: Fallout: New Vegas
Post by: Sergius on December 21, 2010, 04:10:32 pm
I know this is pointless by now but I felt like posting this dev diary video:

http://www.youtube.com/watch?v=YhStFCXMsAk
Title: Re: Fallout: New Vegas
Post by: Ioric Kittencuddler on December 28, 2010, 09:48:33 pm
A friend got me this for christmas, or as he called in, Steam Sale.  So maybe my expectations were at about knee level for this, but I'm kinda liking it.  It's definitely a lot more enjoyable than Oblivion though I could once again do without all the suicidal mindlessly violent nameless NPCs you can only interact with by killing or being killed by.

Anyway I'm curious.  Are there any good and/or essential mods for this?  So far the most impressive ones I've seen have been female body mods.
Title: Re: Fallout: New Vegas
Post by: Jervous on December 28, 2010, 10:22:28 pm
Finally got New Vegas. It's a lot funner than FO3 too!
Title: Re: Fallout: New Vegas
Post by: Thexor on December 29, 2010, 03:21:06 am
Anyway I'm curious.  Are there any good and/or essential mods for this?  So far the most impressive ones I've seen have been female body mods.

I'm actually curious about modding - F:NV seems to use the exact same engine as FO3 with only minor modification. Obviously any mod that interacts with the world can't be loaded without some changes... but I'm wondering if there were any real changes needed to port, say, body mods.


And yeah, F:NV is a surprising amount of fun. I like most of the new features - relying on faction reputation instead of some 'Karma' stat that everybody in the world magically knows, or having a metric ton of perks (and letting you pick half as many). Oh, and companions being immortal on Casual mode - every time I play FO3, job #1 is making active companions essential before Dogmeat rushes the guy with the missile launcher.  ;)
Title: Re: Fallout: New Vegas
Post by: Toady Two on December 29, 2010, 06:26:01 am
I'm really enjoying the storyline so far. I think I'm near the endgame and I'm having a hard time deciding which major faction I want to support. I've already joined the
Spoiler (click to show/hide)
and to help them out I think I go on and support Mr. House, at least he is isn't as likely to take over the whole wasteland killing my faction in the process.
Title: Re: Fallout: New Vegas
Post by: Rakonas on December 29, 2010, 06:36:10 am
I'm really enjoying the storyline so far. I think I'm near the endgame and I'm having a hard time deciding which major faction I want to support. I've already joined the
Spoiler (click to show/hide)
and to help them out I think I go on and support Mr. House, at least he is isn't as likely to take over the whole wasteland killing my faction in the process.
Spoiler (click to show/hide)
Title: Re: Fallout: New Vegas
Post by: Toady Two on December 29, 2010, 07:40:07 am
Spoiler (click to show/hide)

Guess it's time to put Yes - Man to good use.
Title: Re: Fallout: New Vegas
Post by: Sergius on December 29, 2010, 10:35:06 am
I'm really enjoying the storyline so far. I think I'm near the endgame and I'm having a hard time deciding which major faction I want to support. I've already joined the
Spoiler (click to show/hide)
and to help them out I think I go on and support Mr. House, at least he is isn't as likely to take over the whole wasteland killing my faction in the process.
Spoiler (click to show/hide)

Spoiler (click to show/hide)
Title: Re: Fallout: New Vegas
Post by: Asehujiko on December 29, 2010, 11:22:14 am
Probably because they're a bunch of isolated pockets, each elder might have a different idea of how to best get their hands on the shiny things. Lyons(F3) decided that trading food for laser rifles was a pretty lucrative deal for example. Wasn't one of the F1 endings about them starting to do something useful instead of simply being kleptomaniacs?
Title: Re: Fallout: New Vegas
Post by: Ninteen45 on December 29, 2010, 12:41:50 pm
Ase is right about that. Although their ideology remains similar, the truth is that they got fractured, and as such we have different types of BoS.

New vagas happens to have a shitty faction.
Title: Re: Fallout: New Vegas
Post by: Sergius on December 29, 2010, 01:29:06 pm
Probably because they're a bunch of isolated pockets, each elder might have a different idea of how to best get their hands on the shiny things. Lyons(F3) decided that trading food for laser rifles was a pretty lucrative deal for example. Wasn't one of the F1 endings about them starting to do something useful instead of simply being kleptomaniacs?

You're right, Fallout's good ending for the Brotherhood is that they continue to work behind the scenes, slowly reintroducing technology to California.

Mojave BoS are still assholes tho.
Title: Re: Fallout: New Vegas
Post by: Toady Two on December 29, 2010, 01:47:19 pm
I don't know why I decided to stick with the BoS. Maybe because Veronica was the NPC that complimented my melee - only playstyle well. Or maybe because having the BoS back to the coolness they were in Fallout 1 compared to the dogooders they were in Fallout 3 made me root for them.

Spoiler (click to show/hide)

Thats what I mean when I say the story in New Vegas is great. Every major faction you can support has a few valid points and could have well been protagonists. Well, maybe except Legion, though Caesar does give a good speach about the weakness of NCR and democracy, he is crazy and an overall bad thing for the wasteland. House and NCR are both shades of grey.

Spoiler (click to show/hide)
Title: Re: Fallout: New Vegas
Post by: Fikes on December 29, 2010, 01:57:05 pm

Thats what I mean when I say the story in New Vegas is great. Every major faction you can support has a few valid points and could have well been protagonists. Well, maybe except Legion, though Caesar does give a good speach about the weakness of NCR and democracy, he is crazy and an overall bad thing for the wasteland. House and NCR are both shades of grey.


I agree with this statement. It really does seem like all of the factions have a valid stake to the Mojave and are able to bring some level of good. Even the Legion. Sure they are total assholes, but so were the Spartans (who they seem to resemble more than the Romans). Would we have this level of society without the exploitation of the masses? Who knows!

I am going to finish up my NCR friendly play through and do an evil, all about me, melee play through. On the next one though, I am not going to make it a point to visit everything and do every sub quest. I have probably 50 hours in my first play through.
 
Title: Re: Fallout: New Vegas
Post by: ToonyMan on December 29, 2010, 01:59:26 pm
Finally got New Vegas. It's a lot funner than FO3 too!
Same situation as me.  I've gotten about 3 hours in now.  Pretty fun.
Title: Re: Fallout: New Vegas
Post by: lordnincompoop on December 29, 2010, 05:37:51 pm
With mods, my NV install now looks incredible. Bethesda games always look incredible with mods (landscape shots beat a lot of other games in my opinon) and New Vegas did not disappoint.
Title: Re: Fallout: New Vegas
Post by: Fikes on December 29, 2010, 06:21:22 pm
Hopefully won't derail the topic too much, but I'd like to state my pleasure at the gaming trend to let you see further and further. In New Vegas you can see locations that would take you several minutes to walk to, and they look pretty damn good. It wasn't that many years ago that you couldn't seem more than 100 yards in games.

I thought it was funny when I went to Helios 1 and they asked me "what are you doing here?" and one of the responses was "I just saw this building on the horizon and wanted to come explore". That is how I ended up at atleast 50% of the locations I explored.
Title: Re: Fallout: New Vegas
Post by: Sergius on December 29, 2010, 06:34:47 pm
Hopefully won't derail the topic too much, but I'd like to state my pleasure at the gaming trend to let you see further and further. In New Vegas you can see locations that would take you several minutes to walk to, and they look pretty damn good. It wasn't that many years ago that you couldn't seem more than 100 yards in games.

I thought it was funny when I went to Helios 1 and they asked me "what are you doing here?" and one of the responses was "I just saw this building on the horizon and wanted to come explore". That is how I ended up at atleast 50% of the locations I explored.

There should be an option for "I saw this little triangle thing on my compass". 8)
Title: Re: Fallout: New Vegas
Post by: kilakan on December 29, 2010, 07:56:08 pm
Or, I sensed you were nearby, via a tiny green bar.
Title: Re: Fallout: New Vegas
Post by: Silent_Thunder on December 29, 2010, 08:33:40 pm
Or, I sensed you were nearby, via a tiny green bar.

BLASHPHEMY! It must be amber color! Amber!

Silent Thunder has cancled issue mandate: gone insane
Title: Re: Fallout: New Vegas
Post by: Ioric Kittencuddler on December 29, 2010, 08:45:02 pm
So again, seriously, mod suggestions?
Title: Re: Fallout: New Vegas
Post by: kilakan on December 29, 2010, 08:51:05 pm
ummmmmmm light step ED, Better Ammo crafting, good springs shack, Improved throwing, I like all those.
Title: Re: Fallout: New Vegas
Post by: Ioric Kittencuddler on December 29, 2010, 08:54:10 pm
What are they?
Title: Re: Fallout: New Vegas
Post by: kilakan on December 29, 2010, 09:09:01 pm
Here go to this site, they've got a ton of mods, all are rated too.
http://www.newvegasnexus.com/ (http://www.newvegasnexus.com/)
Title: Re: Fallout: New Vegas
Post by: Ioric Kittencuddler on December 29, 2010, 09:29:03 pm
Here go to this site, they've got a ton of mods, all are rated too.
http://www.newvegasnexus.com/ (http://www.newvegasnexus.com/)

Yes I've been browsing it.  That's why I'm asking here.  The top one is a mod that apparently just adds a bunch of new hunt down and kill this tough enemy quests.  My character has 95 speech and 50 guns... now that I think about it it was probably a waste to put that much into speech as it's doubtful there's anywhere in the game I'll be able to use it considering the linear nature of skill use, but regardless I'm playing a character that tends to avoid combat when possible.  And that's because I don't find it all that entertaining.

Wasteland Defense sounds interesting, but like every other mod on that site it doesn't have much in the way of details in it's description.
Title: Re: Fallout: New Vegas
Post by: Sergius on December 29, 2010, 09:54:33 pm
Well, for my 2nd playthru, I'll probably try these:

Unlimited Companions, to have a full party.

Maybe a mod that makes them all essential, so I can play Hardcore without having to babysit them so much.

A house mod. "Portable Tent" is kinda cool, requires NVSE tho. I like how you place a box and the physics take care of the positioning.

I was trying New Vegas Real Time Settler but I'm finding it very annoying. It's got a long way to go before I don't feel like gouging my eyes.

If I was to make a mod, I'd make some sort of quest where you repair a megafactory which eventually produces pieces of equipment, and maybe turn a profit.
Title: Re: Fallout: New Vegas
Post by: Rakonas on December 29, 2010, 10:02:20 pm
I recommend one of the custom radio mods, so you can have some songs other than big iron. Hunting mutant creatures in the wasteland to the theme of gerudo valley is pretty fun.
Title: Re: Fallout: New Vegas
Post by: Tilla on December 29, 2010, 10:46:22 pm
Well, for my 2nd playthru, I'll probably try these:

Unlimited Companions, to have a full party.

Maybe a mod that makes them all essential, so I can play Hardcore without having to babysit them so much.

A house mod. "Portable Tent" is kinda cool, requires NVSE tho. I like how you place a box and the physics take care of the positioning.

I was trying New Vegas Real Time Settler but I'm finding it very annoying. It's got a long way to go before I don't feel like gouging my eyes.

If I was to make a mod, I'd make some sort of quest where you repair a megafactory which eventually produces pieces of equipment, and maybe turn a profit.
Rather than RTS, try Wasteland Defense. It's much the same concept of building your own town and managing it's defenses and supplies.
Title: Re: Fallout: New Vegas
Post by: Fikes on December 30, 2010, 05:53:42 pm
Two mods I installed were the higher resoultion dialog and the one that remaned all your supplies for better organization. I can not remember what they were called, but they were high on the list of that site.
Title: Re: Fallout: New Vegas
Post by: MrWiggles on January 11, 2011, 09:12:01 pm
I haven't finished playing New Vegas yet. Though overall, I am quite pleased with it. I thought that Fallout 3 was a pretty decent game, enjoyable, but I doubt I'll ever play through it again. Though I plan to play through the DLC when ever I can get ahold of them.

So, I was looking forward to New Vegas, but reserved. I was expecting a satisfactory experience with a Fallout game.

I was surprised by it though, I found its opening to much more engaging then from Fallout 3. (Though I did find the FO3 opening to be novel.) I really dug the line of "24 karat run of bad luck."

I found that recovering from an apparent grievous head injury served as an adjudicate and believable explanation for what my character, who presumably lived in these parts for years, wasn't  knowledgeable about the surrounding.

I selected the Hardcore mode for my first play through. I admit the needing to eat, and drink on a semi regular basis didn't add to much to the gameplay, instead at times feels like paperwork for the game. Though I do find myself excited when I come across purified water and that is from having to eat and drink.  Instead, I found myself having to be somewhat careful about what I brought with me and I scavenged.

This does though at times prevent me from questing when I wanted to, as I would have to return to my current house and restock on ammo (more often then not), and drop of the refuses I find. I begun a habit about slamming down the Sunset drink when I'm at a home, so I can drink water from the tap when I get dehydrated.

I'm happy that I don't have to manage ammo stocks for the friends that travel with you. As in my play through with FO 1 & 2, that always felt more like paperwork, and punishment then it was immersive.

The towns in FO:NV feel more real and complete then they did in FO3. I think the farms and ancillary abodes really help with that.

The dialogue options are more rewarding to go through, and I feel the use of stats, and other skills to give access to different dialogue options. It makes playing a smooth talker feel more impactful and meaningful.

Exploring seems to be more rewarding as well, as there something neat happening as you walk into town, such as when you come across Nipton or Searchlight.

It also feels more organic on how you're introduced to more areas, then in FO3. In FO3 it felt almost like a laundry list, of places to go visit. Whereas in FO:NV, you hear about the other towns either from NPC antics or through dialogue with named NPCs.

I especially like the friends quests. It adds a nice level of immersion to the game, and make it seems like the Courier and the friend are friends.

I like how your given an abode much sooner then in FO3, its a nice subitution for the Car. My play through with FO3, had the Megaton house coming in rather late. Though I dislike the number of load screens you have to go through in order to get to the Casino houses. I really wish you could fast travel to them.  I also dislike that (for at least the Lucky 38 & Novac houses) that it doesn't come with enough crafting stations. I would have liked it if I could have used the stove as a campfire, or a reloading bench. The work bench is nice, but I find myself gaining the more useful items from campfires. Since there isn't a reloading bench in my house, I havent done any ammo crafting. I prefer to do so from my house, where I drop off my refuse. I am starting to have quite a collection of refuses too.

I dislike how blatant the options were. Such as computer that unlock safes. @.@ It felt contrived and lessen my immersion. I would have stilled like to have used my explosive skill to blown locks (even if it required a specialized ordnance, such as moldable C4 or some such.)


And uh... that all I can think for right now.

Overall, I'm quite happy with it, and can't wait to complete and play through it again.
Title: Re: Fallout: New Vegas
Post by: Fikes on January 12, 2011, 02:51:43 pm
Overall, I'm quite happy with it, and can't wait to complete and play through it again.
I felt like this up until almost the end. The last hour of play was just me playing to see the end.

It was pretty frustrating, by the end of the game my guns seemed to be doing no damage to anyone and running out of ammo. I don’t know what I was supposed to be using but the enemies at the end had way too high of a DT.

The only thing that saved me was my missile launcher, although that caused me over and over to get crippled, which sucks as I was on hardcore mode.

I am not sure when (if) I’ll play through again, but it was worth the money for sure.
Title: Re: Fallout: New Vegas
Post by: MrWiggles on January 12, 2011, 07:18:46 pm
It sounded like you needed to be using Armor Piercing ammo, like 10mm Hollow points.

I went with energy weapons, so my Guns skill is pretty low. I have a fully modded Laser Rifle.
Title: Re: Fallout: New Vegas
Post by: dragonshardz on January 12, 2011, 11:31:07 pm
Hollowpoints are for unarmored opponents.

Derp.
Title: Re: Fallout: New Vegas
Post by: Sergius on January 13, 2011, 01:19:56 am
Shotgun slugs are a nice way to kill armored opponents in the beginning (like those pesky radscorpions) and you can make them from regular shells.
Title: Re: Fallout: New Vegas
Post by: ToonyMan on January 13, 2011, 06:37:35 pm
Drink a few beers and start talking to people.

I can't believe they translated every dialogue option in this game into drunk slurs.
Title: Re: Fallout: New Vegas
Post by: Phantom on January 13, 2011, 06:48:28 pm
Drink a few beers and start talking to people.

I can't believe they translated every dialogue option in this game into drunk slurs.
Wait what.
I gotta go try this and talk to the mental characters.
EDIT: That or it may be the low intelligence dialogue.
Title: Re: Fallout: New Vegas
Post by: Sergius on January 13, 2011, 06:52:04 pm
Drink a few beers and start talking to people.

I can't believe they translated every dialogue option in this game into drunk slurs.

Any chance it's automated, or the dialogue option is actually unique?
Title: Re: Fallout: New Vegas
Post by: ToonyMan on January 13, 2011, 06:59:14 pm
Drink a few beers and start talking to people.

I can't believe they translated every dialogue option in this game into drunk slurs.

Any chance it's automated, or the dialogue option is actually unique?
I with me.
How I give shiny juice?

I am a shoulder.
Title: Re: Fallout: New Vegas
Post by: Sergius on January 13, 2011, 09:21:14 pm
Drink a few beers and start talking to people.

I can't believe they translated every dialogue option in this game into drunk slurs.

Any chance it's automated, or the dialogue option is actually unique?
I with me.
How I give shiny juice?

I am a shoulder.

Sounds more like Low IQ dialogue, a side effect of booze.
Title: Re: Fallout: New Vegas
Post by: ToonyMan on January 13, 2011, 10:22:31 pm
I would never be able to play the game like this normally, how do people with low intelligence deal with it?!
Title: Re: Fallout: New Vegas
Post by: MrWiggles on January 13, 2011, 11:49:59 pm
Well for FO2 it, low intelligence builds were a challenge play through.

For bonus points you werent suppose to use menats.

For the most part, the game was pretty doable being a moron. There were only a few side quests denied to the player.
Title: Re: Fallout: New Vegas
Post by: Tilla on January 14, 2011, 12:29:02 am
I still loathe DT, I have decided. It just kind of shoehorns you into weapon choices you wouldn't otherwise make..
Title: Re: Fallout: New Vegas
Post by: MrWiggles on January 14, 2011, 01:23:42 am
I still loathe DT, I have decided. It just kind of shoehorns you into weapon choices you wouldn't otherwise make..

Really? I find the weapon choice in FO:NV is more about personal choice then in previous Fallout games.
Title: Re: Fallout: New Vegas
Post by: Tilla on January 14, 2011, 01:36:40 am
I still loathe DT, I have decided. It just kind of shoehorns you into weapon choices you wouldn't otherwise make..

Really? I find the weapon choice in FO:NV is more about personal choice then in previous Fallout games.

Try fighting a well armored opponent with your favorite gun if you're a pistol type and you'll see :P
Title: Re: Fallout: New Vegas
Post by: MrWiggles on January 14, 2011, 01:53:30 am
I still loathe DT, I have decided. It just kind of shoehorns you into weapon choices you wouldn't otherwise make..

Really? I find the weapon choice in FO:NV is more about personal choice then in previous Fallout games.

Try fighting a well armored opponent with your favorite gun if you're a pistol type and you'll see :P
My current favorite pistol right now, is the Defender, and it doesn't have to much trouble with any opponent. (Except for fucking Dethclaws.)
Title: Re: Fallout: New Vegas
Post by: dragonshardz on January 14, 2011, 05:17:16 am
I generally use the Varmint Rifle with NV scope and ExMag. I keep a large supply of normal, HP, and AP rounds on hand.

I have a high Guns skill and Perception, and the other stuff that affects ranged weaponry.

I tend to aim for the head...manually.

Things tend to die after one, maybe two shots.
Title: Re: Fallout: New Vegas
Post by: Farmerbob on January 14, 2011, 05:35:28 am
I played for a couple weeks, and must say that there's nothing more satisfying than a Gauss Rifle when you have 10 luck, 10 perception, and every ranged energy damage perk.  Torsos just burst into little fist sized bits while the once-attached limbs and heads spin through the air like a juggler's bowling pins.  Practically every hit is a shower of gore, or if the corpse actually stays together, it normally flies a few dozen feet at least.  I never found anything, deathclaws included, that I could not one-shot on most occasions with center-mass targeting.

If they had only had the decency of making the game with no connection to Steam, I'd still be playing it.  It felt a lot like I remember the original Fallout feeling (Wasteland was the first Fallout, not Fallout I)
Title: Re: Fallout: New Vegas
Post by: MrWiggles on January 15, 2011, 01:34:33 am
Fallout: A Post Apostilical(I can never spell this word.) Role Playing Game was the first Fallout. Wasteland was just its spiritual ancestor and major inspiration.
Title: Re: Fallout: New Vegas
Post by: dragonshardz on January 15, 2011, 02:18:40 am
Post-Apocalyptic.
Title: Re: Fallout: New Vegas
Post by: MrWiggles on January 15, 2011, 02:30:12 am
Well, fuck. I've just ruined my reputation with a poor understanding on how it worked. I'm considering going back about 12 hours to get it unfucked.

I though it was analogous to the Karma rating, and I could swing it up and down with time and effort. Nope. Fuck.
Title: Re: Fallout: New Vegas
Post by: Ioric Kittencuddler on January 15, 2011, 03:04:35 am
Also the title is "Fallout: A Post Nuclear Role Playing Game".
Title: Re: Fallout: New Vegas
Post by: MrWiggles on January 15, 2011, 07:59:37 am
Also the title is "Fallout: A Post Nuclear Role Playing Game".

*snaps his fingers*

Yep, thats right.
Title: Re: Fallout: New Vegas
Post by: ToonyMan on January 15, 2011, 04:52:23 pm
I have 15 hours of playtime now, which is enough to say I'm competent enough to say my feelings for the game.

It's fun, feels like Fallout 3.  I liked Fallout 3, I'd say New Vegas is better.  Like the characters, like the voice actors.  Wish the game engine was better or different.  Feels way to restrained or maybe it's just the developers not making cooler creatures to talk to.  I guess with a radioactive future 50's the only unique people I can talk to besides humans are conscious ghouls, if you don't consider them human.  Oh well.

I've been playing slow though, level 7 right now.  Trying to level up for a mission.  It's really easy to just walk around and find stuff to do, which is always good.

EDIT:
Wait I remember the Nightkin now, those guys were definitely cool.  Hope there is more like that.  I guess there's robots too right?
Title: Re: Fallout: New Vegas
Post by: Ochita on January 15, 2011, 06:13:04 pm
I have 15 hours of playtime now, which is enough to say I'm competent enough to say my feelings for the game.

It's fun, feels like Fallout 3.  I liked Fallout 3, I'd say New Vegas is better.  Like the characters, like the voice actors.  Wish the game engine was better or different.  Feels way to restrained or maybe it's just the developers not making cooler creatures to talk to.  I guess with a radioactive future 50's the only unique people I can talk to besides humans are conscious ghouls, if you don't consider them human.  Oh well.

I've been playing slow though, level 7 right now.  Trying to level up for a mission.  It's really easy to just walk around and find stuff to do, which is always good.

EDIT:
Wait I remember the Nightkin now, those guys were definitely cool.  Hope there is more like that.  I guess there's robots too right?
Spoiler (click to show/hide)

Hmm.. I do find leveling slower.
Title: Re: Fallout: New Vegas
Post by: ToonyMan on January 15, 2011, 06:25:20 pm
Hmm.. I do find leveling slower.
Hell yeah.  It takes me on average 90 minutes to level up once, that's a pretty long time ingame for a RPG.  Maybe for a late level MMORPG I could see slower leveling, but a mostly console action rpg game?
Title: Re: Fallout: New Vegas
Post by: Shadowlord on January 15, 2011, 06:26:05 pm
It doesn't seem slower to me, but then I put one point into Swift Learner early on.
Title: Re: Fallout: New Vegas
Post by: Thexor on January 15, 2011, 06:39:40 pm
It seems slower to me... but that might be because you only get perks once every two levels now. It's easy to remember the even-numbered levels, when you got some awesome new perk-based ability, and forget the odd-numbered levels, when all you got was +5 to Science and Repair.  :-\
Title: Re: Fallout: New Vegas
Post by: Shadowlord on January 15, 2011, 07:00:09 pm
+5? I get +17. 10 intelligence, baby. :P
Title: Re: Fallout: New Vegas
Post by: ToonyMan on January 15, 2011, 08:25:43 pm
I'm at 17 hours now, level 8.  That's 2~ hours per level for me.
Title: Re: Fallout: New Vegas
Post by: dragonshardz on January 15, 2011, 11:35:04 pm
I'm gonna say this: I level fast, because my install is modded to hell and back. I don't level because of hax, though - a good deal of my mods add in a lot of stuff so that there is just more to DO.

Of course, having a commitment to explore every location I find via regular gameplay and every side quest helps.
Title: Re: Fallout: New Vegas
Post by: Farmerbob on January 16, 2011, 02:08:40 am
Hrm I leveled up to 30+ once and up to 10 or 15 a couple more times in about 100 hours played, according to Steam.  Leveling never felt slow to me after I learned how the interface worked and got comfortable with the game.

Remember to use Fast Travelling as much as possible - it eats up in-game time, but speeds up your play significantly.  Actually running overland from town to town takes forever.
Title: Re: Fallout: New Vegas
Post by: MrWiggles on January 16, 2011, 04:22:59 am
Hrm I leveled up to 30+ once and up to 10 or 15 a couple more times in about 100 hours played, according to Steam.  Leveling never felt slow to me after I learned how the interface worked and got comfortable with the game.

Remember to use Fast Travelling as much as possible - it eats up in-game time, but speeds up your play significantly.  Actually running overland from town to town takes forever.

I play on the console, and its lead me to mix feelings about fast travel. On one hand, it does save me probably tons of time from simply retreading the same road over again, and stops me from expending resources on low level mobs.

On the other hand, its lead me to spending a shit load of time on the loading screen. As I'll fast travel to the areas threshold, then enter the area I was traveling too, and get hit with another loading screen.

Its annoyed me so greatly that recently I've started to plan travel routes where I'll be getting the most done with the least amount of loading screens.

I'm not sure how bad this is on the PC version. But frankly, I am frustrated by having Areas, sub areas and interiors (and sub interior) being separated by fucking load screens.

Traveling in the wilderness is pretty freaken awesome in FO:NW as it was in FO3, as it felt rather expansive and seamless.

Like, for example, in the Crimson Caravan, the barracks and office space shouldn't be separated by a fucking load screen.

Some areas, I wouldn't mind so much if they have a load screen, for three reasons.

1) Its a one off seldom visited location
2) Medium to Large in dimension
3) [Optional] Requires something unique to the area to work. (Such as special environment affects, or complicated scripting events.)

So, for the Nelson air force base, the Powerplant/Array I would be okay with it being separated by a load screen. As its kinda of a big area, but one off visit area.

However the Hangar, where whats his name that accepts the scrap metal and the older dude where you get the Quest for the bomber, shouldn't be a separate loading screen as it fails qualifier #1.

I think the more horrific offender with the overuse of load screen is Lucky 38. @.@.

You have the Fast Travel to the North Vegas Gate (1), Entering Vegas (2), Entering Lucky 38 (3), and finally entering the player house at four. Fucking horrible. I loath visiting my house, and only do so when ED is max out in weight, and I'm almost out of ammo or water.
Title: Re: Fallout: New Vegas
Post by: Shadowlord on January 16, 2011, 04:25:02 am
I play on the console, and its lead me to mix feelings about fast travel. On one hand, it does save me probably tons of time from simply retreading the same road over again, and stops me from expending resources on low level mobs.

On the other hand, its lead me to spending a shit load of time on the loading screen. As I'll fast travel to the areas threshold, then enter the area I was traveling too, and get hit with another loading screen.

I'm not sure how bad this is on the PC version. But frankly, I am frustrated by having Areas, sub areas and interiors (and sub interior) being separated by fucking load screens.

Let me put it like this: What loading screens? The only time is when you go through a door between zones, like entering New Vegas or the ones in Freeside, and entering buildings, which only takes a fraction of a second.
Title: Re: Fallout: New Vegas
Post by: MrWiggles on January 16, 2011, 05:13:15 am
God damn it! XD I want it on PC now.

I think for the console version, thats the thing that I find most frustrating. New Vegas also lags the console. Repeatedly. One of the few consoles games where this has happen.

The only other game I can recall that lagged a console noticeably, was... a crap. It was a PS2 game, that was suppose to be a Halo killer. The name escapes me.
Title: Re: Fallout: New Vegas
Post by: Ioric Kittencuddler on January 16, 2011, 05:43:10 am
Project Snowblind?

Anyway, loading screens are the price of console gaming.  Funny you're bothered by it though.  Getting the game on console you should expect that.  PC gamers still have to deal with the loading anyway since it's the game is a console game, but I guess they aren't as long.  Which console are you using anyway?
Title: Re: Fallout: New Vegas
Post by: MrWiggles on January 16, 2011, 06:05:23 am
360.

Most of the time, it doesn't bother me. Though for most games, they aren't nearly as long or frequent as FO:NV.
Title: Re: Fallout: New Vegas
Post by: Kitsunin on January 16, 2011, 06:07:21 am
What I find to be odd and annoying is that New Vegas requires more power to run than FO3 despite not looking any better (As far as I can tell?), so I's gotta wait for my new comp to play it.  ::)

Oh well.
Title: Re: Fallout: New Vegas
Post by: umiman on January 16, 2011, 07:28:29 am
Loading screens? New Vegas has those?
Title: Re: Fallout: New Vegas
Post by: Shadowlord on January 16, 2011, 11:26:54 am
I'm at 17 hours now, level 8.  That's 2~ hours per level for me.

I'm at 30 hours, and level 17 - and that's about 1.765 hours per level, and you would think it would slow down as your level increased, but I've apparently been leveling up faster than you have. (You had 2.125 hours per level on average, assuming you never sat on the menu or went afk in game or anything)
Title: Re: Fallout: New Vegas
Post by: ToonyMan on January 16, 2011, 11:27:45 am
This might be helpful, I tried some of these out last night and it feels like the performance is better. (http://www.ripten.com/2010/10/24/five-essential-pc-mods-for-fallout-new-vegas/)

Loading screens? New Vegas has those?
They aren't that bad and the randomize through tons of tips.  I never get to the third tip usually because it loads fast enough.
Title: Re: Fallout: New Vegas
Post by: Shadowlord on January 16, 2011, 12:16:30 pm
You have time to read the tips?  8)
Title: Re: Fallout: New Vegas
Post by: ToonyMan on January 16, 2011, 12:18:15 pm
You have time to read the tips?  8)
I'm just that fast a reader  8)
Title: Re: Fallout: New Vegas
Post by: Shadowlord on January 16, 2011, 12:19:42 pm
It doesn't display more than one for me. :P
Title: Re: Fallout: New Vegas
Post by: ToonyMan on January 16, 2011, 12:23:39 pm
It doesn't display more than one for me. :P
Only when I'm traveling outside for the first time :P

EDIT:
Well anyway, hanging around the outskirts of New Vegas.  Helping some guy called The King who acts like you know who.  I'm going for a morally high route so here's hoping I can solve disputes peacefully.
Title: Re: Fallout: New Vegas
Post by: PTTG?? on January 19, 2011, 02:32:34 pm
I just got a mod that improves weapon mods. Now you can put a lazer sight on ANY pistol! Scope ANY gun! It even makes the uniques modable, in some cases by removing the "built-in" mod and allowing it to be added again.

Can't wait to put a lazer sight on my lazer pistol. My gun has TWO lazers, and if you don't like this one, whoo boy...

Then there's fellout, bottle that water, a couple new radio stations, Auto Wild Wasteland, and Ammo parts in loot.

Maybe I'll try to make a mod that lets you craft energy cells from scrap electronics, metal, lead (they're batteries), and duct tape.

Yeah, I don't really understand why someone would want to buy a bethesda game on console. It's like buying a car with a sealed-in gas tank.
Title: Re: Fallout: New Vegas
Post by: ToonyMan on January 19, 2011, 02:48:43 pm
I should try that mod out, I've already downloaded all the rest you mentioned previously.  Most of them are just technical or aesthetics though, I want to play a more vanilla content-y at first until I beat the game.
Title: Re: Fallout: New Vegas
Post by: Shadowlord on January 19, 2011, 03:01:19 pm
I'm only using a fix for the recharger pistol iron sights (http://www.newvegasnexus.com/downloads/file.php?id=39016) and Nevada Skies (http://www.newvegasnexus.com/downloads/file.php?id=35998) currently myself. Oh, and Detailed Normals (http://www.newvegasnexus.com/downloads/file.php?id=38196). That didn't show up in the list of installed mods since it doesn't have an esm or esp.
Title: Re: Fallout: New Vegas
Post by: NobodyPro on January 28, 2011, 03:44:09 am
Yeah, I don't really understand why someone would want to buy a bethesda game on console. It's like buying a car with a sealed-in gas tank.
Not really. It's like buying a car with a dead body in the boot, the boot is locked and you don't have a key. The console version will pass you magical glasses that make you ignore the smell but the PC version passes you a skeleton key. This lets you open the boot and dispose of the body after checking it's pockets for change and ammo.
Title: Re: Fallout: New Vegas
Post by: MrWiggles on January 28, 2011, 05:10:22 am
Yeah, I don't really understand why someone would want to buy a bethesda game on console. It's like buying a car with a sealed-in gas tank.
Not really. It's like buying a car with a dead body in the boot, the boot is locked and you don't have a key. The console version will pass you magical glasses that make you ignore the smell but the PC version passes you a skeleton key. This lets you open the boot and dispose of the body after checking it's pockets for change and ammo.

The console is my primary gaming machine. Ergo, most of the games I play, are on a console. This is independent  (Well mostly.) to who makes them.
Title: Re: Fallout: New Vegas
Post by: Tellemurius on January 28, 2011, 08:33:40 am
just to let you guys know, my ps3 is jailbreaked and i was able to stick some mods in for NV.
Title: Re: Fallout: New Vegas
Post by: dragonshardz on January 28, 2011, 06:52:35 pm
(http://img20.imageshack.us/img20/4055/hax1o.jpg)
Title: Re: Fallout: New Vegas
Post by: Phantom on January 28, 2011, 06:57:04 pm
Heeeey, that's my line!

Also note I have liked Dead Money quite a bit. The gold bars were quite valuable in my endeavors in amassing enough caps to buy the New California Republic.
Title: Re: Fallout: New Vegas
Post by: Ioric Kittencuddler on February 23, 2011, 04:57:27 am
DLC out on Steam.  Already stopped playing the game without ever finishing it though so...  huh...  I guess that isn't really a problem thought since the game ends after finishing it...  Well I'll just wait until the price drops or something because I'm feeling really ambivalent about it atm.
Title: Re: Fallout: New Vegas
Post by: V-Norrec on February 23, 2011, 05:13:51 am
I'm still really enjoying just kickin' around in the game.  Some of these quests are ridiculously hard/broken though.  I just did Beyond the Beef, after about 10 or 15 tries I ultimately passed by leaving the casino (to get my weapons back) then just power-fisting every White Glove to death.  If there is a better way to do that quest, I couldn't find it.
Title: Re: Fallout: New Vegas
Post by: Virtz on February 23, 2011, 06:53:42 am
I'm still really enjoying just kickin' around in the game.  Some of these quests are ridiculously hard/broken though.  I just did Beyond the Beef, after about 10 or 15 tries I ultimately passed by leaving the casino (to get my weapons back) then just power-fisting every White Glove to death.  If there is a better way to do that quest, I couldn't find it.
You can do Beyond the Beef through stealth or talking without killing anyone at all. I did it through stealth on my first go.
Title: Re: Fallout: New Vegas
Post by: PTTG?? on February 23, 2011, 10:51:40 am
I've always wondered how big shoes are in England. Like, how are you supposed to fit all this luggage or corpses or whatever into a boot?
Title: Re: Fallout: New Vegas
Post by: V-Norrec on February 23, 2011, 11:09:17 am
I'm still really enjoying just kickin' around in the game.  Some of these quests are ridiculously hard/broken though.  I just did Beyond the Beef, after about 10 or 15 tries I ultimately passed by leaving the casino (to get my weapons back) then just power-fisting every White Glove to death.  If there is a better way to do that quest, I couldn't find it.
You can do Beyond the Beef through stealth or talking without killing anyone at all. I did it through stealth on my first go.
I tried that, but the whole hotel started attacking me after I revealed Mortimer even though I talked to Marjorie.  Maybe I'm doing it wrong, but that was the only way I ended up getting a successful completion.
Title: Re: Fallout: New Vegas
Post by: Virtz on February 23, 2011, 11:59:27 am
I'm still really enjoying just kickin' around in the game.  Some of these quests are ridiculously hard/broken though.  I just did Beyond the Beef, after about 10 or 15 tries I ultimately passed by leaving the casino (to get my weapons back) then just power-fisting every White Glove to death.  If there is a better way to do that quest, I couldn't find it.
You can do Beyond the Beef through stealth or talking without killing anyone at all. I did it through stealth on my first go.
I tried that, but the whole hotel started attacking me after I revealed Mortimer even though I talked to Marjorie.  Maybe I'm doing it wrong, but that was the only way I ended up getting a successful completion.
Spoiler (click to show/hide)
Title: Re: Fallout: New Vegas
Post by: V-Norrec on February 23, 2011, 12:24:12 pm
Trust me.  There is no way I'm stealthy enough.  I specced into unarmed medicine and survival for a reason.  I want to power-fist the shit out of everything.  On a side-note, uppercuts and crosses are the shit!
Title: Re: Fallout: New Vegas
Post by: Virtz on February 23, 2011, 12:29:18 pm
Trust me.  There is no way I'm stealthy enough.  I specced into unarmed medicine and survival for a reason.  I want to power-fist the shit out of everything.  On a side-note, uppercuts and crosses are the shit!
I never really invested that much into stealth. I think there's only 1 guard in the basement that isn't oblivious to everything. I think you can even trick him through speech.
Title: Re: Fallout: New Vegas
Post by: V-Norrec on February 23, 2011, 01:00:31 pm
*shrug* I'll try again on my second playthrough when I go for the Caesar's Legion ending.
Title: Re: Fallout: New Vegas
Post by: umiman on February 23, 2011, 02:23:53 pm
Anyone here dealt with New Vegas like New Reno?

KILL. EVERYBODY.
Title: Re: Fallout: New Vegas
Post by: dragonshardz on March 20, 2011, 01:46:54 am
Bump.

I'm having issues with the intro video - it doesn't crash the game, but every time I make a new game, only the top-left corner (a 640x480 area) plays at the proper framerate, while the rest of the video looks like it's a still shot that updates from time to time. It doesn't matter what resolution I run the game at, it always happens.

Anyone got any ideas on how I can fix this? The game ran fine on my laptop, but does this on my higher-end desktop. Help?
Title: Re: Fallout: New Vegas
Post by: Domenique on March 20, 2011, 01:55:56 am
Try updating your GPU drivers.
Title: Re: Fallout: New Vegas
Post by: Angel Of Death on March 20, 2011, 01:58:07 am
I'm having trouble installing this. When it's done installing, it says ''One item failed to verify'' and a day after I play it, it dosen't run.
Title: Re: Fallout: New Vegas
Post by: Rakonas on March 20, 2011, 05:03:46 am
I'm having trouble installing this. When it's done installing, it says ''One item failed to verify'' and a day after I play it, it dosen't run.
Have you tried redownloading? Sucks but I think it may fix it.
Title: Re: Fallout: New Vegas
Post by: Angel Of Death on March 20, 2011, 05:24:32 am
I'm having trouble installing this. When it's done installing, it says ''One item failed to verify'' and a day after I play it, it dosen't run.
Have you tried redownloading? Sucks but I think it may fix it.
I don't know how...
Title: Re: Fallout: New Vegas
Post by: dragonshardz on March 20, 2011, 04:18:23 pm
Try updating your GPU drivers.

I've already done the basic stuff to fix graphics glitches - updated drivers (are currently most recent), turned down settings, stuck d3d9.dll in (made problem worse, not better), and so on.
Title: Re: Fallout: New Vegas
Post by: Duuvian on March 20, 2011, 04:43:43 pm
dragon:
Spoiler (click to show/hide)


Angel of Death,
Spoiler (click to show/hide)
Title: Re: Fallout: New Vegas
Post by: Angel Of Death on March 20, 2011, 09:40:14 pm
I think I just successfully re-installed it.
Title: Re: Fallout: New Vegas
Post by: Astral on March 24, 2011, 09:58:23 am
I'm looking at revisiting this after a couple months of not playing (after I beat Dragon Age: Awakening, of course).

What mods would you guys suggest? I downloaded the updated version of FOOK2 recently, and other mods that come to mind are the no-auto-aim, realistic health, realistic headshots, and a couple others that I can't remember. I'm aiming for a faster-paced game that's slightly more, well, realistic (no having to empty two clips into a Cazador's head to kill the damn thing). Any well done quest expansions or weapon/armor addition suggestions are welcome as well.
Title: Re: Fallout: New Vegas
Post by: PTTG?? on March 24, 2011, 10:21:56 am
There's a great mod out there that expands the number of weapon mods considerably. It makes the whole feature a lot more entertaining.
Title: Re: Fallout: New Vegas
Post by: Saint on March 24, 2011, 10:50:00 am
I had to custom mod mine to be almost like stalker.
It made it hard as fuck considering the AI is shit and hard coded in. I tired though and it made the game a LOT harder and more fun. I had to seek out places to sleep and be even slighly safe, I had to place mines just to survive the night. It was bad ass.
Title: Re: Fallout: New Vegas
Post by: dragonshardz on March 25, 2011, 07:30:21 am
Yup, sounds like the STALKER games - best FPS series I've ever played, 'tis a shame they never got as popular as Halo or stuff like that.
Title: Re: Fallout: New Vegas
Post by: Angel Of Death on March 25, 2011, 07:43:46 am
Is there a mod that makes the game have more radiation? It is really lacking in radiation. Also, what's the best non-unique weapon that isn't extremely rare?
Title: Re: Fallout: New Vegas
Post by: Empty on March 25, 2011, 07:49:56 am
Is there a mod that makes the game have more radiation? It is really lacking in radiation. Also, what's the best non-unique weapon that isn't extremely rare?

There's a reason why it's lacking in radiation.
Find out ingame.
Title: Re: Fallout: New Vegas
Post by: Angel Of Death on March 25, 2011, 07:53:29 am
Is there a mod that makes the game have more radiation? It is really lacking in radiation. Also, what's the best non-unique weapon that isn't extremely rare?

There's a reason why it's lacking in radiation.
Find out ingame.
Because it's lacking in Radaway?
Title: Re: Fallout: New Vegas
Post by: Smitehappy on March 25, 2011, 08:38:23 am
Is there a mod that makes the game have more radiation? It is really lacking in radiation. Also, what's the best non-unique weapon that isn't extremely rare?

There's a reason why it's lacking in radiation.
Find out ingame.
Because it's lacking in Radaway?

Spoiler (click to show/hide)
Title: Re: Fallout: New Vegas
Post by: PTTG?? on March 25, 2011, 10:01:12 am
Hah, that guy's such a misanthrope, but he's a good doctor. That's just like him.
Title: Re: Fallout: New Vegas
Post by: ductape on April 21, 2011, 08:09:04 pm
So, if I was to pick one of the two, either Fallout 3 or New Vegas, what should I get? FO3 is $20 and New Vegas is still at $50. I like the open world feel of Morrowind and I am hoping for that type of experience.

I see such mixed reviews, some people liked one and disliked the other. What gives?
Title: Re: Fallout: New Vegas
Post by: Rakonas on April 21, 2011, 08:12:01 pm
So, if I was to pick one of the two, either Fallout 3 or New Vegas, what should I get? FO3 is $20 and New Vegas is still at $50. I like the open world feel of Morrowind and I am hoping for that type of experience.

I see such mixed reviews, some people liked one and disliked the other. What gives?
There's quite a difference between the games, though they are based almost entirely on the same engine. The writers (and other staff?) of New Vegas are pretty much the same that did 1 and 2.
I would definitely say, however, that those people who preferred Morrowind over Oblivion mostly prefer New Vegas over FO3.
Title: Re: Fallout: New Vegas
Post by: Shadowlord on April 21, 2011, 08:12:21 pm
Having played both, I'd go with New Vegas.

Of course, Fallout 3 has its moments too. Liberty Prime comes to mind, but for that you have to play through the entire main campaign, which is kind of lackluster, and then do Broken Steel.
Title: Re: Fallout: New Vegas
Post by: Domenique on April 21, 2011, 08:12:29 pm
I personally would prefer Vegas, since there are much more factions, you can choose sides, the dialogue is much much better and the story isn't nearly as bland as Fallout 3 (which was even more shallow than mount Everest). Also, Vegas has much more hours, weapons, cities and stuff into it, definately Vegas (if you ask me).
Title: Re: Fallout: New Vegas
Post by: ductape on April 21, 2011, 08:16:03 pm
thanks guys! I have made up my mind to go with NV!
Title: Re: Fallout: New Vegas
Post by: Tilla on April 21, 2011, 09:41:43 pm
Been replaying with a big modlist now, inspired partly by our Dwarven Smokologist's LP playlist
Title: Re: Fallout: New Vegas
Post by: Ninteen45 on April 22, 2011, 08:33:10 pm
I personally would prefer Vegas, since there are much more factions, you can choose sides, the dialogue is much much better and the story isn't nearly as bland as Fallout 3 (which was even more shallow than mount Everest). Also, Vegas has much more hours, weapons, cities and stuff into it, definately Vegas (if you ask me).

Fallout 1,2 and 3 never really had a good story. New Vegas is the best story, IMO.
Title: Re: Fallout: New Vegas
Post by: Angel Of Death on April 22, 2011, 08:34:19 pm
Should I kill the BoS or negotiate with them?
Title: Re: Fallout: New Vegas
Post by: kilakan on April 22, 2011, 08:34:53 pm
kill they are tratorious bastards.
Title: Re: Fallout: New Vegas
Post by: Angel Of Death on April 22, 2011, 08:36:17 pm
kill they are tratorious bastards.
Why?

They kick the NCR's arse.
Title: Re: Fallout: New Vegas
Post by: Bdthemag on April 22, 2011, 08:38:10 pm
Negotiate with them, just to piss off the NCR.
Title: Re: Fallout: New Vegas
Post by: Ochita on April 22, 2011, 09:17:58 pm
When you ask for advice on a faction. You're doing it wrong. Let what you want to do free.
Title: Re: Fallout: New Vegas
Post by: Sergius on April 23, 2011, 02:40:11 pm
Should I kill the BoS or negotiate with them?

(don't click the next spoiler unless you want ending spoilers)

Spoiler (click to show/hide)
Title: Re: Fallout: New Vegas
Post by: Virtz on April 23, 2011, 03:08:13 pm
Should I kill the BoS or negotiate with them?

(don't click the next spoiler unless you want ending spoilers)

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Title: Re: Fallout: New Vegas
Post by: Rakonas on April 23, 2011, 03:25:27 pm
Should I kill the BoS or negotiate with them?

(don't click the next spoiler unless you want ending spoilers)

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Title: Re: Fallout: New Vegas
Post by: Astral on April 23, 2011, 06:36:53 pm
New DLC is supposedly coming out soon... can't come soon enough.
Title: Re: Fallout: New Vegas
Post by: Jacob/Lee on April 23, 2011, 07:08:14 pm
The goofy looking retro alternate history style of this game and F3 made me become less inclined to buy it. Until I learned that Bethesda was part of it.

Alas, after playing so much F3 I just didn't really get into NV, all I did was mess around with the Settlers mod. It just looks the same to me.
Title: Re: Fallout: New Vegas
Post by: Astral on April 23, 2011, 07:18:57 pm
It just looks the same to me.

It *looks* the same, because it uses the same engine. It definitely doesn't play or feel the same; hell, even the story and how it unfolds seems a hundred times better. Black Isle/Obsidian really put some work into having their old charm with it.

At least, that's my opinion. After playing NV I never looked back to 3.
Title: Re: Fallout: New Vegas
Post by: Rakonas on April 23, 2011, 07:27:57 pm
The goofy looking retro alternate history style of this game and F3 made me become less inclined to buy it.
Less inclined? The hell am I reading?
Title: Re: Fallout: New Vegas
Post by: Grakelin on April 23, 2011, 09:43:00 pm
Until I learned that Bethesda was part of it.

More inclined? The hell am I reading?
Title: Re: Fallout: New Vegas
Post by: Acanthus117 on April 23, 2011, 10:45:46 pm
Until I learned that Bethesda was part of it.

More inclined? The hell am I reading?
Same here. I must've came or summat when I learned that the old guys were the one making it.

Honestly, the idea of F3's plot (a struggle over something so fucking basic like water) seems like a good idea, but Beth's writers... not so much.
Title: Re: Fallout: New Vegas
Post by: Angel Of Death on April 23, 2011, 10:47:13 pm
I really don't understand Fallout 3's plot.

Why are people fighting over water when it's fucking EVERYWHERE in the game? And there's enough radaway to get them by for another million years.
Title: Re: Fallout: New Vegas
Post by: Ninteen45 on April 23, 2011, 11:27:11 pm
I really don't understand Fallout 3's plot.

Why are people fighting over water when it's fucking EVERYWHERE in the game? And there's enough radaway to get them by for another million years.

Some sort of optimism crap.

The glass is half empty and it's radioactive.

Problem, dad?
Title: Re: Fallout: New Vegas
Post by: Bdthemag on April 24, 2011, 01:23:30 am
I personally like NV better then FO3, FO3 was pretty black and white choices while NV had more neutral choices.
Title: Re: Fallout: New Vegas
Post by: Acanthus117 on April 24, 2011, 01:27:00 am
I really don't understand Fallout 3's plot.

Why are people fighting over water when it's fucking EVERYWHERE in the game? And there's enough radaway to get them by for another million years.
Well, not everyone can get to said Rad-Away, and besides, they're thinking of restarting civilization again.

To do that, you need a steady supply of food that won't fuck you six ways to motherfucking Sunday. Clean water is a very important goal if you want to even consider that.

I mean, I don't think any crops'll grow well if they have fucked up water and shit.
Title: Re: Fallout: New Vegas
Post by: Rakonas on April 24, 2011, 02:02:47 am
I really don't understand Fallout 3's plot.

Why are people fighting over water when it's fucking EVERYWHERE in the game? And there's enough radaway to get them by for another million years.
Well, not everyone can get to said Rad-Away, and besides, they're thinking of restarting civilization again.

To do that, you need a steady supply of food that won't fuck you six ways to motherfucking Sunday. Clean water is a very important goal if you want to even consider that.

I mean, I don't think any crops'll grow well if they have fucked up water and shit.
Realistically, the soil should retain radiation far longer than the water. Of course, with radiation that gives you immortality while deforming you horribly I guess that's not the point.
Title: Re: Fallout: New Vegas
Post by: Acanthus117 on April 24, 2011, 02:05:03 am
Anyways, the idea of the Fallout 3 plot is good. It's just that Beth's writers fucked it up.

I would have loved to see Black Isle/Obsidian's take on it, though.
Title: Re: Fallout: New Vegas
Post by: Virtz on April 24, 2011, 05:49:54 am
FO3's plot is a half-assed combination of FO1 (water and supermutants) and FO2 (Enclave and GECK) plots with some minor tidbits thrown in. And by half-assed I mean it's so full of holes it's inane. It's there just to try and convince fans that this is still Fallout.

The closest you'll get to Black Isle's FO3 is New Vegas, as certain elements are borrowed from the Van Buren design documents.
Title: Re: Fallout: New Vegas
Post by: Ninteen45 on April 24, 2011, 06:38:45 am
I mean, I don't think any crops'll grow well if they have fucked up water and shit.

Stop giving arguments! Fallout 3 was bad! Why can't people online agree with me!!!!!


Guys. New thread. Now.
Title: Re: Fallout: New Vegas
Post by: Ampersand on April 24, 2011, 07:40:27 am
The problem is that they are first person shooters that want to be RPGs. When it tries to be an RPG, the populations are sparse and the world seems empty and filled with cardboard cutouts, and when it tries to be a shooter, the mechanics fall flat, such as shooting through people at close range, or having to shoot people five thousand times in the face to kill them.

Caesar and his Praetorian Guards, once stood there, while I unloaded what seemed like hundreds of armor piercing rounds out of 'This Machine' directly into their heads. They are armed in football gear. Caesar isn't even wearing a helmet.

I guess what I mean is, the shooting behaves like Borderlands when it wants to be like Gears of War, and the RPG elements are like, well, Oblivion, when it wants to be like Fallout 2.

Damn, though, do I love the game.

But seriously, don't get the DLC. This first one, Dead Money, especially. It adds absolutely nothing of value to the story arch, to the setting. Hell, even to your armory. The whole thing can be summed up roughly as a Ten Dollar Big Lipped Alligator Moment. You go in, you do the thing, you leave, thinking, 'Well, that happened', and none of it matters. This is not Broken Steel, or The Pitt, or Mothership Zeta. Hell, this isn't even Operation Anchorage. It's a package of ten dollar nothing.
Title: Re: Fallout: New Vegas
Post by: Dutchling on April 24, 2011, 07:42:05 am
Does anyone know if it is even possible to piss the California guys off? I've killed one of their camps for the Legion, I've killed the camp in the southwest, I've killed the guys protecting the metro...
I even sniped three guards + a dog guarding a solar plant and when I ran to their leader with my machete she greeted me  ::)
Title: Re: Fallout: New Vegas
Post by: Angel Of Death on April 24, 2011, 07:47:37 am
The NCR? Yeah. I once had hitmen onto me.

Also, I was once hated by them.
Title: Re: Fallout: New Vegas
Post by: Ampersand on April 24, 2011, 07:48:47 am
Once you have a platinum chip, but before you do platinum chip related missions, you are basically immune to infamy related things from either the NCR, or the Legion. They want the chip, and are willing to ignore everything you do until you commit the chip to a faction.
Title: Re: Fallout: New Vegas
Post by: Angel Of Death on April 24, 2011, 07:51:06 am
Really? Because when I had the chip, I was shunned by the Legion.

That was after killing heaps of them and eating their corpses, of course.
Title: Re: Fallout: New Vegas
Post by: Dutchling on April 24, 2011, 07:51:26 am
Yeah they also send two hitmen but after telling them that I didn't want another 'chance' but I just wanted to kill them they walked away saying I better stop being a pain in the ass (might not be literally what they said, it was a while ago).
I shit them in the back and killed them...

Also, how do you get to the tower with all the artillery? I found the train tunnel but even when leaving the tunnel while sneaking with a stealth-boy the bomb me to heaven immediately :S

FAKEEDIT: I gave the chip to the Ceaser guy and I killed dr House.

REALEDIT: I also killed a Legion centurion to get his fancy suit and after fast traveling away and back the Legion didn't care anymore...
Title: Re: Fallout: New Vegas
Post by: Angel Of Death on April 24, 2011, 07:53:57 am
Did the fancy Legion dude have a Machete Gladius?

They're pretty cool weapons.
Title: Re: Fallout: New Vegas
Post by: Dutchling on April 24, 2011, 07:55:31 am
I use the Machette I got from destroying a California outpost

EDIT: does nonody know how to get to the artillery tower in one piece?
Title: Re: Fallout: New Vegas
Post by: Angel Of Death on April 24, 2011, 07:56:12 am
I use the Machette I got from destroying a California outpost
What's that one?

Also, NCR elite guards have KICK ARSE armour.
Title: Re: Fallout: New Vegas
Post by: Dutchling on April 24, 2011, 08:01:59 am
Ehh, its in the top left corner, north east of Vegas. There is a black dude saying you shouldn't cross. If you do guys from a tower will fire artillery to you which is basically a very buffed up missile. They cannot be dodged and neither does sneaking or stealth boys help. The black guy wants to make a bet with you if you get there and you also need to get there for Ceasar. The betting guy tell you there is a train tunnel leading you there but if you go in there and manage to not get killed by the ghouls and the mines you'll get bomber if you leave the other end...

I need to get there for the Legion, for the Brotherhood of Steel and maybe for another faction but I'm not sure.
Title: Re: Fallout: New Vegas
Post by: Angel Of Death on April 24, 2011, 08:03:35 am
Ehh, its in the top left corner, north east of Vegas. There is a black dude saying you shouldn't cross. If you do guys from a tower will fire artillery to you which is basically a very buffed up missile. They cannot be dodged and neither does sneaking or stealth boys help. The black guy wants to make a bet with you if you get there and you also need to get there for Ceasar. The betting guy tell you there is a train tunnel leading you there but if you go in there and manage to not get killed by the ghouls and the mines you'll get bomber if you leave the other end...

I need to get there for the Legion, for the Brotherhood of Steel and maybe for another faction but I'm not sure.
That's not a tower. It's an air-base controlled by the Boomers.
Title: Re: Fallout: New Vegas
Post by: Virtz on April 24, 2011, 08:05:24 am
Ehh, its in the top left corner, north east of Vegas. There is a black dude saying you shouldn't cross. If you do guys from a tower will fire artillery to you which is basically a very buffed up missile. They cannot be dodged and neither does sneaking or stealth boys help. The black guy wants to make a bet with you if you get there and you also need to get there for Ceasar. The betting guy tell you there is a train tunnel leading you there but if you go in there and manage to not get killed by the ghouls and the mines you'll get bomber if you leave the other end...

I need to get there for the Legion, for the Brotherhood of Steel and maybe for another faction but I'm not sure.
The Boomers? I got through to them by running from ruin to ruin, moving along the left. A bit of trial and error finding the places that actually provide cover, but I managed.
Title: Re: Fallout: New Vegas
Post by: Dutchling on April 24, 2011, 08:06:06 am
I'll try again than
Title: Re: Fallout: New Vegas
Post by: Angel Of Death on April 24, 2011, 08:09:57 am
Does anyone else find killing people for the purpose of eating them on this game fun?
Title: Re: Fallout: New Vegas
Post by: Dutchling on April 24, 2011, 08:12:12 am
what about killing women so you can give their dress to your companion>
And about the boombers base, where are the ruins you speak off? If I walk two meters further than where the black dude is they start bombing me...
Title: Re: Fallout: New Vegas
Post by: Angel Of Death on April 24, 2011, 08:14:29 am
The ruins are destroyed houses scattered around the place.
Title: Re: Fallout: New Vegas
Post by: Dutchling on April 24, 2011, 08:18:13 am
Yeah I see them now. There is no way to get there though. I get bombed before I get near them...
I see if I can make it while going via the tunnel
Title: Re: Fallout: New Vegas
Post by: Angel Of Death on April 24, 2011, 08:19:29 am
Yeah I see them now. There is no way to get there though. I get bombed before I get near them...
I see if I can make it while going via the tunnel
Than you're not seeing the right ones.
Title: Re: Fallout: New Vegas
Post by: Virtz on April 24, 2011, 08:23:57 am
what about killing women so you can give their dress to your companion>
And about the boombers base, where are the ruins you speak off? If I walk two meters further than where the black dude is they start bombing me...
I think you have to time it right. There's a bombed out town further up the road. The buildings provide just enough cover when standing next to a wall. They're bombarding you from the North-West, so you have to stand to block it from there. Somehow I managed to get there.
Title: Re: Fallout: New Vegas
Post by: Dutchling on April 24, 2011, 08:25:39 am
I think the bombs in your game didn't do area effect damage :P

EDIT: I tried the cover thing, didn't work becasue they shoot with an arc. I'll see if there a cheat to make me fly now
Title: Re: Fallout: New Vegas
Post by: Virtz on April 24, 2011, 08:31:09 am
I think the bombs in your game didn't do area effect damage :P
They did, just not from behind a wall. And the Boomers seemed to shoot so "accurately" the bombs always hit the wall in front of me. Maybe try some speed enhancing drugs to get there?
Title: Re: Fallout: New Vegas
Post by: Dutchling on April 24, 2011, 08:36:15 am
I used god mode to get there; the first time ever I cheated and hopefully the last time.
Now i'm there and they call me a savage and ask me to help them >.>

They are all going to die in a horrible way...
Title: Re: Fallout: New Vegas
Post by: Saint on April 24, 2011, 08:37:45 am
All I wanted to do was explore the ruins and they bombed me. I didn't even know they were there.
Title: Re: Fallout: New Vegas
Post by: Angel Of Death on April 24, 2011, 08:43:13 am
I managed to get there with some Med-x.
Title: Re: Fallout: New Vegas
Post by: Dutchling on April 24, 2011, 08:47:36 am
he he he. That was hilarious.
I entered their mess hall or something like that and suddenly I was surrounded by 20 guys with leaden pipes.
I killed them all with my sniper rifle while they kept trying to hit me :P

EDIT: Why am I unable to tear the boom children apart with a grenade launcher?

EDIT: The machete doesn't work either :( I'm sad...
Title: Re: Fallout: New Vegas
Post by: Angel Of Death on April 24, 2011, 09:22:03 am
You can't kill kids in Fallout NV or 3.
Title: Re: Fallout: New Vegas
Post by: Dutchling on April 24, 2011, 09:30:11 am
Oh, that explains a lot :P

Title: Re: Fallout: New Vegas
Post by: kilakan on April 24, 2011, 09:40:10 am
You can't kill kids in Fallout NV or 3.
You can kill children in 3, there's actually a half dozen places where you can, but you can't just attack them you need them to kill themselves basically.  For instance there's a slaver city with a bunch of kids and you can convince them to run for it, causeing all their heads to explode.
Title: Re: Fallout: New Vegas
Post by: Bdthemag on April 24, 2011, 05:40:49 pm
I got through the Boomers on my first try, just ran straight for the wall with alot of Med-X on hand.
Title: Re: Fallout: New Vegas
Post by: Astral on April 24, 2011, 05:56:45 pm
I got through the Boomers on my first try, just ran straight for the wall with alot of Med-X on hand.
This.

And there are mods that let you kill kids, restoring what is (in my opinion) lost functionality due to how politically correct even violent video games must be in this day and age. Otherwise it would be considered a child murder simulator.
Title: Re: Fallout: New Vegas
Post by: Burnt Pies on April 24, 2011, 05:58:25 pm
I got through the Boomers on my first try, just ran straight for the wall with alot of Med-X on hand.

I got through on my 7th, having tried sneaking, going through the tunnel, and going from ruin to ruin. I just got about 5 doses of Turbo and sprinted my way there.
Title: Re: Fallout: New Vegas
Post by: Saint on April 24, 2011, 06:09:28 pm
I slaughtered a whole legion camp then threw their bodies into a very large non escapable pit with a queen radscorpions in it and resurrected them to fight the scorpions for my enjoyment. Thank you console commands.
Title: Re: Fallout: New Vegas
Post by: Angel Of Death on April 24, 2011, 06:14:22 pm
Should I go to the Legion island to kill Caeser?
Title: Re: Fallout: New Vegas
Post by: Burnt Pies on April 24, 2011, 06:31:16 pm
It's quite fun, but there are guys in there with Ballistic Fists (100 Unarmed weapon) that hit like a truck. I tried at level 16 with decent Small Guns, and only won by exploiting the AI's inability to jump.
Title: Re: Fallout: New Vegas
Post by: Shadowlord on April 24, 2011, 07:35:24 pm
It's entirely possible to dodge their artillery fire. I ran up to their gate while zig-zagging to throw off their aim, IIRC, and only had to heal myself a couple times on the way there due to a few lucky shots that landed near me.

It was months ago, so I don't know if I used any chems to boost my damage resistance or speed, but I don't think so. They were quite shocked that I made it, but allowed me to come inside once I had gotten there.
Title: Re: Fallout: New Vegas
Post by: Sergius on April 24, 2011, 07:38:04 pm
I tried a few times, then read a walkthrough and found out exactly which 3 buildings you had to hide in. You have exactly enough time to run between those during the time they're reloading. After that it's a no brainer (it's still not exact, but basically, the key feature of those buildings is that they have a ceiling (or a piece of a ceiling).
Title: Re: Fallout: New Vegas
Post by: Astral on April 24, 2011, 07:44:32 pm
Should I go to the Legion island to kill Caeser?
Spoiler (click to show/hide)
Title: Re: Fallout: New Vegas
Post by: Rakonas on April 24, 2011, 07:49:44 pm
I slaughtered a whole legion camp then threw their bodies into a very large non escapable pit with a queen radscorpions in it and resurrected them to fight the scorpions for my enjoyment. Thank you console commands.
One playthrough I decided to attempt to epitomize the legion. I nabbed Centurion armor and the Gladius by handing that guy near the river in his office a stick of dynamite, then walked over to the NCR camp outside new vegas. I ate and killed hundreds of soldiers before reaching level 5. It was insanely difficult and insanely fun.
Title: Re: Fallout: New Vegas
Post by: Acanthus117 on April 25, 2011, 07:51:25 pm
I'm loving the YCS/186.

Kickass weapon for a kickass game.
Title: Re: Fallout: New Vegas
Post by: Angel Of Death on April 25, 2011, 07:56:33 pm
What's the YCS?

Is it a plasma rifle?
Title: Re: Fallout: New Vegas
Post by: Acanthus117 on April 25, 2011, 07:59:36 pm
Nope, nope, it's a unique Gauss Rifle. One of the best weapons in the game, especially for snipers.

You can find it in a Mercenary camp east of Brooks Tumbleweed Ranch.
Title: Re: Fallout: New Vegas
Post by: Rakonas on April 25, 2011, 08:00:05 pm
What's the YCS?

Is it a plasma rifle?
Gauss Rifle. It's like normal gauss rifles except better.
Title: Re: Fallout: New Vegas
Post by: Acanthus117 on April 25, 2011, 08:01:33 pm
Better watch out though, it'll be used by this one guy and he doesn't like people like us very much.

I suggest sniping him from far away with a silenced weapon and stuff.

Or break out the Heavy Incinerators, if need be.
Title: Re: Fallout: New Vegas
Post by: Angel Of Death on April 25, 2011, 08:02:14 pm
I *LOVE* gauss rifles!

Is it as hardcore as the gauss rifle on Fallout 3?
Title: Re: Fallout: New Vegas
Post by: Acanthus117 on April 25, 2011, 08:02:44 pm
I *LOVE* gauss rifles!

Is it as hardcore as the gauss rifle on Fallout 3?
HARDCORE-ER
Title: Re: Fallout: New Vegas
Post by: Burnt Pies on April 25, 2011, 08:34:47 pm
Doesn't spawn if you went for the Wild Wasteland trait, though. You get the Alien Blaster instead.
Title: Re: Fallout: New Vegas
Post by: Acanthus117 on April 25, 2011, 08:37:19 pm
The Alien pistol is horribad compared to the YCS.

I mean, you only get like ~20 shots, and then it's nothing more than a really expensive paperweight, while the YCS uses ammo that's common as fuck.
Title: Re: Fallout: New Vegas
Post by: Angel Of Death on April 25, 2011, 09:05:28 pm
The Alien Pistol should have had the power of a mini nuke if it only has 20 shots.
Title: Re: Fallout: New Vegas
Post by: Rakonas on April 25, 2011, 09:42:53 pm
The Alien Pistol should have had the power of a mini nuke if it only has 20 shots.
It pretty much does, but the YCS can already kill most things in only a few shots.
Title: Re: Fallout: New Vegas
Post by: PTTG?? on April 26, 2011, 10:08:51 am
I modded the game to make the alien have the YCS instead. Now I can have the best of both bizarre worlds.
Title: Re: Fallout: New Vegas
Post by: Astral on April 26, 2011, 12:01:36 pm
DLC still isn't out, but the newest patch is. Also been finding new mods to toy with, including:

More Perks [of course, with FOOK's option set to have a perk every level... tired of my full melee geared character having absolutely nothing to rank in other than stats and +XP]
RTS (Real Time Settler) [looks interesting; RTS mechanics in my RPG? Woot!]
Warzones [always felt that the running inbetween major cities felt fairly bare; this adds a whole lot more !!FUN!!]
Project Nevada [Using both the core and cybernetic modules; bullet time using AP, a grenade hotkey, and various other enhancements should make combat a bit more interesting, especially with a melee character being able to sprint up to someone and bash their head in, rather than simply running at a brisk jog]

Those are just the newer ones. Other mods I still use are as follows:
New FPS: Realistic Health Medium module [reduces health across the board for most enemies; having to waste two clips on a raider, let alone ten on a Deathclaw, got annoying after a while]
Realistic Headshots [perfect for my sniper character, and makes them deadly for you as well. May tweak it a bit myself, because it hasn't been updated in a while, so that full power armor'd enemies won't die to a .44 magnum round to the braincase, but it is fairly realistic...]
True Threshold [makes armor worth something; full power armor won't budge to small arms fire, making you more or less invincible against lesser enemies with a bit of DT. Otherwise you would still take 20% damage from whatever weapon they were using. Makes the minigun fairly useless though, but I rarely use heavy weapons as it is]
Title: Re: Fallout: New Vegas
Post by: kilakan on April 26, 2011, 07:19:31 pm
Haha gotta say I love the Warzones and Realistic headshots mods.  Warzones is by far the best mod I have ever had, journy to the south-south-west one bast camp nevada?  The city one, it's excellent, just DO NOT PISS OFF THE ROBOTS with headshots on.  Gatling lasers+overpowered headshots=3 hit death.
Title: Re: Fallout: New Vegas
Post by: Astral on April 27, 2011, 07:11:22 am
I just had a run in with 2 giant radscorpions, 3 normals, and 3 little ones, right outside of Goodsprings (near the Yangtze memorial; I went into the shack, came outside, and boom, there they were). Ran over to the grave with decent loot, got an Incinerator, and proceeded to roast the little ones... but ended up getting gangbanged by the two giants before crashing. Need to work on my mods playing nicely...
Title: Re: Fallout: New Vegas
Post by: Dutchling on April 27, 2011, 10:01:17 am
I just entered the BOS bunker and I saw a guy with a gauss rifle. I haven't played for a while (before the Boomer experience I did not play for like ayear on this save so I didn't know I had a better version of that weapon) so I started attacking the BOS guard with my machete and he dropped the weapon >.>
They didn't turn hostile so I tried it with the other guard too, turned out he does get hostile and he attacks me. Than Veronica (a BOS sidekick) kicks him and 2 other guards to death ans than severed he head of the leader guy. The rest of the bunker was still friendly though. I quicksaved and tried to murder them anyway but Veronica suddenly turned hostile at me for attacking the BOS. After killing 4 of them herself >.>

Better watch out though, it'll be used by this one guy and he doesn't like people like us very much.

I suggest sniping him from far away with a silenced weapon and stuff.

Or break out the Heavy Incinerators, if need be.
I got that weapon by accident once, when I was wandering around with Veronica. She punched them all to death before I could even think about drawing my weapon >.>
Title: Re: Fallout: New Vegas
Post by: Asehujiko on April 27, 2011, 02:11:44 pm
Is there any point to lever guns after the patch? They always use more rare ammo then the bolt action rifles(.357 vs 5.56, .44 vs .308 and 45-70 vs .50), their sight are terribad, they don't accept silencers and they no longer shoot so fast or have as low vats cost.
Title: Re: Fallout: New Vegas
Post by: Sergius on April 27, 2011, 04:52:40 pm
Is there any point to lever guns after the patch? They always use more rare ammo then the bolt action rifles(.357 vs 5.56, .44 vs .308 and 45-70 vs .50), their sight are terribad, they don't accept silencers and they no longer shoot so fast or have as low vats cost.

The only point would be if you had the Cowboy perk, I guess. Dunno if that makes up for all that.
Title: Re: Fallout: New Vegas
Post by: V-Norrec on April 27, 2011, 05:09:37 pm
Lever guns look cooler yo.

Also I know I'm pretty late to this party, but overall I actually liked Fallout 3 more than Fallout New Vegas (though I like both a lot).

The ultimate selling point for me was enemy variety, and "dungeons".  I feel like the dungeons in Fallout 3 were designed better each with it's own little story.  While Fallout New Vegas TRIED to keep that, it fell flat on it's face so often.  A perfect example is right in the starting area.  In Fallout 3 you had the school that raiders were using to try and burrow underneath Megaton until they hit giant ants.  Those were serious enemies at the level you were facing them, but ultimately beatable, and it certainly felt good to to have cleared everything out of there right after leaving the Vault.

In Fallout New Vegas, you have a school. . . with a few Giant Mantises (manti?).  Those enemies are such a joke I run up to them with my broad machete and one shot them.  Then I get my one chest of mediocre loot.  OK, so the starting area is a bit silly, let's fast-forward to Primm.  You invade a hotel that's held by convicts who have broken off from the main group of Powder Gangers.  OK, most of them aren't that bad, OMG THE LEADER HAS A FRIKKIN' INCINERATOR!!!  As a melee-centric character, I can say this encounter is pretty damn hard (almost impossible) without switchin' over to guns, and I really don't like to do that, or eatin' the med-x and stimpacks like a mo' fo'.  Other than that it's pretty easy, get a nice number of guns, armor is pretty lacking, but what are you going to do?

Ultimately, that's the selling point for me.  The dungeon type areas in Fallout 3 are of much higher quality than Fallout:  New Vegas.  I'll admit the overworld  in NV is better, the radio is better in NV, the characterization of companions is better.  ((I never actually used companions in Fallout 3, just never cared enough))  If it wasn't for the boring enemy variety and dungeons (I also liked the feat/skills and crafting better in FO3, but not enough to make a big deal out out of it) it'd be better all around.  For me though, those issues alone push FO3 on top.
Title: Re: Fallout: New Vegas
Post by: Sergius on April 27, 2011, 07:05:39 pm
I'm considering making a remake of Wasteland in the New Vegas engine, problem is Wasteland's overland map is about the size of half of 3 states put together...

How can you walk from one end to the other in an hour I'll never know.
Title: Re: Fallout: New Vegas
Post by: Rakonas on April 27, 2011, 07:47:24 pm
Where are you supposed to download the 1.3 patch?
Title: Re: Fallout: New Vegas
Post by: Acanthus117 on April 27, 2011, 07:57:07 pm
I'm considering making a remake of Wasteland in the New Vegas engine, problem is Wasteland's overland map is about the size of half of 3 states put together...

How can you walk from one end to the other in an hour I'll never know.

That sounds awesome.

Also, I'm loving Weapon Mods Extended (WMX, not WME). It's made by the same guy who made the weapon mod kits mod in FO3.

I like his take on the mods better than vanilla, IMHO.
Title: Re: Fallout: New Vegas
Post by: Ampersand on April 27, 2011, 09:00:35 pm
Where are you supposed to download the 1.3 patch?

It downloads automagically through steam, or Xbox live. If you've got the PS3 version, you're probably SOL until PSN is working right.
Title: Re: Fallout: New Vegas
Post by: Shadowlord on April 28, 2011, 05:21:36 am
OK, so the starting area is a bit silly, let's fast-forward to Primm.  You invade a hotel that's held by convicts who have broken off from the main group of Powder Gangers.  OK, most of them aren't that bad, OMG THE LEADER HAS A FRIKKIN' INCINERATOR!!!  As a melee-centric character, I can say this encounter is pretty damn hard (almost impossible) without switchin' over to guns, and I really don't like to do that, or eatin' the med-x and stimpacks like a mo' fo'.  Other than that it's pretty easy, get a nice number of guns, armor is pretty lacking, but what are you going to do?

I made a character in Fallout 3 that was almost impervious to harm even in the very beginning of the game without armor, and went around punching people to death while shrugging off point-blank bullets and the like. After going through the entire Vault punching everyone hostile to death while ignoring their bullets (and carrying all of the armor, helmets, and guns out with me), I proceeded to walk up to super mutants and punch them in the face. Guess what? It's Super Effective. Works better than shooting them, and their attacks just glanced off my characters' innate Made of Ironness. This was all due to min-maxing my stats and using Perception as a dump stat (it was at 1 or something). I had int at 10, and str and end at 9 or 10 each, making the character both super-strong and super-tough.

My experience in New Vegas was that this doesn't work as well. I'd surmise that it was because the weapons and creatures were designed for the Damage Threshold system, and that endurance doesn't give you any DT. Running around with high HP due to high endurance, and expecting to be able to face tougher enemies than normal or punch everyone to death, presumably doesn't work like it did in Fallout 3 because the weapons are effectively far more powerful against anyone wearing inadequate or no armor, and useless against anyone wearing armor that is too strong for the weapon to get through. Your max HP is still important for determining how long you can last in a fight, but making it 3 times higher than normal generally won't let you win an unwinnable fight anymore (or leave the starting city and go punch Deathclaws to death for the lulz).

Note: I haven't played it with the new patch yet. Steam installed it the other day, but I actually started playing Morrowind again. I just stabbed a cliff racer to death with a spear while levitating, chasing it through the air as it tried to flee. Mwah-ha-ha.
Title: Re: Fallout: New Vegas
Post by: Dutchling on April 28, 2011, 12:02:54 pm
I haven o idea if New Vegas is actually hard or not, because whatever enemy I fight is instagibbed by Veronica's powerfist...
This is probably the only game I know where your sidekick is a megaton better that yourself :|

I do agree with Norrec about the dungeons. There is an NCR doctor quest where you need to get into a Vault to find some agricultural wonders or something like that. The cault is filled with green and as you later discover, giant insects and greenpeace zombies. Well... ''filled''. I think I've encountered maybe 3 of the hippie zombies in my +- 40 minutes search in the stupid vault. It wasn't a large vault however, it was just a friggin annoying vault where it was unpossible to know what you actually had to do in order to get to the pointer... Just give me a game like Morrowind where you actually know what to do
Title: Re: Fallout: New Vegas
Post by: Ampersand on April 28, 2011, 12:13:13 pm
You should try playing with Boone.

1. Confronted by a swarm of Legion Assassins.

2. Oshit, start shooting wildly straight into one of their faces until it dies.

3. Notice all the other seven enemies no longer have heads in the time it took you to take one of them down.
4. Boone is five feet away, staring at you: ಠ_ಠ

I took Boone to fight Deathclaws. Same thing.

Anyway, I've started playing with the nVamp mod in New Vegas. Crashes even more often, but the mod is pretty awesome.
Title: Re: Fallout: New Vegas
Post by: dragonshardz on April 28, 2011, 12:52:07 pm
I just decided to delete and reinstall New Vegas rather than deal with juggling compatibility for my mods - the majority of them were for the previous version, and I didn't feel like doing all the troubleshooting to fix them if they didn't like 1.3.
Title: Re: Fallout: New Vegas
Post by: Domenique on April 28, 2011, 02:23:22 pm
You should try playing with Boone.

1. Confronted by a swarm of Legion Assassins.

2. Oshit, start shooting wildly straight into one of their faces until it dies.

3. Notice all the other seven enemies no longer have heads in the time it took you to take one of them down.
4. Boone is five feet away, staring at you: ಠ_ಠ

I took Boone to fight Deathclaws. Same thing.

Anyway, I've started playing with the nVamp mod in New Vegas. Crashes even more often, but the mod is pretty awesome.

What kind of difficulty you are playing, or maybe your weapon is shit of piece? I once fought about 10 deathclaws with boone, boy, we both saved each other's hides there. Much more interesting when you play hardcore with no saving without quiting, gives every fight an emotion. I love new vegas.
Title: Re: Fallout: New Vegas
Post by: PTTG?? on April 28, 2011, 02:29:53 pm
That's Hardcore Iron Man. I miss Iron Man mode.
Title: Re: Fallout: New Vegas
Post by: Frajic on April 28, 2011, 02:35:49 pm
You should try playing with Boone.

1. Confronted by a swarm of Legion Assassins.

2. Oshit, start shooting wildly straight into one of their faces until it dies.

3. Notice all the other seven enemies no longer have heads in the time it took you to take one of them down.
4. Boone is five feet away, staring at you: ಠ_ಠ

I took Boone to fight Deathclaws. Same thing.

Anyway, I've started playing with the nVamp mod in New Vegas. Crashes even more often, but the mod is pretty awesome.

What kind of difficulty you are playing, or maybe your weapon is shit of piece? I once fought about 10 deathclaws with boone, boy, we both saved each other's hides there. Much more interesting when you play hardcore with no saving without quiting, gives every fight an emotion. I love new vegas.
I went fighting a couple of radscorpions and a couple of cazadors. Boone was slaughtered.

Then again, I was only level 7 and was playing on hard...
Title: Re: Fallout: New Vegas
Post by: Domenique on April 28, 2011, 02:37:10 pm
That's Hardcore Iron Man. I miss Iron Man mode.

Yes, gimme a game in 00's that has that mode... I can count 2: Warlords Battlecry 3 and Titan Quest.

I went fighting a couple of radscorpions and a couple of cazadors. Boone was slaughtered.

Then again, I was only level 7 and was playing on hard...

You're a crappy wingman, mate.
Title: Re: Fallout: New Vegas
Post by: Angel Of Death on April 28, 2011, 02:39:04 pm
Boone's awesome but he WILL die if he is confronted by an adult cazador.


It'll just fly up to him before he can get a shot and sting the living fuck out of him
Title: Re: Fallout: New Vegas
Post by: PTTG?? on April 28, 2011, 02:52:50 pm
That's Hardcore Iron Man. I miss Iron Man mode.
Yes, gimme a game in 00's that has that mode... I can count 2: Warlords Battlecry 3 and Titan Quest.

I can think of two others... Dwarf Fortress and Windows Registry Editor. I mean, technically, they're both sequels...
Title: Re: Fallout: New Vegas
Post by: Angel Of Death on April 28, 2011, 03:30:14 pm
DAMN IT!

The game keeps on crashing in Camp McCarran!
Title: Re: Fallout: New Vegas
Post by: Astral on April 28, 2011, 06:10:28 pm
DAMN IT!

The game keeps on crashing in Camp McCarran!
Any mods installed? May be an incompatibility with the new patch.
Title: Re: Fallout: New Vegas
Post by: Acanthus117 on April 28, 2011, 08:40:20 pm
I must say that I love the bottled water mod.

If only there was one that gave you tin cans and shit when you eat canned goods (or a lunchbox when you eat a Caravan Lunch). It's not like you just shove the whole damn can down your throat, amirite?
Title: Re: Fallout: New Vegas
Post by: Angel Of Death on April 28, 2011, 08:41:54 pm
DAMN IT!

The game keeps on crashing in Camp McCarran!
Any mods installed? May be an incompatibility with the new patch.
Nope. No mods.


If only there was one that gave you tin cans and shit when you eat canned goods (or a lunchbox when you eat a Caravan Lunch). It's not like you just shove the whole damn can down your throat, amirite?
Wait, you don't shove the cans down your throat?
Title: Re: Fallout: New Vegas
Post by: Acanthus117 on April 28, 2011, 08:45:49 pm
Well, excuse me for wanting a little more common sense in game. XD
Title: Re: Fallout: New Vegas
Post by: Bdthemag on April 28, 2011, 09:34:30 pm
I don't know about you guy's but everytime im finished with a canned item I shove it down my throat.
Title: Re: Fallout: New Vegas
Post by: dragonshardz on April 29, 2011, 12:33:11 am
So anyone remember my issues with the intro video in this game? Well, they're still there. I downloaded the Bink video player and played the video through it, and it ran just fine. So I'm pretty sure that there's nothing wrong with the video itself. I know that Bink video normally plays well with my system - KOTOR2 uses Bink video as well, and it's had zero issues playing cutscenes. So what the hell is it with FNV's intro video? My GoogleFu has failed me, anything I turn up about problems with the intro video has to do with crashes on playing the video, the wonky headspinning thing Dr. Whatshisname sometimes does, etc.

I'll try recording the intro video ingame with FRAPS and uploading it to YouTube to see if anyone has any ideas.
Title: Re: Fallout: New Vegas
Post by: Ampersand on April 29, 2011, 05:58:29 am
If you're having trouble with video like that playing, this can usually be resolved via downloading and installing the Combined Community Codec Pack.

http://www.cccp-project.net/

No promises that it'll be a silver bullet, but in my experience, it's resolved all video playback problems I've ever had.
Title: Re: Fallout: New Vegas
Post by: Dutchling on April 29, 2011, 08:43:29 am
Are there any other ammo selling shops besides the one in your hometown where you kill everyone and the shop with an ugly robot selling you stuff?
I've got a lot of cash but no ammo, I don't really need ammo because I have Veronica with me but it's still fun to shoot people...
Title: Re: Fallout: New Vegas
Post by: Rakonas on April 29, 2011, 09:06:14 am
Are there any other ammo selling shops besides the one in your hometown where you kill everyone and the shop with an ugly robot selling you stuff?
I've got a lot of cash but no ammo, I don't really need ammo because I have Veronica with me but it's still fun to shoot people...
Near where you met Veronica there's one, army surplus store or something.
Title: Re: Fallout: New Vegas
Post by: Dutchling on April 29, 2011, 09:44:29 am
I went there and I noticed a few things:
1. There are NCR guards
2. NCR guards are hostile to me
3. The NCR guys suddenly have power armor
4. Veronica isn't as tough as I thought
5. vista sucks

I'll try to go there again and I hope Vista won't crash again >.>
Title: Re: Fallout: New Vegas
Post by: kilakan on April 29, 2011, 11:37:58 am
I'm almost 80% sure that when you finish the boomers quest you get access to a pretty good ammo store.  And the great Khans have a ammo store there.  But ya early game really lacks ammo stores, it seems the only vendors are random merchants early on.
Title: Re: Fallout: New Vegas
Post by: Astral on April 29, 2011, 06:34:24 pm
Most towns have some sort of general merchant that has some forms of ammo. They may not always carry what you're looking for.  Gun Runners is your best bet later for, well, Guns, and the Silver Rush for Energy Weapons.

Barring that, with a bit of Luck, and the Scrounger perk that increases ammo drops from containers (I think it's a 100% increase; correct me if I'm wrong) go scavenging a bit.

Things get better later in the game. As a gun-user, my character had well 1500 (!) Microfusion Cells. Mostly because of the perk. Made me want to find the YCS/186.
Title: Re: Fallout: New Vegas
Post by: kilakan on April 29, 2011, 09:47:13 pm
anyone else find that around level 10, most enemies carry grenade rifles?  It's a real pita on hardcore mode, limping almost 24/7 now.......
Title: Re: Fallout: New Vegas
Post by: Acanthus117 on April 29, 2011, 09:49:19 pm
Pfft, just use the power of sneak crits, bro.

SNEAK CRITS EVERYWHERE
Title: Re: Fallout: New Vegas
Post by: Bdthemag on April 29, 2011, 09:49:42 pm
I really didn't meet anyone with explosives at level 10, guess it might be just your unlucky :P

Anyways whats your guys favorite character type to have? I prefer the smooth-talking scientist who knows how to fire a gun, since I use intelligence and charisma the most. I picked an extremely lucky guy who is skilled in Laser Weapons for my hardcore playthrough, the extra luck certainly make things alot more interesting.
Title: Re: Fallout: New Vegas
Post by: Angel Of Death on April 29, 2011, 09:51:49 pm
I like having a character with a maxed intelligence, slightly above average strength and some luck. I always advance on weapon skills before other skills.
Title: Re: Fallout: New Vegas
Post by: kilakan on April 29, 2011, 09:53:55 pm
I'm usually the not so talkitive, mercenary type guy.  I usually get a moderate sneak skill, high guns, barter, melee, and survival.  I end up almost always neutral, and everyone ends up either really liking me or really hating me.  I happen to get along with the legion very badly since whenever one of them says come on, jsut shoot me.  I do.  I even gunned down that guy you get to meet in nipton, so much fun with a 9mm machinegun and a hella lot of ammo.  I usually get high luck, agi, above average str, endurance, normal int, and dump stat cha.
Title: Re: Fallout: New Vegas
Post by: Angel Of Death on April 29, 2011, 09:55:34 pm
I'm usually good, then evil, then good again. I kill who and when I please.
Title: Re: Fallout: New Vegas
Post by: Mysteriousbluepuppet on April 29, 2011, 10:07:18 pm
Scientist, wih a smooth mouth and reaaaaaaaally good hands in luck game. I'm almost always a wimp with low dex, str and cons, but high speech repair and a good weapon skill.

Really, i always end up with the same char, or about. Max SCIENCE and int gives you acces to the best reward and most satisfying dialogues (Silas got his ass handed to him). I change wich weapon i use. Started mad scientist (YCS, Gauss, Plasma, etc), then ''samurai'' (shishkebab, bumper sword for the style) cowboy (sequoia and knife) kung fu(unarmed) and of course sniper. Mix up wich mercenary take depending on build (Cowboy and Raoul, for example)

Allowed me to almost complete the game 5 times. I start, reach lvl 25-28, then think of a new build and start over.
Title: Re: Fallout: New Vegas
Post by: Acanthus117 on April 29, 2011, 11:10:26 pm
Well, I usually play as the socially awkward badass gunslinger who can rob you blind and MacGyvers his way to victory. Either that or a slick ladies man who talks his way out of everything. If not, he'll FILL YOU WITH BOOLETS.

Although I do also have the bisexual charismatic stripper assassin explosives-obsessed cowgirl playthrough...
Title: Re: Fallout: New Vegas
Post by: Bdthemag on April 30, 2011, 01:29:55 am
Also, the unarmed build is so easy to play its funny.

Title: Re: Fallout: New Vegas
Post by: Rakonas on April 30, 2011, 03:28:15 am
I had tons of fun with a Mad Scientist playthrough, personally.
Title: Re: Fallout: New Vegas
Post by: Frajic on April 30, 2011, 04:06:08 am
After I finish the game I think I'll try an evil tank character(high END and STR, uses unarmed/melee). Evil because it's easier to get in range with the good guys.
Title: Re: Fallout: New Vegas
Post by: Domenique on April 30, 2011, 04:58:07 am
I'm going to make a real gentleman build, namely, James Bond.

I'm thinking of:

Tags:

Traits:
Perks:
Does anybody have any suggestions?
Title: Re: Fallout: New Vegas
Post by: Rakonas on April 30, 2011, 05:07:55 am
It might be difficult to have a good marksman with below average Per, maybe shift a point from Cha?
Title: Re: Fallout: New Vegas
Post by: Domenique on April 30, 2011, 05:34:34 am
Wait, perception affects guns, not agility?

According to the vault:
Title: Re: Fallout: New Vegas
Post by: dogstile on April 30, 2011, 08:54:20 am
Perception would make sense for a bond character I think. At least a five. I mean, he always did have a knack for noticing things
Title: Re: Fallout: New Vegas
Post by: Rakonas on April 30, 2011, 08:56:51 am
Wait, perception affects guns, not agility?

According to the vault:
  • Increased range for enemy detection.
  • Energy Weapons
  • Explosives
  • Lockpick
I was certain it had an effect on accuracy, perhaps I'm wrong though.
Title: Re: Fallout: New Vegas
Post by: Dutchling on April 30, 2011, 09:12:11 am
This game is really starting top annoy me >.>
I went to the place where I found Veronica because someone said there was someone who sells ammo. I went there earlier and I get owned by Heavy NCR guys, so this time I gave Veronica the Gauss Rifle and we killed everyone. too bad we also killed the merchants so we have no one to buy ammo from. There was also a Heavy NCR guy who was waling in the air and Veronica was walking after him and I was walking after her because I needed her to carry some crap for me... really frustrating.

Than I saw there was a caravanier place on the mini map so I went there and suddenly I had about 15 guys punching and shooting at me. Luckily they were very weak so me and Veronica killed them all but I really want to find a place to find some ammo because the Gun Runner shop is all out of ammo

So I have to Q's for you:
1. Is there another place to buy (lots of) ammo?
2. Is there a place to repair my weapons? I used to go to some friendly NCR colonel in some camp in the southwest but i killed him so that's not really an option...
Title: Re: Fallout: New Vegas
Post by: Mysteriousbluepuppet on April 30, 2011, 09:16:28 am
Reall,y if you decided to start to murder the most proeminent faction, those that have an organised army and thus ammo, you really bought this upon yourself. Think ahead next time
Title: Re: Fallout: New Vegas
Post by: Ampersand on April 30, 2011, 09:18:51 am
The answer is to find out what ammo your enemy commonly uses, and use weapons that use that ammo. That way, you can get more just by looting the bodies.
Title: Re: Fallout: New Vegas
Post by: Dutchling on April 30, 2011, 09:20:46 am
Well, at first I tried to do the NCR quests and just ignore the Legion.
But than I saw that they crucify people and I changed my mind ^^

Does anyone know if there is a way to not kill the BOS bunker and not piss of Caesar?

FAKEEDIT: Yeah, I use the light machine gun / sevice rifle and they use the ammo NCR uses (they have service rifles) but I also want ammo for my sniper rifle and I need my Light machine gun repaired.

I'll see if I can just buy a new one
Title: Re: Fallout: New Vegas
Post by: Mysteriousbluepuppet on April 30, 2011, 09:22:21 am
Any character should have jury rigging, and if you side with ceasar, bunker need to go
Title: Re: Fallout: New Vegas
Post by: Dutchling on April 30, 2011, 09:30:20 am
You know, now I think about it, maybe I should not been wearing legion armor when going to the merchants >.>
Title: Re: Fallout: New Vegas
Post by: Frajic on April 30, 2011, 10:02:25 am
Yesterday I went to Vault 11.
Spoiler (click to show/hide)
Title: Re: Fallout: New Vegas
Post by: kilakan on April 30, 2011, 10:31:46 am
um ya, legion commonly attacks merchants and caravans, that's probably why everyone hates you.  Suggestion:Even if the NCR hates you, wear their armor, most of the time they won't notice you and the merchants won't try to fuck you up.
Title: Re: Fallout: New Vegas
Post by: Sergius on May 01, 2011, 12:46:16 pm
Wait, perception affects guns, not agility?

According to the vault:
  • Increased range for enemy detection.
  • Energy Weapons
  • Explosives
  • Lockpick
I was certain it had an effect on accuracy, perhaps I'm wrong though.

Note that attributes don't "affect" things governed by skills, unless specifically in the description. What they do is give a bonus to the skill level itself, which is meaningless if you invest more points in said skill. So a 10 AGI character with 50 guns, is no different than a 1 AGI character with 1 guns, other than he gets more action points during VATS (which isn't Guns-specific).

That said, it's correct, for guns it's agility.

Quote
Perception: Energy Weapons, Lockpick, Explosives - (Also determines compass range).
Agility: Guns, Sneak - (Also determines number of action points and action point regeneration).
Title: Re: Fallout: New Vegas
Post by: kilakan on May 01, 2011, 12:48:44 pm
maybe in the older fallout's. but in New Vegas it says right on character creation, that it affects accuracy, and trust me it does.  You can't hit shit all with 1 perception.
Title: Re: Fallout: New Vegas
Post by: Dutchling on May 01, 2011, 12:57:09 pm
That's gotta be true because I have 100guns and when crouching with a sniper the gun still moves quite a bit, so I think that is because my Perception is like 6 or so.
Title: Re: Fallout: New Vegas
Post by: Domenique on May 01, 2011, 01:17:36 pm
That's gotta be true because I have 100guns and when crouching with a sniper the gun still moves quite a bit, so I think that is because my Perception is like 6 or so.

Since I was creating a 007 character, accuracy doesn't really matter, because he's accurate, but not a sniper. I left it average.
Title: Re: Fallout: New Vegas
Post by: Dutchling on May 01, 2011, 01:19:38 pm
Well, I don;t think it matters a lot because it is still very easy to snipe without 10P if you have 100guns but I just assumed that your gun wouldn't move in your hand if you have 100 guns and 10P
Title: Re: Fallout: New Vegas
Post by: Astral on May 01, 2011, 02:27:58 pm
Don't forget about the Strength requirement, especially for larger weapons. Sniper Rifle has about 6 or so, AMR has an 8, and generally harder hitting weapons will require more strength (-2 with the perk).

It mostly affects how accurate you are with those weapons, regardless of the skill rating or Perception. Energy Weapons are better for low-Strength characters because most of them have a significantly lower Strength requirement. Although, none of them are silenced, and very few act as holdout weapons. So I rarely use them unless I gear a character specifically for them.
Title: Re: Fallout: New Vegas
Post by: Shadowlord on May 01, 2011, 03:12:27 pm
You know, now I think about it, maybe I should not been wearing legion armor when going to the merchants >.>

*facepalm*
Title: Re: Fallout: New Vegas
Post by: Astral on May 02, 2011, 01:04:10 am
You know, now I think about it, maybe I should not been wearing legion armor when going to the merchants >.>

*facepalm*
I put on a Powder Ganger outfit after helping out Goodsprings with their problem once.

Didn't end too well for me.
Title: Re: Fallout: New Vegas
Post by: Dutchling on May 02, 2011, 02:41:47 am
Don't forget about the Strength requirement, especially for larger weapons. Sniper Rifle has about 6 or so, AMR has an 8, and generally harder hitting weapons will require more strength (-2 with the perk).

It mostly affects how accurate you are with those weapons, regardless of the skill rating or Perception. Energy Weapons are better for low-Strength characters because most of them have a significantly lower Strength requirement. Although, none of them are silenced, and very few act as holdout weapons. So I rarely use them unless I gear a character specifically for them.

Oh thanks for reminding me about that, the strength req. was the reason I took 6 Strength but apparently the AMR needs 8 so that's the reason it isn't as accurate is I hoped it was. What is an Anti Materiel Rifle anyway? I first thought it was an Anti Matter Rifle. What is materiel? Did they misspelled material or something?
Title: Re: Fallout: New Vegas
Post by: Acanthus117 on May 02, 2011, 02:43:32 am
Materiel is the correct spelling. IRL it's military equipment like cars or radios and stuff, so an AMR rifle is designed for anti-armor purposes and shit.

Pretty much overkill, but that's Fallout, innit?
Title: Re: Fallout: New Vegas
Post by: Blargityblarg on May 02, 2011, 02:43:59 am
Materiel is basically what's left of an army if you take away the people; tanks, supplies, radio infrastructure et cetera.

Fakeedit: NINJAS HAVE A SPECIAL PLACE IN HELL. IT'S CALLED NINJA HELL.
Title: Re: Fallout: New Vegas
Post by: Dutchling on May 02, 2011, 02:44:30 am
I prefer to use the Incendiary rounds .. that's pretty much double overkill but it works :P

EDIT: About the meaning of materiel, I thought it had something to do with the military until Chrome claimed it wasn't a word >.>
Title: Re: Fallout: New Vegas
Post by: Acanthus117 on May 02, 2011, 02:45:55 am
I love being a ninja (http://www.mspaforums.com/images/smilies/apple.gif)
Title: Re: Fallout: New Vegas
Post by: Farmerbob on May 02, 2011, 03:39:08 am
maybe in the older fallout's. but in New Vegas it says right on character creation, that it affects accuracy, and trust me it does.  You can't hit shit all with 1 perception.

I built with 9 or 10 luck and 9 or 10 perception (been a while), and sacrificed everything else equally.  Managed to squeak myself into powered armor and meet the strength requirement for the gauss rifle (I think I had to use an implant ?).  The rest is gravy.  If the dot is on the target when I pull the trigger, it dies.
Title: Re: Fallout: New Vegas
Post by: Dutchling on May 02, 2011, 04:34:27 am
I used to have Veronica as sidekick but I need to kill the BOS bunker for the almighty Caesar. Anyone knows another companion? I've seen a mechanic ghoul somewhere and a transsexual super mutant but I don't really want one of them >.>
Title: Re: Fallout: New Vegas
Post by: Angel Of Death on May 02, 2011, 04:36:11 am
You can convince Caesar that the Brotherhood pose no threat.
Title: Re: Fallout: New Vegas
Post by: Dutchling on May 02, 2011, 04:47:00 am
Ok, I'll try that than, someone else said it was impossible to do that.

EDIT: Convincing him to not destroy them? you mean convincing him to destroy me >.>
EDITEDIT: I guess I can't fail another quest of him because I also failed to make a alignment with the cannibal restaurant people.
I already killed the BOS leader a while back ago anyway, because I wanted the Gauss Rifle one of his guards was carrying. But when I tried to kill more (actually, Veronica killed them) Veronica didn't want to be my companion anymore.
EDITEDITEDIT: Where can I find boone? Afew pages back someone was worshiping his awesomeness so I guess he's pretty good
Title: Re: Fallout: New Vegas
Post by: Empty on May 02, 2011, 05:14:43 am
Ok, I'll try that than, someone else said it was impossible to do that.

EDIT: Convincing him to not destroy them? you mean convincing him to destroy me >.>
EDITEDIT: I guess I can't fail another quest of him because I also failed to make a alignment with the cannibal restaurant people.
I already killed the BOS leader a while back ago anyway, because I wanted the Gauss Rifle one of his guards was carrying. But when I tried to kill more (actually, Veronica killed them) Veronica didn't want to be my companion anymore.
EDITEDITEDIT: Where can I find boone? Afew pages back someone was worshiping his awesomeness so I guess he's pretty good

Super mutants will only be transexual if the original human was transexual. Lily was a grandmother before being turned into a super mutant.
Title: Re: Fallout: New Vegas
Post by: Angel Of Death on May 02, 2011, 05:19:42 am
Ok, I'll try that than, someone else said it was impossible to do that.

EDIT: Convincing him to not destroy them? you mean convincing him to destroy me >.>
EDITEDIT: I guess I can't fail another quest of him because I also failed to make a alignment with the cannibal restaurant people.
I already killed the BOS leader a while back ago anyway, because I wanted the Gauss Rifle one of his guards was carrying. But when I tried to kill more (actually, Veronica killed them) Veronica didn't want to be my companion anymore.
EDITEDITEDIT: Where can I find boone? Afew pages back someone was worshiping his awesomeness so I guess he's pretty good
Boone's in Novac. He won't join you because you need to be in good relation with the NCR. And he *HATES* the Legion.

Title: Re: Fallout: New Vegas
Post by: Dutchling on May 02, 2011, 05:24:05 am
Oh Boone is the Sniper I helped earlier in the game. I had an option for him to join me than but I decided not to do that, although I have no idea why not...
He told me he was leaving town so do you know where he went?
Title: Re: Fallout: New Vegas
Post by: Angel Of Death on May 02, 2011, 05:28:00 am
I'm pretty sure he's removed from the game.
Title: Re: Fallout: New Vegas
Post by: Dutchling on May 02, 2011, 05:30:30 am
He was still there...
I asked him to join me and after doing a INT6 conversation thing he joined me. Probably because I'm shunned by the legion. I do quests for them but I also like following NCR patrols in NCR armor and kill some legion. My karma is also way higher than it should be because of the countless Fiends I've killed to get some cash to buy weapons.
Seems like I have a nice companion with me to kill some BOS people.
Title: Re: Fallout: New Vegas
Post by: Angel Of Death on May 02, 2011, 05:32:05 am
If you kill NCR with him, he'll likely say "Hey, don't kill anymore NCR or I'll kill you"


Oh, if you take him to the Legion island, something fun happens. It's really gory.
Title: Re: Fallout: New Vegas
Post by: Mysteriousbluepuppet on May 02, 2011, 06:45:42 am
Yewah, think i gave you false info on the Broterhood, Dutch, sorry. Boone Is awesome since he is somewhat bugged. His gun skill is not limited to 100 like you (he was a sniper after all) so he pretty much never misses. Give him an AMR, enough bullets and he'll take care of the head of about anything.Also, may as well list companions, in case

You can have 1 human et 1 non human companion

Human:
Boon, NCR sniper, found in novac. Gun and Stealh skills
Cass, Caravan  Cowboy, found in mojave outpost. Shotgun and knife
Veornica, BOS initiate, Fount at 187 trading outpost, Unarmed
Raoul the vaquero ghoul, Mexican ghoul gunslinger and mecanic. Found on death mountain,  Pistol master
Arcade Gannon, Doc for the followers.  Found at mormon fort, energy weapons and medecine.
Lily : Granmother turned supermutant. Found at the resort (forgot exact name). Melee weapon masteress

Non human :
Ed-E, Modified enclave eyebot. Repaired in Pratt. Very good energy beams
Rex, Cyberdog, Found with The King, Unarmed attaquer

Should be about that. Each one can gain stats by doing a perosnnal quest. Most of the time, you have 2 choices, and they will change the ending for the caracter. Hope that helps
Title: Re: Fallout: New Vegas
Post by: Acanthus117 on May 02, 2011, 06:51:38 am
I wub Veronica, but Boone's also awesome.

As for non-humans, ED-E all the fuckin' way, man.
Title: Re: Fallout: New Vegas
Post by: Dutchling on May 02, 2011, 06:59:39 am
I gave Boone a Gauss rifle and enough ammo and he constantly misses, is it an energy weapon or is Boone just a pathrtic sniper? I'd give him the AMT if i didn't need it myself and I don't have enough ammo for the both of us.
I went to Caesar and some dude told me he was in coma.. So I went to him and it gave me an option to perform surgery but it needed 75 medicine skill. so I was like: ''what could go wrong of you don't have the skill? Brain surgery can't be that hard.''

Turned out it was and Caesar is dead. But thanks to my speech the legion doesn't care >.>
Speech is my favorite skill :P

You are right about Boone's NCR hate. He told me that he wanted to part ways but I told him I'm not going to kill anymore NCR so he stayed. I've send him to the lucky 38 for now. I'll see if Veronica is still there too, if she is I certainly want her back. She can wear power armor and Boone not because I only have NCR and BOS power armor and he cant't wear their factions armor.
Title: Re: Fallout: New Vegas
Post by: Acanthus117 on May 02, 2011, 07:07:55 am
Dude, Gauss Rifle uses the energy weapons skill.

Give him an AMR, he will fuckin' own.
Title: Re: Fallout: New Vegas
Post by: Mysteriousbluepuppet on May 02, 2011, 07:11:47 am
I wub Veronica, but Boone's also awesome.

As for non-humans, ED-E all the fuckin' way, man.

That. If you upgrade him
Spoiler (click to show/hide)
, he became about the best energy weapon platform in the game, capable of taking alone anything but deathclaw adn cazadores ( but no follower can take them easily anyway)
As for usefullness all followers are usefull to some degree, compared to Fallout 3. The one i use the less are lily and Rex. They both strike extremley hard, but they can get in the way of shots, and i prefer not to have the enemy close, and dealing with a pack of cazadores is more of a pain with them.

Edit. If you want a good companion with the gauss, get arcade.
Cass is okay, but nothing truly special.
Raoul is surprisingly effective with a good colt, and he keep your stuff repaired, meaning nmore caps in your pockets and bullet in your enemies
Arcade is the best shot with energy weapon you can get, and if you dont use the YCS hell do wonder with it.
Veronica is the most solid melee, especially if you do her quest fast and get yourself some power suit
Boone is awesome and anyone that say otherwise is stupid and also ugly. He can snipe anyting, and sneak with the best.
Title: Re: Fallout: New Vegas
Post by: Mysteriousbluepuppet on May 02, 2011, 07:13:39 am
If you want someone to use to gauss, arcade and veronica can do it.  The other dont have energy..
Title: Re: Fallout: New Vegas
Post by: Acanthus117 on May 02, 2011, 07:15:59 am
Veronica+Power Armor= AWESOME

That's all I can say on the matter.
Title: Re: Fallout: New Vegas
Post by: Dutchling on May 02, 2011, 07:42:54 am
Yes, I used to have Veronica with power armor but I needed to kill the BOS. It was surprisingly easy to kill them though, I even told boone to wait because I forget to give him armour.
Thx for telling me the Gauss is energy, I'll just give him another weapon, the AMR is mine :P.
Title: Re: Fallout: New Vegas
Post by: Mysteriousbluepuppet on May 02, 2011, 08:16:45 am
Really, the worst problem is ammo. Normally, i choose my companion to use a high powered gun that use the ammo i dont. I can say that me with YCS and boone with antimaterial were hunting deathclaws for the fun of it. Ed-E laser were jsut icing on the cake
Title: Re: Fallout: New Vegas
Post by: Stworca on May 02, 2011, 08:23:45 am
Is there any reason to play Fallout : New Vegas, or is it exactly like Fallout 3, just with other plot?

And most important : Are the enemies level scaled? (i hope NOT, level scaling kills games for me)
Title: Re: Fallout: New Vegas
Post by: Virtz on May 02, 2011, 08:33:23 am
Is there any reason to play Fallout : New Vegas, or is it exactly like Fallout 3, just with other plot?

And most important : Are the enemies level scaled? (i hope NOT, level scaling kills games for me)
Enemies are less level-scaled from what I've seen. Deathclaws will rip your head off in the beginning, as will cazadors. Especially cazadors.

The stats system is somewhat altered compared to FO3 (probably most notably due to damage thresholds), there's more weapons, the writing is much better and the plot is branching with multiple endings (and not just due to a last minute decision).

On the other hand, the combat system is still the same and it's rather meh. Unless you liked it in FO3, that is.
Title: Re: Fallout: New Vegas
Post by: Stworca on May 02, 2011, 08:35:27 am
The combat system was ok-ish. I liked the exploration part the most

What i didn't like in Fallout 3 was :
- With broken steel every mutant you meet after level 8 is an overlord, that takes half a billion head shots to kill
- Why can't i tell the ghoul or the mutant to go into that irradiated chamber!? Nobody would have to DIE.
- Sniper rifle breaks in 10 shots? The **** !? One has to carry twenty of them into the wilderness
Title: Re: Fallout: New Vegas
Post by: Dutchling on May 02, 2011, 08:52:20 am
About your dislike:

-There are afaik 2 places in New Vegas with super mutants, the first one you'll never come except for a quest and the second one has friendly mutants with Markus from Fallout 2.
From a certain level you do get NCR guys with salvaged power Armour instead of the normal guys but that's like 30% of them I guess, and only the spawned ones, not the ones that are in their camps anyways.*
-Why didn't you just told the chock to do it? It's not like she did anything for you >.> (or did she?)
-I've had 1 gun malfunctioning in the past 5 (character) levels  so I think you'll need to repair stuff lessin New Vegas.

The only thing I liked more in Fallout 3 is the story. You really want to know what happened to your dad. In New Vegas I really didn't care who buried me alive because I only started playing when I woke up. The way the story is implemented in the game however is a lot better in New Vegas. in Fallout3 I finished the story in no time (no expansions though).

There are also factions and they can hate or like you (most of them seem to hate me...). There is still karma but that is kinda broken, I've slaughtered a lot of innocent people and I work for the legion but because I once farmed Fiends (junkies) for their weapons it seems like I''m always a good guy karma-wise.

*And in most games you probably don;t have to worry about NCR guys because they actually are the good guys, I'm still in my foist play through so I do not know what happens if you are nice to the NCR.
Title: Re: Fallout: New Vegas
Post by: Virtz on May 02, 2011, 08:59:13 am
The combat system was ok-ish. I liked the exploration part the most

What i didn't like in Fallout 3 was :
- With broken steel every mutant you meet after level 8 is an overlord, that takes half a billion head shots to kill
- Why can't i tell the ghoul or the mutant to go into that irradiated chamber!? Nobody would have to DIE.
- Sniper rifle breaks in 10 shots? The **** !? One has to carry twenty of them into the wilderness
Well, there aren't any behemoths or overlords anymore. On the other hand, there definately are highly durable enemies. This particularly being due to damage thresholds, as certain amounts of damage just don't get past certain armour classes, and this often includes the hides of certain enemy types. So this will be particularly true for deathclaws, cazadors and radscorpions unless you throw in a mod or something.

There are 4 possible ways towards an ending - siding with the NCR, the Legion, Mr. House or just doing it yourself (with the help of someone you meet along the way). And none of them have any plot points where you have to sacrifice yourself or any of your companions.

I think things break down much slower in NV, but that might just be me. However, I'm pretty sure it's easier to repair since equipment types don't have to be as exact as they did in FO3. And then there's also the jury-rigging perk, which allows you to repair equipment using even less related equipment. I found finding ammo to be much more of a problem than weapon condition.
Title: Re: Fallout: New Vegas
Post by: Empty on May 02, 2011, 09:27:54 am
The combat system was ok-ish. I liked the exploration part the most

What i didn't like in Fallout 3 was :
- With broken steel every mutant you meet after level 8 is an overlord, that takes half a billion head shots to kill
- Why can't i tell the ghoul or the mutant to go into that irradiated chamber!? Nobody would have to DIE.
- Sniper rifle breaks in 10 shots? The **** !? One has to carry twenty of them into the wilderness

I thought you could send in the mutant in broken steel. Or I must be misremembering it.
Title: Re: Fallout: New Vegas
Post by: Ampersand on May 02, 2011, 09:38:11 am
You could send in the mutant in Broken Steel. In fact, that was the entire point of the DLC.

Any way, New Vegas is almost a completely different game. Not quite, but almost. enough things have been changed, particularly when it comes to Hard-Core mode, that it's worth it.
Title: Re: Fallout: New Vegas
Post by: Mysteriousbluepuppet on May 02, 2011, 10:31:54 am
The combat system was ok-ish. I liked the exploration part the most

What i didn't like in Fallout 3 was :
- With broken steel every mutant you meet after level 8 is an overlord, that takes half a billion head shots to kill
- Why can't i tell the ghoul or the mutant to go into that irradiated chamber!? Nobody would have to DIE.
- Sniper rifle breaks in 10 shots? The **** !? One has to carry twenty of them into the wilderness
e
Jury rigging means you wont have to worry too much about repairing, or you can take raoul, and you should be able to shoot a hundred or so time before it get battered. The new anti material rifle is a thing of beauty, too.

As said before, Cazordor and deathclaw (giant radscorpions somewhat also) are not randomised, means that normally you wont encounter them before you are ready to deal with them. Just be mindfull at the start. They say dont go north due to deathclaw. They god damn mean it. We are back to the old deathclaws. In Fallout 3, a few good headshot with ol painless or Lincoln and you were golden. Now if you dont bring heavy ordinance(AMR, i love you) you will get killed. Hard
Title: Re: Fallout: New Vegas
Post by: Dutchling on May 02, 2011, 11:04:39 am
Just finished the game, and I must say the ending is much more rewarding than the end in Fallout3 (without mods or DLC). You still cannot play further but in Fallout3 you hear maybe 3 things that happened but in New Vegas every faction and companion tells what happens to to them.
Title: Re: Fallout: New Vegas
Post by: Domenique on May 02, 2011, 11:22:11 am
Just finished the game, and I must say the ending is much more rewarding than the end in Fallout3 (without mods or DLC). You still cannot play further but in Fallout3 you hear maybe 3 things that happened but in New Vegas every faction and companion tells what happens to to them.

Because that's the way the series were before FO3 and should be. It's like a book - you've read it, and you're done.e
Title: Re: Fallout: New Vegas
Post by: Virtz on May 02, 2011, 11:28:30 am
Just finished the game, and I must say the ending is much more rewarding than the end in Fallout3 (without mods or DLC). You still cannot play further but in Fallout3 you hear maybe 3 things that happened but in New Vegas every faction and companion tells what happens to to them.

Because that's the way the series were before FO3 and should be. It's like a book - you've read it, and you're done.e
Actually, you could go on in FO2. It's just that the consequences of your action weren't there, so it made it weird.

And I don't think the wasteland would be all that interesting with one major faction in power and others gone.
Title: Re: Fallout: New Vegas
Post by: Dutchling on May 02, 2011, 11:33:43 am
The 'book' wasn't 100% correct though. After killing the BOS bunker for Caesar and than taking Veronica with me to attack the NCR where she died fighting, I still got the part saying that the BOS took over Helios one during the 2nd battle for Hoover Dam (How? There was nobody left alive!) and I get the part about Veronica saying she eventually got killed too, while she just died >.>

I also am kinda disappointed about Hardcore mode because it doesn't really make stuff any harder. The only annoying thing is that you cannot use stimpacks anymore for limb healing but eating / drinking / sleeping doesn't really matter imo.

For a first play through I recommend the NCR though. I got a lot of quests fails while killing their camps while the Legion hardly has any non story line quests.

I also didn't knew that this is the same kind of ending as the other Fallouts. I did play Fallout 2 and Fallout BOS but I never made it very far before I quited. FO2 was just to bugged and the combat was like playing the whole game with VATS, and I rarely ever use VATS because I hate it >.>.
FA BOS was ok but after a while I got stuck and I didn't want to start all over again.
Title: Re: Fallout: New Vegas
Post by: Astral on May 02, 2011, 11:50:26 am
Hardcore mode is more like a Sims version of New Vegas. Just sleep a bit every so often, use food/water for healing, and don't use companions if you don't want to lose them.

Solo is more fun anyway.
Title: Re: Fallout: New Vegas
Post by: Dutchling on May 02, 2011, 12:51:41 pm
Companions only die permanently in hardcore mode? That explains why Veronica still showed up in the dia show at the end. Seems kinda lame in you can just sacrifice them tough. I've reloaded a lot of times just because Veronica died. Next play through will definitely not be on hardcore mode, it just makes the game more annoying, not harder or anything.
Title: Re: Fallout: New Vegas
Post by: Rakonas on May 02, 2011, 02:33:40 pm
(How? There was nobody left alive!)
You probably completed the quests and the game saw that completed quest tag.
Spoiler (click to show/hide)
Also, spoilers, spoilers everywhere
The combat system was ok-ish. I liked the exploration part the most

What i didn't like in Fallout 3 was :
- With broken steel every mutant you meet after level 8 is an overlord, that takes half a billion head shots to kill
- Why can't i tell the ghoul or the mutant to go into that irradiated chamber!? Nobody would have to DIE.
- Sniper rifle breaks in 10 shots? The **** !? One has to carry twenty of them into the wilderness
I think you should definitely give it a try.
Title: Re: Fallout: New Vegas
Post by: Sergius on May 02, 2011, 03:05:29 pm
Hardcore mode is more like a Sims version of New Vegas. Just sleep a bit every so often, use food/water for healing, and don't use companions if you don't want to lose them.

Solo is more fun anyway.

Also no more "pause and use 50 stimpacks". Every healing object gives you healing over time once you get back into the action.
Can still be exploited, if you carry several different types of food and eat one of each, you'll get a ton of healing.
Title: Re: Fallout: New Vegas
Post by: Leonon on May 02, 2011, 04:18:52 pm
Also no more "pause and use 50 stimpacks". Every healing object gives you healing over time once you get back into the action.
Can still be exploited, if you carry several different types of food and eat one of each, you'll get a ton of healing.
Eating people refills health instantly (though there is still the animation to go through).

My first partial playthrough with hardcore mode I found it annoying to have to either carry loads of food or always know where some is. Now I play a cannibal and never find myself very far from a meal.
Title: Re: Fallout: New Vegas
Post by: Ampersand on May 02, 2011, 06:51:29 pm
The nVamp mod, in addition to adding a great deal to the core gameplay, also makes Hardcore mode, uh, more hardcore. I've actually managed to die of thirst once. Companions no longer die in hardcore mode, either. A lot of little balance issues are sorted out nicely. Cooking is a lot more convenient as you can use any oven to cook with as if it were a camp site, if you have flamer fuel.

Also, you can refill water bottles you drink from at any water source by sneaking and pressing E on the source. Getting ambushed by a swarm of Fiends can actually start to feel pretty intense if you're not on guard. Early in the game, walking out of Goodsprings, i nearly got owned by a Giant Radscorpion but got saved by the old man and his dynamite.

Speaking of Explosives... Yeah, you learn to run from explosives very fast with this mod. Powder Gangers managed to take my Power Armored self out several times with dynamite under my feet. Also, respect the mines.
Title: Re: Fallout: New Vegas
Post by: umiman on May 03, 2011, 12:07:03 am
Also no more "pause and use 50 stimpacks". Every healing object gives you healing over time once you get back into the action.
Can still be exploited, if you carry several different types of food and eat one of each, you'll get a ton of healing.
Eating people refills health instantly (though there is still the animation to go through).

My first partial playthrough with hardcore mode I found it annoying to have to either carry loads of food or always know where some is. Now I play a cannibal and never find myself very far from a meal.
This is both hilarious and disturbing.
Title: Re: Fallout: New Vegas
Post by: TwilightWalker on May 03, 2011, 12:23:39 am
Also no more "pause and use 50 stimpacks". Every healing object gives you healing over time once you get back into the action.
Can still be exploited, if you carry several different types of food and eat one of each, you'll get a ton of healing.
Eating people refills health instantly (though there is still the animation to go through).

My first partial playthrough with hardcore mode I found it annoying to have to either carry loads of food or always know where some is. Now I play a cannibal and never find myself very far from a meal.
This is both hilarious and disturbing.

It would be, but I'm used to it.
Mermaid farm anyone?
Title: Re: Fallout: New Vegas
Post by: dogstile on May 03, 2011, 12:53:35 am
Also no more "pause and use 50 stimpacks". Every healing object gives you healing over time once you get back into the action.
Can still be exploited, if you carry several different types of food and eat one of each, you'll get a ton of healing.
Eating people refills health instantly (though there is still the animation to go through).

My first partial playthrough with hardcore mode I found it annoying to have to either carry loads of food or always know where some is. Now I play a cannibal and never find myself very far from a meal.
This is both hilarious and disturbing.

It would be, but I'm used to it.
Mermaid farm anyone?

And with that phrase, every dwarf fortress player who's seen that thread instantly knows that s/he is part of something strange.
Title: Re: Fallout: New Vegas
Post by: Mysteriousbluepuppet on May 03, 2011, 08:25:55 am
Yet, it always itched me to try it.
Title: Re: Fallout: New Vegas
Post by: hemmingjay on May 03, 2011, 11:25:28 am
3 new dlc's coming in the next 3 months according to PCGamer. The first will arrive in 2 weeks on my birthday! Breathing some more life into this already great game.
http://www.pcgamer.com/2011/05/03/fallout-new-vegas-to-get-three-summer-expansions/
Title: Re: Fallout: New Vegas
Post by: Frajic on May 03, 2011, 12:34:30 pm
Any good mods you guys recommend? As soon as I finish my first playthrough I'm going to mod the hell out of the game.
Title: Re: Fallout: New Vegas
Post by: Astral on May 03, 2011, 01:39:12 pm
3 new dlc's coming in the next 3 months according to PCGamer. The first will arrive in 2 weeks on my birthday! Breathing some more life into this already great game.
http://www.pcgamer.com/2011/05/03/fallout-new-vegas-to-get-three-summer-expansions/
Honest Hearts on May 17? Damn, I have a while to go.

Any good mods you guys recommend? As soon as I finish my first playthrough I'm going to mod the hell out of the game.
Good is subjective. I use quite a few to my tastes; I suggest experimenting with high endorsement mods on http://www.newvegasnexus.com/ (http://www.newvegasnexus.com/).

Usually those with high endorsements are long running, or otherwise good quality mods.

My personal mod list:
Spoiler (click to show/hide)
Title: Re: Fallout: New Vegas
Post by: Ampersand on May 03, 2011, 04:05:09 pm
I recommend nVamp. It's a mod bundle that includes, among other things, FOOK-New Vegas, Project Nevada, and Classic Fallout Equipment, CaliberX, and one of two weapon mod expansions.
Title: Re: Fallout: New Vegas
Post by: Empty on May 03, 2011, 04:26:00 pm
nvamp or vvv crashed for me.
Title: Re: Fallout: New Vegas
Post by: dragonshardz on May 03, 2011, 04:37:01 pm
I also recommend nVamp, but with a word of warning - to get it working correctly, you will have to do a lot of downloading and some tinkering with Wrye Flash. "nVamp - Core.esp" references the 1.55 version of "Machienzo - NPC Cosmetic Fixes.esm", which has a different file name from the current version, which is 1.59. To fix it, you have to update the masters list for "nVamp - Core.esp" and rebuild the Bashed Patch.

Also, my personal modlist:

Spoiler (click to show/hide)
Title: Re: Fallout: New Vegas
Post by: Dutchling on May 04, 2011, 06:55:36 am
How do I see which version I am playing?

EDIT: There is only one thing worse than installing fallout/morrowind/oblivion mods: following mod installation instructions. Why does the 'XFO update' link to a download for epic skills? I'm really wondering why I'm trying it again, It's not like these mods will actually ever work..
Title: Re: Fallout: New Vegas
Post by: Frajic on May 04, 2011, 09:31:50 am
So far, I've been playing a goody-two-shoes character. Gotten all strong and has a very high karma. So I'm outside the Strip, I wonder how tough the security bots are, and try it out.

Things went downhill from there.

As soon as I was done ravaging the streets with my power fist, I entered
Spoiler (click to show/hide)

Then it was back onto the street, more murdering, then I went and caused the White Glove Massacre. Every single man and woman killed. Some of them burned, some blown up, some smashed and mauled. But do you think I was done there? Nope.

Next up, The Tops! This one was even better; after I had murdered most of the people in the casino, I had two psychotic actions of playing around: I cut off people's heads and made them have a tea party in the restaurant, and I got as many mangled bodies and body parts as I could and dumped them in the pool.

Next up is the Aces Theatre, as soon as my friend comes back. Shit is so cash.
Spoiler: my face (click to show/hide)
Title: Re: Fallout: New Vegas
Post by: buckets on May 04, 2011, 05:36:18 pm
So far, I've been playing a goody-two-shoes character.

...ravaging the street...more murdering...White Glove Massacre...Some of them burned...blown up..smashed and mauled...murdered most of the people...cut off people's heads...tea party...mangled bodies...

:I
Title: Re: Fallout: New Vegas
Post by: Sergius on May 04, 2011, 05:36:22 pm
Of course this game isn't complete without the Nude Ray 5000 (http://www.newvegasnexus.com/downloads/file.php?id=35810).

Saying it's NSFW is redundant, I think. Also you need an account to see/download it.

Disclaimer: Nudity not included. Get your own plugin for that.


EDIT: I'm going to start a new game. I think I'll ignore the main quest completely and experiment with "must havey" mods. Checking the Nexus, I found this:

The Strip Open (http://www.newvegasnexus.com/downloads/file.php?id=38056)
New Vegas Strip Overhaul (http://www.newvegasnexus.com/downloads/file.php?id=40429)

Now what do these do? Well, not tested them yet, but the first one removes the stupid barriers between pieces of The Strip. I mean, what the heck? The Strip was supposed to be some sort of trip into memory lane of the real Las Vegas, you know, a long avenue or whatever. Instead, we get 3 smallish-rooms. Freeside looks way more citicey than the Strip, with intersections and whatnot. So anyway, if you want a better experience and some risk of bugs, install The Strip Open.

The second one apparently makes it more Stripy. Like, adds palm trees or something, not sure. Something about Bethesda lying to us with their preview videos during Beta. It requires the first mod, so it doesn't remove the strip transitions by itself.

Check it out here: http://www.youtube.com/watch?v=gc_F35Iczdg.

Fellout NV (http://www.newvegasnexus.com/downloads/file.php?id=34888)
Friend of the Night for Fellout (http://www.newvegasnexus.com/downloads/file.php?id=36122)

Apparently, there's this game called Physics, which includes a nifty plugin named Gravity, that makes stuff that's up in the air not be there for undefined lengths of time. So, stuff like fallout (the stuff, not Black Isle/Bethesda's game of the same name) shouldn't be floating around for 200 years... ok, the point is, this removes that ugly tint in the sky and makes it more normal, less glowy, etc. A side effect is that the night without a light source is really pitch black...

Here enters the second mod. Seems like there's a perk that should let you see a bit in the dark (not like you have neon lights for eyebrows, but still), and removing the sky tint breaks that, so this mod fixes it. Or something. (BTW, the Fellout mod has a version of the FotN plugin in its files section. There's also a plugin that changes some of the grass to green. To quote "If there's dead grass everywhere, surely there has to be live grass or there'd be no grass. This adds both.").

Gonna test all these this time around.

If anyone knows of a mod that disables the main storyline it would be great. For now I'm interested in a sandboxey experience.
Title: Re: Fallout: New Vegas
Post by: dragonshardz on May 04, 2011, 08:26:15 pm
You can just totally ignore the main quest and spend time fucking around, if that's what you enjoy doing.
Title: Re: Fallout: New Vegas
Post by: Sergius on May 04, 2011, 10:50:49 pm
You can just totally ignore the main quest and spend time fucking around, if that's what you enjoy doing.

I am aware of that. I think not being aware of that would be silly.

Just like a mod that removes cyber implants from the game isn't necessary, since you can just not buy them.

That doesn't mean they aren't useful for some people.
Title: Re: Fallout: New Vegas
Post by: Frajic on May 05, 2011, 08:02:16 am
So far, I've been playing a goody-two-shoes character.

...ravaging the street...more murdering...White Glove Massacre...Some of them burned...blown up..smashed and mauled...murdered most of the people...cut off people's heads...tea party...mangled bodies...

:I
Ok so I guess that was kinda boring. I gotta do something more unique next time. I mean, I'm posting on the freaking Bay 12 Forums :X
Title: Re: Fallout: New Vegas
Post by: Leonon on May 05, 2011, 11:15:57 am
How about every time you kill something you cut off its head and carry it to Goodsprings? No head explosion kills allowed, every kill that can provide an intact head for your collection must provide an intact head for your collection.
Title: Re: Fallout: New Vegas
Post by: Frajic on May 05, 2011, 11:24:59 am
How about every time you kill something you cut off its head and carry it to Goodsprings? No head explosion kills allowed, every kill that can provide an intact head for your collection must provide an intact head for your collection.
A head farm? Brilliant! I'll get to work on it next time I'm playing.

There should be a mod which lets you pick up heads and use them as ammo.
Title: Re: Fallout: New Vegas
Post by: kilakan on May 05, 2011, 03:39:21 pm
there's one that allows you to take skulls and throw them at people.
Title: Re: Fallout: New Vegas
Post by: Frajic on May 05, 2011, 04:07:22 pm
there's one that allows you to take skulls and throw them at people.
Close enough. Do you have a link?
Title: Re: Fallout: New Vegas
Post by: Sergius on May 06, 2011, 11:31:26 am
Wow, this downloading of elevation data and then converting... what a pain in the ass...

Anyway, managed to reconstruct a decent heightmap of the California/Nevada/Arizona/Colorado area, which is supposedly where the Wasteland game takes place.

Spoiler (click to show/hide)

If you squint, you can kinda see the Colorado river location and the bay from this map :P

Spoiler (click to show/hide)

Now I have to find a way to get it properly into the GECK, hehe... I don't think I can use it as is, unless I want the PC to be able to hop from one side of the Grand Canyon to the other... maaan... I hate doing heightmaps by hand...

EDIT: I extrapolated the areas and brushed over the WL river/bay. At least 3 places fit exactly right: Vegas, Needles and Quartz (real world: Quartzsite), those are the red circles. The shape of the bay is also more or less correct: the heightmap has a huge flatland NW of it, at sealevel or even lower according to the elevation data... yeah, that probably needs fixing, at least engine-wise.

Note the green rectangle, that is the entire overworld where the current Fallout New Vegas takes place. :D

Spoiler (click to show/hide)
Title: Re: Fallout: New Vegas
Post by: PTTG?? on May 06, 2011, 11:34:56 am
That'd be pretty nice for a Dwarf Fortress map...
Title: Re: Fallout: New Vegas
Post by: FunctionZero on May 14, 2011, 06:39:50 am
Necro, but good kind of necro.

Look what one guy did. He travelled across Mojave IRL, took pics and compared it to New Vegas:
http://www.falloutnewvegastour.com/ (http://www.falloutnewvegastour.com/)

Spoiler (click to show/hide)

Now isn't that awesome?
Title: Re: Fallout: New Vegas
Post by: Dutchling on May 14, 2011, 09:21:00 am
Nice find :)
Title: Re: Fallout: New Vegas
Post by: Thexor on May 14, 2011, 02:22:28 pm
Damn, that's impressive. It's amazing how many places he managed to match up.  :o
Title: Re: Fallout: New Vegas
Post by: FunctionZero on May 14, 2011, 03:22:17 pm
Yeah. He's good. And humorous.

A gamer, outgoer and a practitioner of the deadliest martial art?
Our lifetime dream in one.

It's also impressive how close the FNV team made it to real locations.

Spoiler (click to show/hide)
Title: Re: Fallout: New Vegas
Post by: umiman on May 14, 2011, 07:14:25 pm
Deadliest martial art?
Title: Re: Fallout: New Vegas
Post by: Burnt Pies on May 14, 2011, 07:15:51 pm
Krav Maga.
Title: Re: Fallout: New Vegas
Post by: Astral on May 28, 2011, 11:42:04 pm
I'm fairly bored with my New Vegas mod pack (and beat Honest Hearts with my limited selection), so I decided to take a look at this nVamp. Reading through the directions, I saw Wrye Bash's New Vegas version on the install list (along with Wrye Python, which I have installed). Is there any more to it than simply dropping it into the Data folder? There's no applicable readme, and it's even less intuitive than the Oblivion version.

A little help here? This is a long term project, so far as setting everything up (which I took a good half-hour to get through the first few steps as it was, so I'm getting back into the download-install-wait rhythm I so hated myself for while playing Morrowind and Oblivion)
Title: Re: Fallout: New Vegas
Post by: KaelGotDwarves on May 29, 2011, 01:33:22 am
Krav Maga.
Most modern MMA default that title to Muay Thai :P
Title: Re: Fallout: New Vegas
Post by: ductape on May 29, 2011, 01:47:53 am
Krav Maga.
Most modern MMA default that title to Muay Thai :P

there are no Krav Maga competitions. You cannot get into a ring with someone and have a match with this martial art, and expect people to not be seriously injured. Im not saying that someone who practices Krav Maga can kick anyone elses ass, im just saying the moves are mostly focused on maiming and disabling the opponent as quickly as possible. There is very little subdual force, just full on disable mode. Gouge eyes, crush throat, break elbows, destroy knee caps, that kinda shit.
Title: Re: Fallout: New Vegas
Post by: KaelGotDwarves on May 29, 2011, 02:36:20 am
Well, it was very much the same way when muay thai was used to beat back Burmese invaders with such force that they resisted invading Siam again until they acquired cannons. oh history.

Deadly strikes are generally not permitted in the modern show rings but blows to render unconscious or otherwise quickly disable are still completely legal. Rural muay thai matches are particularly brutal. Deaths in the ring have been reduced but are still not unheard of. I saw 12 year olds get knocked out by elbows to the temple.

Krav maga integrates a lot of muay thai techniques anyhow.

But we're offtopic.
Title: Re: Fallout: New Vegas
Post by: Acanthus117 on May 29, 2011, 07:02:26 am
I want Honest Hearts and Dead Money ;-;
Title: Re: Fallout: New Vegas
Post by: buckets on May 29, 2011, 07:13:10 am
Has anyone played HH? I've looked at it a couple of times but just couldn't feel motivated enough to buy it.
Title: Re: Fallout: New Vegas
Post by: kilakan on May 29, 2011, 09:09:03 am
I've read a few things about it on various fallout forums, and apparently HH is a good idea, but the insane amount of bugs in the new DL makes it unplayable, appaerntly randomly falling through the ground has come back :(
Title: Re: Fallout: New Vegas
Post by: Ampersand on May 29, 2011, 12:56:02 pm
You do not want either of the two DLC's. They are boring, worthless, add basically nothing other than random irrelevant bits to the story. They do not add any thing remarkable or interesting in any way, and both so far have just left me wondering how it is they could put so little effort into making the DLC when compared to the DLC for Fallout 3.
Title: Re: Fallout: New Vegas
Post by: buckets on May 29, 2011, 04:06:31 pm
You do not want either of the two DLC's. They are boring, worthless, add basically nothing other than random irrelevant bits to the story. They do not add any thing remarkable or interesting in any way, and both so far have just left me wondering how it is they could put so little effort into making the DLC when compared to the DLC for Fallout 3.

I got the first one they released, and your post pretty much explains how I felt :/
Title: Re: Fallout: New Vegas
Post by: Astral on May 30, 2011, 09:20:44 am
You do not want either of the two DLC's. They are boring, worthless, add basically nothing other than random irrelevant bits to the story. They do not add any thing remarkable or interesting in any way, and both so far have just left me wondering how it is they could put so little effort into making the DLC when compared to the DLC for Fallout 3.
I felt the stories were better written and the choices had more of an impact; the "wrap everyone's story up" thing that Fallout 1/2 had going for it was definitely present. The DLC did feel a bit shorter than the Fallout 3 ones, but it wasn't quite as ridiculous (Aliens? Really?) and they have more of an epic feel. The tie-ins with other DLC, and the buildup for what looks like is going to be an epic confrontation between you and the asshole who didn't take the original package, definitely feels worth it.

It does kinda annoy me that you still can't finish the Hoover Dam battle, but I do understand the reasoning behind it (that they want to preserve the "final" ending with your choices).
Title: Re: Fallout: New Vegas
Post by: Astral on May 30, 2011, 01:55:15 pm
nVamp has proven too long winded for me to install, but I got a few good ideas for other mods from the parts that compose it. Also wasn't digging the huge number of people saying that it was more or less unplayable because of its overambitious number of mods.
Title: Re: Fallout: New Vegas
Post by: FunctionZero on July 24, 2011, 10:47:32 am
So, the Old World Blues DLC was released a few days ago. What do you think about it?

I haven't played with it much, but it's a refreshing chance from the Wasteland. It throws you into a gigantic research campus, filles with Mad Scientist cliches and, of course, Science!

It really sets you apart from the grimdark world and into the cheerful "For Science!" world, battling robotic laser-equipped scorpions and whatnot.
Title: Re: Fallout: New Vegas
Post by: BigD145 on July 24, 2011, 01:56:27 pm
So, the Old World Blues DLC was released a few days ago. What do you think about it?

(http://douglasmotorsinc.com/wp-content/plugins/wp-o-matic/cache/6f7da_wlkngi.jpg)
Title: Re: Fallout: New Vegas
Post by: ductape on July 24, 2011, 05:46:51 pm
I just started digging into this game yesterday, and set out as a survivalist on hardcore mode. I rolled up the Hardcore Survivalist from this simple guide, page 5 of the article if anyone cares: http://www.gamesradar.com/f/fallout-new-vegas-character-build-guide/a-201011021181145075/p-5

He sort of a jack of all trades that does focus on energy weapons over others. Light armor to move around easy and lots of survival skill to cook up stuff and all the usual repair and so forth you would expect a "hardcore survivalist" to have out in the Mojave.

What I am askign fr here is some mods to fix up the experience, which seem slacking in the survival aspect. For example, I cant fill bottles at a well to carry drinking water? I can cook without cooking gear, what? Why cant I have a bedroll and sleep out( this may be really bad for critter reasons anyway)? And so forth. Looking to up the realism without changing the vanilla flavor of the game too much on this playthrough.

Any mod suggestions out there? Looked at this one: http://www.thenexusforums.com/index.php?/topic/287671-wip-new-vegas-realism-immersion-mod/
For some reason I am skeptical to try that one because he changes some stuff with weapons I am not sure I want. I just want to feel like I am living on the edges out in the desert.
Title: Re: Fallout: New Vegas
Post by: Silfurdreki on July 24, 2011, 06:42:49 pm
So, the Old World Blues DLC was released a few days ago. What do you think about it?

I haven't played with it much, but it's a refreshing chance from the Wasteland. It throws you into a gigantic research campus, filles with Mad Scientist cliches and, of course, Science!

It really sets you apart from the grimdark world and into the cheerful "For Science!" world, battling robotic laser-equipped scorpions and whatnot.

I wouldn't agree that you've left the grimdark world, I'd say that they've injected it with a substantial dose of (dark) humour (not that this is a bad thing, mind you).

Anyhow, I'm liking Old World Blues a lot, it's deeply satisfying for my exploration urge to search the abandoned facilities and I'd say that it's overall very well made. It's definitely got more content than the last two DLC's, even though it lacks any companions.
Title: Re: Fallout: New Vegas
Post by: BigD145 on July 24, 2011, 07:10:15 pm
The Wild Wasteland perk has been cropping up a lot in this latest DLC. Wonderful stuff.
Title: Re: Fallout: New Vegas
Post by: debvon on July 24, 2011, 07:11:33 pm
I just started digging into this game yesterday, and set out as a survivalist on hardcore mode. I rolled up the Hardcore Survivalist from this simple guide, page 5 of the article if anyone cares: http://www.californiamoves.com/property/details/1351921/MLS-21117079/-Pope-Valley-CA-94567.aspx

He sort of a jack of all trades that does focus on energy weapons over others. Light armor to move around easy and lots of survival skill to cook up stuff and all the usual repair and so forth you would expect a "hardcore survivalist" to have out in the Mojave.

What I am askign fr here is some mods to fix up the experience, which seem slacking in the survival aspect. For example, I cant fill bottles at a well to carry drinking water? I can cook without cooking gear, what? Why cant I have a bedroll and sleep out( this may be really bad for critter reasons anyway)? And so forth. Looking to up the realism without changing the vanilla flavor of the game too much on this playthrough.

Any mod suggestions out there? Looked at this one: http://www.thenexusforums.com/index.php?/topic/287671-wip-new-vegas-realism-immersion-mod/
For some reason I am skeptical to try that one because he changes some stuff with weapons I am not sure I want. I just want to feel like I am living on the edges out in the desert.

Eventually you'll lose the feeling of "living on the edge" no matter what mods you've plugged in. That's just how Fallout 3 and New Vegas work. You'll gain so many perks and stats that the only "surviving" you'll be doing is chewing on some dead creature's paste to keep your massive health bar topped off. Also there is a perk to allow sleeping at campfires, I believe it requires survival skill.

Hardcore mode starts out interesting and gets less meaningful as you level up. Eventually it has no meaning left at all, even the non-instant stimpack health will mean very little because of super stims. It boils down to having a little "HUNGER" and "THIRST" text light up after fast traveling, just a nuisance. I wouldn't worry about going mod crazy, it'd be in vain.


Unrelated, Dead Money is still my absolute favorite Fallout DLC ever. I was lucky to be playing a melee character at the time, it just made everything so intense. The first real challenge I've experienced in the game, and the first real sense of danger. Although it was lacking in.. variety, it made up for it in immersion.
Title: Re: Fallout: New Vegas
Post by: FunctionZero on July 24, 2011, 07:28:51 pm
Dead Money made me too rich :(. Seriously, I have like 300000+ in gold.

Still, Dead Money was my least favourite one of all 3. While you got diverse laboratories and (dark) humor in Old World Blues and green, unspoiled canyons in Honest Hears, all you got in Dead Money was darkness and various shades of brown.

Especially story and conversation wise.
Title: Re: Fallout: New Vegas
Post by: ductape on July 24, 2011, 07:33:43 pm
Darn, well in the light of Survival not being that meaningful, I am tempted to reroll because my characters is fairly generic. Well, maybe Ill just play him to do all the quests outside New Vegas.

After that and the shiny of survival play wears off, I can reroll something more specialized and head straight to New Vegas. I read a couple of character guides that had the lvl 1 character bypass all the beginning quests and go straight to NV.
Title: Re: Fallout: New Vegas
Post by: Darkmere on July 24, 2011, 08:21:17 pm
Survival isn't useless, it's fine to flavor a character. I liked more about hardcore than just the basic needs changes. Generalists with weapons don't tend to work so well, unfortunately. Pick what you like (energy, it seems) and max that out. There's enough options to make any specialization worthwhile. My personal favorite is explosives.

Too rich? With luck 6 or 7 you can run right to Vegas and winnings cap every casino at level 1. Money won't be a problem in this game; finding what you want to buy might be.

Also, I'd recommend against
Spoiler (click to show/hide)
your first time through.
Title: Re: Fallout: New Vegas
Post by: GaxkangtheUnbound on July 25, 2011, 06:09:08 am
Old world blues definitely was a great add-on. Nothing's more satisfying than shooting a sonic wave at somebody and watching them explode into gibblets (No bloody mess perk necessary, although you need a certain sound file).
If you want the sound file, here's directions to it:
Spoiler: From the wiki (click to show/hide)
The greatest thing is that it is an improved holdout weapon.
Title: Re: Fallout: New Vegas
Post by: FunctionZero on July 25, 2011, 08:41:14 am
Old world blues definitely was a great add-on. Nothing's more satisfying than shooting a sonic wave at somebody and watching them explode into gibblets (No bloody mess perk necessary, although you need a certain sound file).
If you want the sound file, here's directions to it:
Spoiler: From the wiki (click to show/hide)
The greatest thing is that it is an improved holdout weapon.
But only on critical hits.

I prefer the knockback soundwave anyway. It's funny to see sound can propel enemies backwards.
Title: Re: Fallout: New Vegas
Post by: Rakonas on July 25, 2011, 09:00:31 am
The Old World Blues DLC looks tempting.. How do you access the content, though? Do you walk on over to a new area after starting or what?
Title: Re: Fallout: New Vegas
Post by: FunctionZero on July 25, 2011, 09:04:12 am
The Old World Blues DLC looks tempting.. How do you access the content, though? Do you walk on over to a new area after starting or what?
South of Nipton is a crashed satellite. You then activate said satellite.
Title: Re: Fallout: New Vegas
Post by: Rakonas on July 25, 2011, 09:09:01 am
The Old World Blues DLC looks tempting.. How do you access the content, though? Do you walk on over to a new area after starting or what?
South of Nipton is a crashed satellite. You then activate said satellite.
Interesting, is there any minimum level or something that should be kept in mind for it?
I bought new vegas on steam after originally beating it on a non-steam version, and I'm tempted to get two of the DLCs but not entirely tempted to play the game fully.
Title: Re: Fallout: New Vegas
Post by: FunctionZero on July 25, 2011, 09:26:19 am
The Old World Blues DLC looks tempting.. How do you access the content, though? Do you walk on over to a new area after starting or what?
South of Nipton is a crashed satellite. You then activate said satellite.
Interesting, is there any minimum level or something that should be kept in mind for it?
I bought new vegas on steam after originally beating it on a non-steam version, and I'm tempted to get two of the DLCs but not entirely tempted to play the game fully.
Well, all the DLCs warn you that they're supposed to be played from level 15 or 20 onward. Truth is, even with a level 5, it's pretty easy to finish either, at Normal.

You might wanna skip Dead Money for the first DLC though, the extra health from getting levels could help when in the clouds.

Oh yeah, and Old World Blues, while combat-wise the easiest, has a lot of skill checks. So you might wanna have a bigger level for that one.

So yeah, you need not play much of the core game. Just doing some quests here and there and getting to the Strip should net you enough experience for the DLCs.
Title: Re: Fallout: New Vegas
Post by: ductape on July 25, 2011, 04:26:55 pm
I am thinking of rerolling with a high int so i can get lots of skill so that I have the most options available to me given any situation.  I do plan to focus mainly one one weapon type, otherwise I would like to have a wide range of skills so i can do lots of differnet things. Is this a viable way to play or will i be handicapping myself?
Title: Re: Fallout: New Vegas
Post by: debvon on July 25, 2011, 04:38:43 pm
I think you're putting a tad bit more thought into the game than is needed, it's much more fun to create your character as you go. The tag skills will give you an early advantage, but won't matter in the long run. However spreading your skill points out across multiple "professions" is not that great of an idea. Say you keep Medicine, Lock picking, Repair, and Science at an equal level.. you're going to be running into a ton of locked things that you can't open, a ton of computers that you can't hack, and a lot of conversation/interaction science and repair skill checks that you can't successfully complete. It's good to just focus on two of those types of skills while you keep your main weapon preference skill ahead a bit. Then when you've reached a high level you can start dumping excess skill points into low skills so that you can pass skill checks later on. Unfortunately a jack of all trades character won't work very well at the start of the game.
Title: Re: Fallout: New Vegas
Post by: FunctionZero on July 25, 2011, 04:42:04 pm
I am thinking of rerolling with a high int so i can get lots of skill so that I have the most options available to me given any situation.  I do plan to focus mainly one one weapon type, otherwise I would like to have a wide range of skills so i can do lots of differnet things. Is this a viable way to play or will i be handicapping myself?
It's a completely viable way. Perhaps even overpowered. Combat is stupidedly easy anyway, so redirecting the points to Intelligence shouldn't penalize you too much, if at all.

And around level 15+, you'll start to get really powerful. Perhaps too powerful.
Oh, and the Old World Blues grants you tons of SPECIALs, including Intelligence. There are even items there that grant you +2 to Int. So don't roll 10 for Int if you plan to play it.

I think you're putting a tad bit more thought into the game than is needed, it's much more fun to create your character as you go. The tag skills will give you an early advantage, but won't matter in the long run. However spreading your skill points out across multiple "professions" is not that great of an idea. Say you keep Medicine, Lock picking, Repair, and Science at an equal level.. you're going to be running into a ton of locked things that you can't open, a ton of computers that you can't hack, and a lot of conversation/interaction science and repair skill checks that you can't successfully complete. It's good to just focus on two of those types of skills while you keep your main weapon preference skill ahead a bit. Then when you've reached a high level you can start dumping excess skill points into low skills so that you can pass skill checks later on. Unfortunately a jack of all trades character won't work very well at the start of the game.
Actually, seeing how you start around 20 or so skill, you could easily increase Science and Lockpick to 50. Medicine has very few skill checks, Repair even less.

I play a spread-out character all the time. And I usually end up high-skilled. Just have some dump skills, like Melee and Unarmed for me.
Title: Re: Fallout: New Vegas
Post by: Jacob/Lee on July 25, 2011, 04:47:30 pm
What does the Wild Wasteland perk even do?
Title: Re: Fallout: New Vegas
Post by: FunctionZero on July 25, 2011, 04:49:09 pm
What does the Wild Wasteland perk even do?
Well, here's the complete list of effect. SPOILERy, by the way. (http://fallout.wikia.com/wiki/Wild_Wasteland)

For a short description:
Wild Wasteland is a trait in Fallout: New Vegas. It adds (and in some cases changes) random encounters and locations with humor similar to that of Fallout, Fallout 2 and Fallout Tactics special encounters. Players without Wild Wasteland will find less humorous analogues in places of the Wild Wasteland encounters.

Events that are modified/triggered by Wild Wasteland are indicated by an "alien-esque" music and a on-screen message saying "..." with an image of the Vault Boy with spirals for eyes, identical to the Wild Wasteland image.

Title: Re: Fallout: New Vegas
Post by: GaxkangtheUnbound on July 26, 2011, 08:50:17 am
The only things that are challenging for me at level 30 are legionary assassins, and even then I can just 1-shot with an anti-materiel rifle.
Also, NEVER pay full price to repair the stealth armor Mk. II. It's way cheaper to repair with combat armor. Just kill everybody at Silver Rush and you'll be set. I should never have paid 15k to repair it.
Title: Re: Fallout: New Vegas
Post by: FunctionZero on July 26, 2011, 08:54:28 am
The only things that are challenging for me at level 30 are legionary assassins, and even then I can just 1-shot with an anti-materiel rifle.
Try the Warfare mod. I dunno how hard it is, but that's easibly changed en masse, since it uses spawn lists.

Bah, it's Warzones: http://www.newvegasnexus.com/downloads/file.php?id=40980 (http://www.newvegasnexus.com/downloads/file.php?id=40980)

Also, NEVER pay full price to repair the stealth armor Mk. II. It's way cheaper to repair with combat armor. Just kill everybody at Silver Rush and you'll be set. I should never have paid 15k to repair it.
Yeah, Jury Rigging sure saves you a lot of money. You'll have tons of it though anyways. *cough*Dead Money*cough*
Title: Re: Fallout: New Vegas
Post by: Silfurdreki on July 26, 2011, 09:53:53 am
I just got into the forbidden zone dome in OWB, and woah...

Title: Re: Fallout: New Vegas
Post by: FunctionZero on July 26, 2011, 09:57:47 am
I just got into the forbidden zone dome in OWB, and woah...

Silly, those aren't drugs. That's just ... candy. Makes me wonder, how does he consume them anyways?

And abut that thing, I found the voice fitting enough. Better than if they took Justin Bieber or something for the voice actor. :P
Title: Re: Fallout: New Vegas
Post by: Silfurdreki on July 26, 2011, 10:27:28 am
I suppose he dissolves them in his bio-gel, which would mean they go directly into the brain. That must be harmful, on some level. I guess it goes a way to explain his... eccentric personality

I don't think the voice actor was a bad choice at all, I was merely a bit surprised and amused.
Title: Re: Fallout: New Vegas
Post by: Darkmere on July 26, 2011, 02:25:46 pm
I am thinking of rerolling with a high int so i can get lots of skill so that I have the most options available to me given any situation.  I do plan to focus mainly one one weapon type, otherwise I would like to have a wide range of skills so i can do lots of differnet things. Is this a viable way to play or will i be handicapping myself?

Bog standard small guns commando:
Small guns: 80+
Repair: 80+ for Jury Rigging perk and ammo crafting options
Lockpick: 75 (100 is overkill by a large amount. I can only think of one 100-skill lock in the game that can't be bypassed some other way)
Science: 25 or 50
First Aid: 50-60

Focus on perception, int, agility, but you DON'T need to max any stat. In fact, more than 7 is sort of a waste due to stat boost options during play.

This leaves you plenty of room for flavor.

Science and lockpick work at 25-point increments. Locks/terminals require 0,25,50,75, or 100 skill. In-between points are a waste. Science is great if you use energy weapons, mediocre if you don't.

A couple options are (in my opinion) all or nothing. Sneak at minimum, 50 for sneak headshot criticals, or 80+ for ninja play (even then, stealth boys can make up for a lot if you use them wisely). Luck 7 turns the odds at casinos in your favor, otherwise the games are rigged against you. Caravan isn't based on luck, but winnings are limited. Don't underestimate charisma and social skills.
Title: Re: Fallout: New Vegas
Post by: The Merchant Of Menace on July 26, 2011, 02:30:35 pm
I just got attacked by legionary assassins, I was level 4, one of them had a thermic lance.

Needless to say, I'm pretty much roflstomping everything now.
Title: Re: Fallout: New Vegas
Post by: FunctionZero on July 26, 2011, 04:36:07 pm
Just tried nVamp ... and it's shit.

Besides the fact that it's outdated and you'd need to use the older versions of some mods (and don't get me started on the time I took to get it working), it's also quite broken. (Or maybe that's just because it's outdated. Herp di derp.)

The fact is, this is just a mod compilation that brings together some of the things you like and many things that you don't.
For example, it has a mod that gives you some high-leveled perks like the Hand Loader and Efficient Recycler for no fucking reason.
And you can't even turn the parts you don't like off. Either you take it all or you don't.

But the worst part? It's completely redundant. The mods work together just fine without it.
It just feels like some kid dumped his mod folder for others to "enjoy".

All you could get with nVamp you could get easier by downloading separate mods. Which you have to do anyways.
[/rant]
Title: Re: Fallout: New Vegas
Post by: Empty on July 26, 2011, 08:04:22 pm
Your brains voice sounds like a dude because there's a shortage of female voice modulators.
Title: Re: Fallout: New Vegas
Post by: Bdthemag on July 26, 2011, 08:05:20 pm
I laughed out loud at the brain part, that was fucking hilarious. Thank god I have a high enough speech skill to reason with myself though.
Title: Re: Fallout: New Vegas
Post by: Acanthus117 on July 26, 2011, 08:56:54 pm
Personally, I adore Small Guns.

I love this mod where you can get a whole ton of modern weapons, especially with their own mods (one of my favorite parts of the game).

Which one is better, WMX or WME? I can never remember.

Title: Re: Fallout: New Vegas
Post by: FunctionZero on July 26, 2011, 09:12:25 pm
Which one is better, WMX or WME? I can never remember.
I'd say WME. It's got more weapon modifications and works better with other mods.
Title: Re: Fallout: New Vegas
Post by: ductape on July 26, 2011, 09:51:17 pm
wish there was a mod to let you play as a caravaneer, sandbox style. You move around the towns working you deals and your faction rep, etc. Kinda like Mount and Blade, but in Fallout NV world.

Not sure why I wrote this, but I'm gonna click POST anyway :P
Title: Re: Fallout: New Vegas
Post by: Silfurdreki on July 27, 2011, 06:34:04 am
Which one is better, WMX or WME? I can never remember.

I prefer WMX, it has more mods that actually makes things look different from vanilla NV, and it adds iron sights to some weapons that don't have them in vanilla (laser pistol and laser rifle, there might be more).
Title: Re: Fallout: New Vegas
Post by: Rakonas on July 27, 2011, 11:21:52 am
wish there was a mod to let you play as a caravaneer, sandbox style. You move around the towns working you deals and your faction rep, etc. Kinda like Mount and Blade, but in Fallout NV world.

Not sure why I wrote this, but I'm gonna click POST anyway :P
You've probably played this, but if not: I'm certain it will interest you.
http://www.kongregate.com/games/SugarFreeGames/caravaneer
Title: Re: Fallout: New Vegas
Post by: ductape on July 27, 2011, 11:35:47 am
wish there was a mod to let you play as a caravaneer, sandbox style. You move around the towns working you deals and your faction rep, etc. Kinda like Mount and Blade, but in Fallout NV world.

Not sure why I wrote this, but I'm gonna click POST anyway :P
You've probably played this, but if not: I'm certain it will interest you.
http://www.kongregate.com/games/SugarFreeGames/caravaneer

I did, that was on my mind when I posted it. Yes, this would be awesome.
Title: Re: Fallout: New Vegas
Post by: Rakonas on August 07, 2011, 08:01:48 pm
I bought all of the DLC's for new vegas last week, and thoroughly enjoyed Dead Money, felt Honest Hearts was good but could have had more quests, and found Old World Blues to be amazing.
Now all the DLC is 50% off. It's probably the best time to open wallets if you've been considering buying the DLC.
Title: Re: Fallout: New Vegas
Post by: Darkmere on August 07, 2011, 09:12:51 pm
I bought all of the DLC's for new vegas last week, and thoroughly enjoyed Dead Money, felt Honest Hearts was good but could have had more quests, and found Old World Blues to be amazing.
Now all the DLC is 50% off. It's probably the best time to open wallets if you've been considering buying the DLC.

I didn't know people were legally allowed to post about liking fallout DLC's. Amazing.
Title: Re: Fallout: New Vegas
Post by: FunctionZero on August 08, 2011, 01:09:00 am
I bought all of the DLC's for new vegas last week, and thoroughly enjoyed Dead Money, felt Honest Hearts was good but could have had more quests, and found Old World Blues to be amazing.
Now all the DLC is 50% off. It's probably the best time to open wallets if you've been considering buying the DLC.
Yeah, Honest Hearts could really use some optional quests. They've took the effort to make a really nice world for it and all you get to do is the main quest line.
Title: Re: Fallout: New Vegas
Post by: Rakonas on August 08, 2011, 01:48:05 am
I didn't know people were legally allowed to post about liking fallout DLC's. Amazing.
I'm pretty certain that at least half of the people who actually played the New Vegas ones enjoyed at least one.
Yeah, Honest Hearts could really use some optional quests. They've took the effort to make a really nice world for it and all you get to do is the main quest line.
They didn't really do a good job of going anywhere with the interest they piqued with the DLC, really. I was interested in the caves father, the origins of the tribes, and several other things, but once I was interested there wasn't really much more to learn about them. I'm just hoping that they'll use the mormons again in a later game, because there's so much potential in them and it's nowhere near fully realized in the DLC.
Title: Re: Fallout: New Vegas
Post by: FunctionZero on August 08, 2011, 02:03:07 am
I find it wierd that Steam's already having the New Vegas and all the DLCs sale pack, when the final DLC is still unreleased (the one with the Courier vs. Courier battle thingy).
Title: Re: Fallout: New Vegas
Post by: The Merchant Of Menace on August 08, 2011, 02:04:44 am
*cough*Lonesome Road*cough*
/pedantry
Title: Re: Fallout: New Vegas
Post by: Rakonas on August 08, 2011, 02:13:08 am
I figured the point was to whet the appetites of whoever buys the first 3 DLC's for the last one which ties up the story.
Title: Re: Fallout: New Vegas
Post by: Enzo on August 08, 2011, 02:17:39 am
I didn't know people were legally allowed to post about liking fallout DLC's. Amazing.
I'm pretty certain that at least half of the people who actually played the New Vegas ones enjoyed at least one.

So if I purchase one of the DLCs for 5 bucks, my odds of enjoying it are at least 16.7%?

Hmm, yeah, I think I can still resist. Even at half price.

EDIT: Grammar fail
Title: Re: Fallout: New Vegas
Post by: Gunner-Chan on August 08, 2011, 02:26:44 am
As someone who's played both games, the new vegas DLC is SIGNIFICANTLY better than the fallout 3 DLC. And a few integrate themselves very well into the main game.
Title: Re: Fallout: New Vegas
Post by: The Merchant Of Menace on August 08, 2011, 02:29:15 am
I quite liked the fallout DLC.

Aside from the massive raised finger that the swamp people and feral ghoul reavers were.

"Oho, so they're complaining about it being too easy? Let's add in an enemy that takes 15 MIRV shots to kill, on very easy."
Title: Re: Fallout: New Vegas
Post by: Darkmere on August 08, 2011, 03:06:16 am
I quite liked the fallout DLC.

Aside from the massive raised finger that the swamp people and feral ghoul reavers were.

"Oho, so they're complaining about it being too easy? Let's add in an enemy that takes 15 MIRV shots to kill, on very easy."

I kinda liked all of them, in their own way. Anchorage was a change of pace, if brief. The Pitt I agree with everyone else on, real fallout-esque choices. The only problem I had was, it's tough to remember what ingots you've gotten when you're at 97/100. Lookout wasn't too bad, the mssions were all memorable. Broken Steel wasn't much to write home about, just fight swarming enclave until there aren't any more, then win. I had a big problem with the feral reavers just because they kept bugging out and becoming flash-stepping invulnerable mobs. console kill fixed it.

I uh... I actually got a laugh out of Mothership Zeta, the same way I got a laugh out of the original UFO crash. No idea why people took an obvious joke so seriously.

Haven't played the NV ones yet, I figured I'd wait til they were all available and roll up a new character for all of them.
Title: Re: Fallout: New Vegas
Post by: FunctionZero on August 08, 2011, 03:18:37 am
I uh... I actually got a laugh out of Mothership Zeta, the same way I got a laugh out of the original UFO crash. No idea why people took an obvious joke so seriously.
Becuse in original Fallout it was nothing more than a small cultural reference. In F3, there was no joke. They literally went and made aliens "canon".
Title: Re: Fallout: New Vegas
Post by: Darkmere on August 08, 2011, 03:24:07 am
I uh... I actually got a laugh out of Mothership Zeta, the same way I got a laugh out of the original UFO crash. No idea why people took an obvious joke so seriously.
Becuse in original Fallout it was nothing more than a small cultural reference. In F3, there was no joke. They literally went and made aliens "canon".

I take Fallout 3 "canon" with a grain of salt. Lyon's Brotherhood made no sense, the shrek-looking supermutants made no sense, nuclear war and out of most of DC, only the white house gets hit with one bomb made no sense....

I think of FO3 like FO:Tactics, cool game, maybe fallout inspired but not Fallout.
Title: Re: Fallout: New Vegas
Post by: FunctionZero on August 08, 2011, 03:27:16 am
I uh... I actually got a laugh out of Mothership Zeta, the same way I got a laugh out of the original UFO crash. No idea why people took an obvious joke so seriously.
Becuse in original Fallout it was nothing more than a small cultural reference. In F3, there was no joke. They literally went and made aliens "canon".

I take Fallout 3 "canon" with a grain of salt. Lyon's Brotherhood made no sense, the shrek-looking supermutants made no sense, nuclear war and out of most of DC, only the white house gets hit with one bomb made no sense....

I think of FO3 like FO:Tactics, cool game, maybe fallout inspired but not Fallout.

And that's why I put canon in quotes.
Title: Re: Fallout: New Vegas
Post by: Light forger on August 10, 2011, 10:25:04 pm
I'm planning on getting fallout new vegas but by computer isn't the greatest so I'm checking to see if my computer can run it here is my specs:

RAM:3.74
Processor:Dual Core 2.30GHz
Video Card:No clue but It isn't to bad

As long it can run it at low with 20 fps without only a little lag I will be happy. I don't trust minimum specs anymore...
Title: Re: Fallout: New Vegas
Post by: MasterFancyPants on August 10, 2011, 10:40:02 pm
I'm planning on getting fallout new vegas but by computer isn't the greatest so I'm checking to see if my computer can run it here is my specs:

RAM:3.74
Processor:Dual Core 2.30GHz
Video Card:No clue but It isn't to bad

As long it can run it at low with 20 fps without only a little lag I will be happy. I don't trust minimum specs anymore...

Try http://www.systemrequirementslab.com/cyri/
If your computer is from 2005+ I'll bet you can run it.
Title: Re: Fallout: New Vegas
Post by: GaxkangtheUnbound on August 11, 2011, 05:44:07 am
A few days ago, I purchased the Dead Money DLC.
The only part I found annoying was the way to the vault(Not back, after doing something I shall not mention). About one day ago, I completed it, and for all its glory, achieved 8 gold bars. To be honest, I didn't really even need that many, since I can earn thousands easily.
Now I'm a guy with a clean cosmic knife in an assassin suit.
Title: Re: Fallout: New Vegas
Post by: ColdSpiral on August 11, 2011, 10:05:05 am
I'd just made it to vegas at lvl 22 (after hitting Big MT at lvl 8 and drowning in xp) when I found a comparitively new mod that looked so entirely awesome I had to restart for a dedicated build.
In short, I simply can't recommend the legendary TalkieToaster's RobCo Certified (http://newvegasnexus.com/downloads/file.php?id=43331) enough.
A series of perks that allow you to reanimate and modify defeated vanilla robot enemies, as well as providing tools to buff them. The real fun, though, begins with the mad scientist perks which allow you to cobble together absurd robotic friends (http://www.fallout3nexus.com/downloads/images/712-2-1285533246.jpg) out of junk and the harvested brains of your enemies.

RPs well with the RobCo start from Starting Gear Packs (http://newvegasnexus.com/downloads/file.php?id=37088) (though I suggest downloading the old pre-merged version, as selecting RobCo gives you Red Racer gear by mistake).
Title: Re: Fallout: New Vegas
Post by: Rakonas on August 11, 2011, 10:28:36 am
I'd just made it to vegas at lvl 22 (after hitting Big MT at lvl 8 and drowning in xp) when I found a comparitively new mod that looked so entirely awesome I had to restart for a dedicated build.
In short, I simply can't recommend the legendary TalkieToaster's RobCo Certified (http://newvegasnexus.com/downloads/file.php?id=43331) enough.
A series of perks that allow you to reanimate and modify defeated vanilla robot enemies, as well as providing tools to buff them. The real fun, though, begins with the mad scientist perks which allow you to cobble together absurd robotic friends (http://www.fallout3nexus.com/downloads/images/712-2-1285533246.jpg) out of junk and the harvested brains of your enemies.

RPs well with the RobCo start from Starting Gear Packs (http://newvegasnexus.com/downloads/file.php?id=37088) (though I suggest downloading the old pre-merged version, as selecting RobCo gives you Red Racer gear by mistake).
This mod would go perfectly with my current character.
Unfortunately he just reached level 44. Waiting on Lonesome Road.
Title: Re: Fallout: New Vegas
Post by: FunctionZero on August 11, 2011, 10:32:19 am
Yeah, TheTalkieToaster's mods are awesome. [LINK] (http://newvegasnexus.com/modules/members/index.php?id=93119).

Especially his major mods. Companion Share and Recruit is also great.
Title: Re: Fallout: New Vegas
Post by: FunctionZero on August 11, 2011, 10:58:24 am
lol delayed

Quote
Hi everyone,

We just wanted to drop in here and let you know that due to circumstances beyond our control, Lonesome Road won’t be out this month. This isn’t due to any major issue with the code or content, but there are lots of factors involved in releasing these things, and one of those is causing us to slip past our intended release date.

We don’t have an exact date yet, but we’re working to get it out as quickly as possible. We’ll be announcing the final date, along with a couple of other interesting FNV-related items in the near future.

Thanks,

The teams at Bethesda and Obsidian

linky link (http://forums.bethsoft.com/index.php?/topic/1219474-update-on-lonesome-road-release-date/)
Title: Re: Fallout: New Vegas
Post by: Rakonas on August 11, 2011, 11:17:44 am
lol delayed

Quote
Hi everyone,

We just wanted to drop in here and let you know that due to circumstances beyond our control, Lonesome Road won’t be out this month. This isn’t due to any major issue with the code or content, but there are lots of factors involved in releasing these things, and one of those is causing us to slip past our intended release date.

We don’t have an exact date yet, but we’re working to get it out as quickly as possible. We’ll be announcing the final date, along with a couple of other interesting FNV-related items in the near future.

Thanks,

The teams at Bethesda and Obsidian

linky link (http://forums.bethsoft.com/index.php?/topic/1219474-update-on-lonesome-road-release-date/)
God dammit
Title: Re: Fallout: New Vegas
Post by: Bdthemag on September 06, 2011, 05:07:24 pm
I was wondering, are there any fallout new vegas modders on the forum? Generally any kind of modding such as texturing, modeling, quest making, etc.
Title: Re: Fallout: New Vegas
Post by: Calhoun on September 08, 2011, 09:53:07 am
I was wondering, are there any fallout new vegas modders on the forum? Generally any kind of modding such as texturing, modeling, quest making, etc.

Deon did a bit, but I don't think anyone here is a hardcore modder for it.
Title: Re: Fallout: New Vegas
Post by: Sergius on September 08, 2011, 10:56:38 am
I must say for my latest playthrough, I'm enjoying the "Unlimited Companions" mod a lot, even if I don't see that much combat (I leveled over 30 before activating it so most monsters are now kinda meh).

Although I've been doing the "boy scout" like run again, it was soo satisfactory punching the face of that captured Legion guy in Camp McCarran (it's even more fun if you've learned the ranger takedown attack :D). Pretending to be Legion to get info out of him wasn't nearly as cool.
Title: Re: Fallout: New Vegas
Post by: Grakelin on September 09, 2011, 08:24:45 am
What is a boy scout run?
Title: Re: Fallout: New Vegas
Post by: kilakan on September 09, 2011, 09:12:42 am
What is a boy scout run?
I'm guessing be as helpful and good as possible.
Title: Re: Fallout: New Vegas
Post by: Glowcat on September 09, 2011, 11:29:53 am
I was wondering, are there any fallout new vegas modders on the forum? Generally any kind of modding such as texturing, modeling, quest making, etc.

Not really, especially not anymore. I was working on a 'boxing' mod but couldn't get around some of the hardcode when it comes to blocking detection and became busy with school, so I put it on indefinite hold.
Title: Re: Fallout: New Vegas
Post by: joey4track on September 09, 2011, 04:29:40 pm
I just want a mod where I can be Omar Little from The Wire :) Can't believe there isn't one for GTA at least..
Title: Re: Fallout: New Vegas
Post by: Bdthemag on September 09, 2011, 04:32:01 pm
Thats to bad there aren't many bay12 FO modders, because i've been banging my head against my keyboard trying to figure out how to create custom dialogue.
Title: Re: Fallout: New Vegas
Post by: Glowcat on September 09, 2011, 04:52:48 pm
Thats to bad there aren't many bay12 FO modders, because i've been banging my head against my keyboard trying to figure out how to create custom dialogue.

Huh? You mean just NPCs talking? That's easy. You just do it via Quests. There are several good tutorials out there. You can try this one (http://geck.bethsoft.com/index.php/Quest_and_Dialogue_Tutorial) for starters. I've found the community on Nexus and the Bethesda forums to be very helpful with modding help if searching on your own fails.
Title: Re: Fallout: New Vegas
Post by: Flying Dice on September 09, 2011, 05:02:41 pm
I just want a mod where I can be Omar Little from The Wire :) Can't believe there isn't one for GTA at least..

Having that for GTA would be possibly the most awesome thing ever.
Title: Re: Fallout: New Vegas
Post by: joey4track on September 09, 2011, 06:07:50 pm
I just want a mod where I can be Omar Little from The Wire :) Can't believe there isn't one for GTA at least..

Having that for GTA would be possibly the most awesome thing ever.

I know right!! It's unreal that no one has done it yet. They already have the bullet proof vest and the shotgun..
Title: Re: Fallout: New Vegas
Post by: Darkmere on September 11, 2011, 06:49:49 pm
This seems as good a place to ask as any:

I've been digging through my old mod lists in preparation for another play-through. I didn't do much modding in Vegas last time, because I found the game satisfying as-is, but this round I'm gonna spice it up a bit. Anyone have experience with

Real Time Settler (http://newvegasnexus.com/downloads/file.php?id=36922)'s port to NV?
(If you've never seen this, it's a builder mod. You can scan and recreate architecture, put NPC's to work making gear for you, build a fort... whatever. Builder fans owe it to themselves to at least look)

Weapon Mod Kits Expanded (http://newvegasnexus.com/downloads/file.php?id=39651)?
Says there's a compatibility patch for FOOKNV, which I will definitely be using.

After School Special (http://newvegasnexus.com/downloads/file.php?id=43757)?

Electro-City (http://newvegasnexus.com/downloads/file.php?id=37908)?
Was really buggy and intrusive last time I used it. Neat idea, has it been fixed?

Also, there was a FO3 AI overhaul called Combat-Tactics Advanced that fixed a ton of stupid AI behavior, but I haven't seen references to it in a long time. Does NV have anything similar? I'm not interested in damage changes or FPS mods, I just prefered that system and would like it back, if possible.
Title: Re: Fallout: New Vegas
Post by: FunctionZero on September 11, 2011, 07:09:49 pm
Real Time Settler (http://newvegasnexus.com/downloads/file.php?id=36922)'s port to NV?
Yup. Well made, though discontinued. I preferred the F3 version though, you could recruit anyone there instead of just using the stock immigrants.

Weapon Mod Kits Expanded (http://newvegasnexus.com/downloads/file.php?id=39651)?
Expands weapons in all possible directions. Also has the meshes made, so yeah.

After School Special (http://newvegasnexus.com/downloads/file.php?id=43757)?
Haven't really played it. However, while it looks well made, I just don't dee any difference from the piles of existing home mods. Besides, I never liked such mods, so I might be a bit biased.

Electro-City (http://newvegasnexus.com/downloads/file.php?id=37908)?
Last time I used it, it worked just fine. However, despite the humongous size, it just doesn't change much. Worthless unless you're going with a darker nights mod. And even then nothing special.

Got some recommendations of mine:

Project Nevada (http://www.newvegasnexus.com/downloads/file.php?id=40040)
A big mod that adds various gameplay additions in a lore-friendly way. And everything is freely customizable from the main menu. Definitely great.

Companion Share and Recruit (http://newvegasnexus.com/downloads/file.php?id=42353) and RobCo Certified (http://www.newvegasnexus.com/downloads/file.php?id=43331)
Allows you to recruit any NPC and repair / build / upgrade all the vanilla bots and many new ones. Everything integrated nicely with the companion wheel and all.

Classic Fallout Weapons (http://newvegasnexus.com/downloads/file.php?id=37002)
Many of the classic F1 and F2 weapons. Polished meshes and all. Recommended.

And of course Fallout Overhaul Kit, but you already know about that one.
Everything works just fine with each other. Some compatibility patches needed of course.

Oh yeah, and stay the hell away from nVamp if you find it. It's a horrible, outdated mod compilation.
Title: Re: Fallout: New Vegas
Post by: Darkmere on September 11, 2011, 08:42:33 pm
Thanks for the recommendations!

Project Nevada looks interesting, provided there's a way to turn off the mask overlays. I know Classic Fallout Weapons was in FOOK2, if it's not in FOOKNV, I'll definitely pick that up. I wouldn't resort to housing mods if there were a convenient, accessible house available somewhere. The only one I found with everything was near a respawning family of deathclaws, and I got sick of having to deal with them every week or so.
Title: Re: Fallout: New Vegas
Post by: FunctionZero on September 11, 2011, 08:50:55 pm
Yeah, the visor overlays can be disabled with ease.

CFWs were in FOOK2 among the gazillion weapons there. Not really in FOOKNV, heh.

I guess this might have been since they wish to start anew. A lot of the FOOK2 weapons had animation errors, due to the engine being finicky with posing. (It just supports a generic pistol, rifle, etc., animation style, you can't really make one specific for a weapon.
Title: Re: Fallout: New Vegas
Post by: Darkmere on September 11, 2011, 08:56:50 pm
Yeah I get the fresh start impression reading over the changelogs. I can't say I blame them, it must have been a huge mess with all the CALIBR stuff and gunfappers (no offense to any RL weapons aficionados, I just never saw the point in getting bent out of shape over realism in a game about ghouls, mutants and nuclear aftermath).

Still, I do appreciate FOOK's compilation of bugfixes and minor tweaks, if nothing else. Maybe it'll make loadorders less troublesome to change this time around.
Title: Re: Fallout: New Vegas
Post by: dragonshardz on September 12, 2011, 01:39:12 am
RE: nVamp:

Definitely stay away from it. It's outdated and will probably crash your game. I learned this the hard way.
Title: Re: Fallout: New Vegas
Post by: Darkmere on September 12, 2011, 02:20:06 am
RE: nVamp:

Definitely stay away from it. It's outdated and will probably crash your game. I learned this the hard way.

Yeah I looked up what it was out of curiosity. I can't find anything about NVamp itself, except that it requires "core files" that are a bunch of other mods. Is this just a FOMM merged patch? It's also recommended to make a Bash patch for it... which I could do myself.

So this thing went out of date because someone can't use FOMM to make a current merged patch for all these random mods?

Side-note, the original NVamp creator apparently is developing some RPG, that's almost ready for release in October. Their forums have... a collection of concept art. Link for curiosity's sake here. (http://www.risegaming.com/rpg/forums/)
Title: Re: Fallout: New Vegas
Post by: Darkmere on September 21, 2011, 03:25:59 pm
Well, at the risk of double-post necroing myself...

Just finished playing through all the DLC's. Lonesome road wasn't what I expected, at all, but after the slow-ish startup I found it satisfying, if for nothing else as a tie-in to the other 3. I won't post spoilers, yet, but I was wondering if anyone else had opinions.
Title: Re: Fallout: New Vegas
Post by: FunctionZero on September 21, 2011, 04:01:06 pm
Wait, it's out already? Woo!
Title: Re: Fallout: New Vegas
Post by: Silfurdreki on September 21, 2011, 04:57:12 pm
Well, at the risk of double-post necroing myself...

Just finished playing through all the DLC's. Lonesome road wasn't what I expected, at all, but after the slow-ish startup I found it satisfying, if for nothing else as a tie-in to the other 3. I won't post spoilers, yet, but I was wondering if anyone else had opinions.


Other than that, I enjoyed the DLC quite a bit, especially that
Spoiler (click to show/hide)
Title: Re: Fallout: New Vegas
Post by: Darkmere on September 21, 2011, 08:05:29 pm
Spoiler (click to show/hide)

Unrelated: These level cap increases are overboard, I'm running out of meaningful places to put skill points and I'm not even 40 yet. jeez...
Title: Re: Fallout: New Vegas
Post by: Bdthemag on September 21, 2011, 10:07:31 pm
I liked the DLC, but I think the ending was a bit lacking. Atleast how I played it out.

Spoiler (click to show/hide)
Title: Re: Fallout: New Vegas
Post by: Doomchild- on September 22, 2011, 02:57:24 am
finished it in about 6 hours while trying to explore everything.
Spoiler (click to show/hide)
Title: Re: Fallout: New Vegas
Post by: Bdthemag on September 22, 2011, 08:36:58 pm
Well I reloaded a previous save from LR...
[spoiler]
I decided to just kill Ulysses and launch the nukes at both sides. But afterwards I felt kind of bad for killing hundreds of fake soldiers. I can never be the bad guy in a video game :/
Title: Re: Fallout: New Vegas
Post by: Darkmere on September 23, 2011, 01:38:32 am
Might wanna glance at that spoiler tag again :P

Spoiler (click to show/hide)
Title: Re: Fallout: New Vegas
Post by: MorleyDev on September 23, 2011, 04:31:36 am
I think in Fallout's backstory the nukes developed are incredibly 'dirty', lots of radiation but a relatively small explosion compared to real life modern nukes which tend towards large explosion and reduced fallout (of course they're still friggin' nukes, so it's a lot of radiation. But relatively speaking...). Which explains why the actual devastation at the ground zeros you see always seem so lacklustre in the games xD

Also lol planet of the apes ending xD
Title: Re: Fallout: New Vegas
Post by: Vherid on September 23, 2011, 07:49:40 am
I think in Fallout's backstory the nukes developed are incredibly 'dirty', lots of radiation but a relatively small explosion compared to real life modern nukes which tend towards large explosion and reduced fallout (of course they're still friggin' nukes, so it's a lot of radiation. But relatively speaking...). Which explains why the actual devastation at the ground zeros you see always seem so lacklustre in the games xD

Also lol planet of the apes ending xD

Actually, We tend to stick to lots of smaller warheads as well now. I read this science article a while ago about nukes and such, so I don't remember entirely how it all works, but it was all about the energy dispersal of nukes. You have your dirty bombs which are yes just small explosives compared to actual warheads, so that they disperse a lot of radiation. This is how our current strategy works though in a way. Instead of everyone building a bunch of Tsar Bombas, 50mt nuclear monstrosities, which of course hey I got a hundred of these who wants to fuck with me. The reason everyone has all of these minutemen style nukes now is the idea is to use A LOT of smaller warhead nukes, instead of one BIG nuke. The way it works is, the more energy used on the explosion, the less radiation there is going to be. The smaller the explosion, the more radiation. I don't remember the math behind it, and don't remember the exact way it worked and such, but that's simply how it works.
Title: Re: Fallout: New Vegas
Post by: Sergius on September 23, 2011, 09:23:16 am
The amount of fallout is more related to whether the nuke explodes hitting the ground or up in the air. Needless to say, WW2-style free fall bombs don't detonate until they hit the ground, so they kick up a lot of radioactive dust. Modern missiles are programmed to detonate much earlier.
Title: Re: Fallout: New Vegas
Post by: MorleyDev on September 23, 2011, 10:40:03 am
Actually they explode shortly before they hit. The Little Boy (Hiroshima) exploded at an altitude of 1968 feet (~600 meters) and the Fat Man (Nagasaki) at 1650 feet (~500 meters). Though for a 4 mile blast radius it's still gonna kick up and irradiate a lot of dust xD

From what I've read, it's that the way they worked was just plain inefficient compared to the modern methods.

As an aside, I think one scientist once dared to argue (translation: got fired for suggesting it) that since as the explosive damage goes up with modern nukes, the relative amounts of long-term fallout goes down (basically it doesn't climb at the same rate), so we actually tend to greatly over estimate the potential to wipe out all life on the planet with our current nuclear arsenal. We could pretty much wipe out civilisation and knock mankind back a few thousand years minimum sure, drastically alter the surface of the planet permanently and reduce the life expectancy of every individual on the planet to their mid twenties, but enough of us could still survive for the human race to endure long-term. Personally I'm not wanting to find out if his theory is right or not but it's an interesting idea ^^
Title: Re: Fallout: New Vegas
Post by: Leatra on September 23, 2011, 11:38:43 am
Yup.
Our missiles 'n' nukes are much more safer now.
Modern science RULZ!
Title: Re: Fallout: New Vegas
Post by: Vherid on September 23, 2011, 11:52:42 am
The amount of fallout is more related to whether the nuke explodes hitting the ground or up in the air. Needless to say, WW2-style free fall bombs don't detonate until they hit the ground, so they kick up a lot of radioactive dust. Modern missiles are programmed to detonate much earlier.

While ground level or airburst explosions do change how much "fallout" is produced, as I was saying and as Morley started to talk about, there's a mathematical equation for judging the relationship between explosion level and radiation. However what I was saying has nothing really do with the fallout. I literally mean the amount of radiation that is expelled from the bomb.

Actually they explode shortly before they hit. The Little Boy (Hiroshima) exploded at an altitude of 1968 feet (~600 meters) and the Fat Man (Nagasaki) at 1650 feet (~500 meters). Though for a 4 mile blast radius it's still gonna kick up and irradiate a lot of dust xD

From what I've read, it's that the way they worked was just plain inefficient compared to the modern methods.

As an aside, I think one scientist once dared to argue (translation: got fired for suggesting it) that since as the explosive damage goes up with modern nukes, the relative amounts of long-term fallout goes down (basically it doesn't climb at the same rate), so we actually tend to greatly over estimate the potential to wipe out all life on the planet with our current nuclear arsenal. We could pretty much wipe out civilisation and knock mankind back a few thousand years minimum sure, drastically alter the surface of the planet permanently and reduce the life expectancy of every individual on the planet to their mid twenties, but enough of us could still survive for the human race to endure long-term. Personally I'm not wanting to find out if his theory is right or not but it's an interesting idea ^^
Title: Re: Fallout: New Vegas
Post by: Bdthemag on September 25, 2011, 02:19:37 am
I think that nukes and radiation in Fallout are more based on what people in the 1950's believed.
Title: Re: Fallout: New Vegas
Post by: Sergius on September 25, 2011, 12:39:24 pm
I think that nukes and radiation in Fallout are more based on what people in the 1950's believed.

That's accurate. For example it makes insects grow to absurd sizes and turn people into glowing mutants.
Title: Re: Fallout: New Vegas
Post by: Doomchild- on September 27, 2011, 02:34:00 am
remember the bomb in megaton, detonating that one caused an interesting lightshow and a big dustcloud but all it did was change megaton from a crater to an irradiated bigger crater. and that was a large bomb compared to the warheads on the missiles in NV.
in all fairness, those warheads are confusing, pushing the button and bombing whoever covers said area in healthy green mist of radiation, yet during your trek to ullyses you manually detonate several of said warhead and can pass the site of the explosion without your geigercounter going berzerk. in fact, the damned things are more radioactive before they detonate than after. so either those warheads are so degraded that they're basically just oversized landmines or they are different from the ones that ended the war/world. and if the missiles launched were carrying the same warheads, how many were launched to get the effects witnessed at the end of the dlc?
Title: Re: Fallout: New Vegas
Post by: Astral on October 03, 2011, 09:01:52 am
Annoyed at an anti materiel rifle not being able to blow open someones' skull in a single shot? I'm currently working on a headshot rebalance mod, since the one I originally used seemed to be broken with the most recent patch. As I'm not currently at my home computer, I can't upload the basic version, but I plan on having multiple (fomod ready) versions, as follows:

Boom Headshot 5x: Makes headshots do 5x damage (as opposed to 2x) and affects such enemies as Cazadors (which have only a 1x on all body parts... bastards)
Boom Headshot 25x: As above, but 25x.
Boom Headshot 50x: Is this getting easy to guess yet?

Certain enemies will not be affected by the same degree as everything else. Deathclaws, for example, will only have a 5x multiplier due to their being much harder enemies in general. Sentry bots, similarly, will have more armored playing on their head regions, and will get a 5x as well. Certain parts that are difficult to hit, such as the combat inhibitors on the back of robots and the targeting lens on turrets will give a higher damage multiplier due to, well, being difficult to hit. My logic behind this is due to it being considered a weak point, it should become a vulnerability, rather than simply a frenzy button.

I'm also looking into making a script that causes helmets to reduce headshot damage by maybe half, or variably given the DT of the item. Have to do more research into this, based on what the range of helmet DTs can be.

There will also be "hardcore" versions where the player is affected by the headshot multiplier to a lesser degree (perhaps with some sort of script that detects if a player would be killed by a shot to the head, it sets them to 1 health instead and cripples your head... considering you survived two canonically the first time, it makes sense from a certain perspective) as well as reducing the chance to hit enemies heads in VATS by about half. I don't consider the latter too unbalancing, as I tend to use Project Nevada's bullet time or simply shoot them as if it were a FPS rather than utilizing VATS, most of the time. Adds a bit of challenge either way.
Title: Re: Fallout: New Vegas
Post by: FunctionZero on October 06, 2011, 03:30:01 pm
If anyone was waiting for it, the Fallout Overhaul Kit (FOOK) was updated yesterday. Changes include Lonesome Road support, plus many new things.

http://www.newvegasnexus.com/downloads/file.php?id=34684 (http://www.newvegasnexus.com/downloads/file.php?id=34684)

Seems they've done some pretty cool stuff.
Title: Re: Fallout: New Vegas
Post by: Astral on October 06, 2011, 05:50:47 pm
Oh goody, I was waiting for that one.
Title: Re: Fallout: New Vegas
Post by: Flying Dice on October 06, 2011, 07:59:20 pm
I've been wanting to come back to this for a while, and I'd prefer to rebuy it on PC rather than keep playing on console, but I wasn't sure if I could run it, and a fairly extensive search hasn't found a definitive answer for my model, and I'd prefer not to waste the money testing it. The main sticking point is the graphics card; I'm not sure of the exact relative quality of the Intel HD intergrated graphics as compared to ATI or nvidia cards, again, there was little information available online that addressed this game specifically, and I was hoping someone had personal experience/knowledge with it.

Spoiler: For reference, specs (click to show/hide)
Title: Re: Fallout: New Vegas
Post by: Jay on October 06, 2011, 09:29:47 pm
I'm not sure of the exact relative quality of the Intel HD intergrated graphics as compared to ATI or nvidia cards, again, there was little information available online that addressed this game specifically, and I was hoping someone had personal experience/knowledge with it.
Spoiler: For reference, specs (click to show/hide)
Yeah, no.  Integrated chipsets are useless in pretty much any gaming scenario.  Yes, that still includes the new generation ones on Sandy Bridge cores (which yours is not).
None of the games you listed are graphically challenging in any way.
You might be able to run the game at low graphics settings, but I wouldn't bank on it.
Title: Re: Fallout: New Vegas
Post by: Astral on October 06, 2011, 10:42:29 pm
Most of the games you listed are on the five-ten year old range (Deus Ex? Its graphics consist of concrete and pain!). Of course it'll be able to run those. I wouldn't bet on Fallout, though; although I ran Oblivion on an old Gateway with 256 MB of integrated goodness, it ran like crap until I tuned every setting and downloaded approximately three different mods to reduce meshes, monitor framerate and help eliminate crashes due to lack of memory (as well as aggressively scrub unused textures from memory). Even then I was maxing at 30 fps on interiors and Deus Ex looked fairly pretty compared to this stripped down version of Oblivion. Not to mention that particle effects (See: any and all magic in the game) caused my computer to have a minor heart attack every time they occurred.

It was more trouble than it was worth, to be honest. Trying to run Fallout 3 on the same machine was an exercise in pain as well, considering that the "card" didn't support some key feature... that made me have to make every person in the game headless via an .ini edit (something with the lip sync or some other annoying thing... don't wanna talk about it). While amusing for a short while, this led to other problems as well. Namely, the game zooming into the far reaches of the landscape in search of a head to lock on to during conversations... and making headshots nigh impossible in VATS due to their heads not being there (keep in mind, I relied on VATS heavily due to getting at most 20 FPS on interiors and the crappy aiming in Fallout 3).

However, if you're a masochist, give it a shot.
Title: Re: Fallout: New Vegas
Post by: Flying Dice on October 07, 2011, 12:08:40 am
That was pretty much what I was figuring, but I have seen videos of people managing to run NV at decent rates on what they claimed were factory standard 15Rs, as well as a reviewer who was claiming that the Intel HD intergrated chips were equivalent to low-range proper graphics cards, so I was trying to determine if I could get some performance out of it on minimum settings. Eh, I needed an excuse to buy a functional 360 anyways. Thanks for the response!
Title: Re: Fallout: New Vegas
Post by: Darkmere on October 07, 2011, 03:14:38 am
If anyone was waiting for it, the Fallout Overhaul Kit (FOOK) was updated yesterday. Changes include Lonesome Road support, plus many new things.

http://www.newvegasnexus.com/downloads/file.php?id=34684 (http://www.newvegasnexus.com/downloads/file.php?id=34684)

Seems they've done some pretty cool stuff.

When I saved yesterday I was at 237 lbs. When I loaded after updating FOOK, I was carrying 350+ lbs.  Seems they removed some item weight tweaks. Also I feel bad about wanting the next FOOK version already, to standardize the GRA/existing weapons stuff. Still, if you haven't you *must* visit Violet, Nephi, and Cook-cook wearing a Khans disguise. The re-added dialog is priceless.
Title: Re: Fallout: New Vegas
Post by: Trapezohedron on October 07, 2011, 03:17:52 am
Annoyed a bit with the Gun Runners arsenal. There aren't a lot of new plain and ordinary weapons. Instead, we get rehashes of the same weapon, only labelled (GRA). Those (GRA) weapons have mods though, but a lot of the pack's items are just rehashes.

And about the unique weapons department, a lot of them are melee weapons, which is nice. But somehow, they still feel lacking...

One of it's redeeming features is that the Gun Runners now sell (GRA) Mininukes, which can only be used on (GRA) fat men and Esther, a unique fat man.
Title: Re: Fallout: New Vegas
Post by: Astral on October 07, 2011, 06:06:51 am
Yeah... I was annoyed when I found a Ripper early on, bought some Carbide Teeth for it then realized that it wasn't compatible with the normal version of the weapon.
Title: Re: Fallout: New Vegas
Post by: Astral on October 09, 2011, 02:08:41 pm
For those of you who still play this on occasion, this seems like one of the best mods I've ever seen:

http://www.newvegasnexus.com/downloads/file.php?id=44204 (http://www.newvegasnexus.com/downloads/file.php?id=44204)

Supposedly, it fixes a good portion of CTDs caused by buggy code and other stuff. To quote the page:

Quote
Error Corrections - Reduce CTD is the same idea as the Fallout 3 version. Fix Stuff, Reduce CTDs. People rejoice.
Nothing this mod does will ever be a mystery, all changes are documented in some way shape or form and all information is available to you to view.

We keep getting asked not what we are doing but HOW what we are doing helps. This is a legitimate question. And here is the answer:
By repairing all these bug/errors and disabling unused records in the esm files this will result in less crashes to desktops(ctds) and smoother gameplay throughout NV. The game engine will have less to process and worry about with all the unused archives out of the way and the errors that are related to them.
Title: Re: Fallout: New Vegas
Post by: ShoesandHats on December 15, 2012, 04:32:12 pm
Necromancy powers activate!

I absolutely love the Fallout series of games, especially New Vegas and the original two. I've been playing a bit of it recently, but I've been plagued with crashes every ten minutes or so. I really just can't play any recent Elder Scrolls or Fallout game without tons of mods, so that's probably part of the problem. I figured it would be best to post here than it would be to plague the Other Games section with new threads. If anyone can offer any advice, here's my load order:
Code: [Select]
FalloutNV.esm
DeadMoney.esm
HonestHearts.esm
OldWorldBlues.esm
ELECTRO-CITY - Highways and Byways.esm
ELECTRO-CITY - CompletedWorkorders.esm
More Perks.esm
Project Nevada - Core.esm
Project Nevada - Cyberware.esp
Project Nevada - Equipment.esm
CINEMATECH.esm
Project Nevada - Rebalance.esp
More Perks for Companions.esm
More Perks for Dead Money.esm
More Perks for Honest Hearts.esm
IWR.esm
More Perks for Old World Blues.esm
AWorldOfPain(Preview).esm
CFWNV.esm
UnlimitedCompanions.esp
UnlimitedCompanions SCRIPT FIX.esp
UHNV-Brighter Lighting.esp
Wasteland Defense.esp
ELECTRO-CITY - Imaginator.esp
DYNAVISION 2 - Dynamic Lens Effect.esp
UHNV-Honest Hearts.esp
UHNV-Dead Money.esp
UHNV.esp
UHNV-OWB.esp
WMX-DeadMoney.esp
WeaponModsExpanded.esp
WMX-HonestHearts.esp
WMX-OldWorldBlues.esp
CONELRAD 640-1240.esp
EVE FNV.esp
WMX-EVE.esp
The Groovatron NV.esp
OWB-Path Lights.esp
thewastelandstream.esp
NVBabyDeathclawCommander.esp
CRHDV3O3.esp
CRHDV3O2.esp
Night Brightness Adjuster.esp
More Perks for Companions Update.esp
More Perks for Dead Money Update.esp
More Perks for Honest Hearts Update.esp
More Perks for Old World Blues Update.esp
More Perks Update.esp
Tailor Maid - NV.esp
Continue After Ending V1.9.esp
DriveableMotorCycle.esp
Boacombat2glove.esp
boa ncrpahelmet.esp
NewVegasBounties.esp
AKS74u.esp
PimpMyScarf.esp
357retex.esp
Alternative Start.esp
UrgeWasterScarf.esp
MediumBeardAlt.esp
christinecos.esp
PancorJH.esp
MP412REX.esp
Millenia_Tokarev.esp
BM4A1.esp
MaresLeg.esp
KABAR.esp
M37Ithaca.esp
AK47.esp
M14.esp
Mateba.esp
Uzi.esp
Classic FO SM_v1.2.esp
CFW-OWB.esp

Total active plugins: 74
Total plugins: 90
Title: Re: Fallout: New Vegas
Post by: Leatra on December 15, 2012, 04:55:28 pm
I had a similar mod list. Despite how awesome the game became, crashes and big FPS drops were rather regular in the game. I gave up trying to set it right after days of trying and completely removed the game. Bethesda games are good, but they are only good with mods. Vanilla sucks.

BTW, be careful when handling the Project Neveda mod.
Title: Re: Fallout: New Vegas
Post by: Darkmere on December 15, 2012, 07:53:34 pm
I don't know what half of those are, so I'm having to guess at what they do.

First off, move all the .esm's to the top, and all the .esp's to the bottom. Start with core .esm's, then big, sweeping changes like project nevada and WMX, then compatibility patches (if any), then miscellany, then .esp's in the same order as .esm's.

That... might fix a few errors and will ceratainly clean up a few issues in your load order.

But I'm pretty sure some of the problems are coming from the random added weapon mods at the bottom conflicting with WMX and project nevada. To fix that you're going to have to decide which mod should take priority, move it to the bottom, and build a bashed patch with your entire load order enabled to straighten out whatever conflicts are causing all the issues.

Here's a link to Wrye Bash (http://modsreloaded.com/wrye-bash-bashed-patch-t3455.html), with a download link at the top. Making a bashed patch is far outside the realm of this post, and others have written better guides than I could, BUT once I started maintaining one the game got much more stable and enjoyable.
Title: Re: Fallout: New Vegas
Post by: ShoesandHats on December 16, 2012, 12:29:00 am
I'm not sure why the weapon mods would conflict with Project Nevada or WMX, but I'll make sure to follow your other advice.
Title: Re: Fallout: New Vegas
Post by: Darkmere on December 16, 2012, 01:19:13 am
It has to do with the way the game data stores items. I've never used the TESCC/GECK, but as I understand it, a set of game data like the Tokarev pistol is one linked object, made up of all kinds of stuff like texture information, a leveled list reference (how the game knows where the gun fits into the world, who should carry it, what vendors stock it, when it should appear), and assorted other data. This means individual parts can't be changed by different mods, whichever mod loaded last takes precedence.

Just an example of how WMX could conflict:
Spoiler: How WMX works (click to show/hide)

Suppose one of the new weapons replaces or poorly duplicates a vanilla weapon entry that WMX tries to access. If the Tokarev mod is loaded last, it will overwrite changes WMX made to the vanilla pistol entry, which could cause WMX to look for a weapon (tokarev with laser sight) that doesn't exist. Crash.

What compatibility patches (and bash patches) do is figure out where data changes conflict, and determine which mod takes precedence. In this case, WMX would need to take precedence, so the patch would load WMX's changes last, and need to be placed at the end of the load order. Unfortunately, the more mods added (especially mods that change the same thing), the more likely that two of them try to change the same dataset and cause a conflict.

If any else here has made mods, I'm sure they could explain it better than I could.
Title: Re: Fallout: New Vegas
Post by: ShoesandHats on December 16, 2012, 01:36:59 am
Well, you can't put WMX mods on those custom weapons if I'm correct, so I don't think it would matter.
Title: Re: Fallout: New Vegas
Post by: Darkmere on December 16, 2012, 01:57:44 am
Depends on how the custom weapons are implemented. That's a problem I kept running into with smaller mods; whoever made them would change anything they wanted and ship it, compatibility be damned. Unfortunately, it was also a huge problem with uh... whatever that one fallout 3 mod was that made NPC faces look human, instead of Bethesda-standard frog mutant. NPC's work like weapons, so changing the face data made it incompatible with almost every other mod, ever.

It's sort of a problem on Bethesda's end, and as long as they keep importing the core engine from project to new project it'll still be a problem. And I'm rambling now. Just wanted to pass along what worked for me, is all.
Title: Re: Fallout: New Vegas
Post by: ShoesandHats on December 16, 2012, 01:54:05 pm
So, here's my (hopefully) fixed load order. It seems to have maybe-sorta worked a little bit? It still crashes, but it doesn't seem to quite as quickly as before. It might just be a placebo, though.
Code: [Select]
FalloutNV.esm
DeadMoney.esm
OldWorldBlues.esm
HonestHearts.esm
ELECTRO-CITY - Highways and Byways.esm
ELECTRO-CITY - CompletedWorkorders.esm
More Perks.esm
Project Nevada - Core.esm
Project Nevada - Cyberware.esp
Project Nevada - Equipment.esm
CINEMATECH.esm
Project Nevada - Rebalance.esp
More Perks for Companions.esm
More Perks for Dead Money.esm
More Perks for Honest Hearts.esm
IWR.esm
More Perks for Old World Blues.esm
AWorldOfPain(Preview).esm
CFWNV.esm
Bashed Patch, 0.esp
IWR - Rebuilt.esp
UnlimitedCompanions.esp
UnlimitedCompanions SCRIPT FIX.esp
Wasteland Defense.esp
ELECTRO-CITY - Imaginator.esp
DYNAVISION 2 - Dynamic Lens Effect.esp
UHNV.esp
UHNV-Brighter Lighting.esp
UHNV-Honest Hearts.esp
UHNV-Dead Money.esp
UHNV-OWB.esp
WeaponModsExpanded.esp
WMX-DeadMoney.esp
WMX-HonestHearts.esp
WMX-OldWorldBlues.esp
CONELRAD 640-1240.esp
EVE FNV.esp
WMX-EVE.esp
The Groovatron NV.esp
OWB-Path Lights.esp
thewastelandstream.esp
NVBabyDeathclawCommander.esp
CRHDV3O2.esp
Night Brightness Adjuster.esp
More Perks for Companions Update.esp
More Perks for Dead Money Update.esp
More Perks for Honest Hearts Update.esp
More Perks for Old World Blues Update.esp
More Perks Update.esp
Tailor Maid - NV.esp
Continue After Ending V1.9.esp
DriveableMotorCycle.esp
Boacombat2glove.esp
NewVegasBounties.esp
AKS74u.esp
PimpMyScarf.esp
Alternative Start.esp
UrgeWasterScarf.esp
MediumBeardAlt.esp
christinecos.esp
PancorJH.esp
MP412REX.esp
Millenia_Tokarev.esp
BM4A1.esp
MaresLeg.esp
KABAR.esp
M37Ithaca.esp
AK47.esp
M14.esp
Mateba.esp
Uzi.esp
CFW-DM.esp
CFW-OWB.esp
RagingBull.esp

Total active plugins: 74
Total plugins: 91
Title: Re: Fallout: New Vegas
Post by: Darkmere on December 16, 2012, 06:12:51 pm
That looks much more orderly. It'll settle some load-order issues, but not any data conflicts like leveled lists and all that. Again, depends on how each mod is made.
Title: Re: Fallout: New Vegas
Post by: Sergius on December 16, 2012, 07:46:10 pm
Best house mod I found:

Underground Hideout (http://newvegas.nexusmods.com/mods/37884)

It comes with some sort of tool that lets you move the entrance anywhere you want in the map (it's some sort of manhole). I think you have to finish some sort of mini quest to get it?
Title: Re: Fallout: New Vegas
Post by: Flying Dice on December 18, 2012, 02:49:36 am
Little late to the party here, at least for the PC version, but I've finally got a computer that can run it (on Ultra-High, no less). It's 2:47 and I've finally gotten it to run with my frankensteinian 30+ item load order, but sleep is for the weak!
Title: Re: Fallout: New Vegas
Post by: Rolan7 on March 01, 2015, 07:18:00 pm
Huh, necroing a topic by 120+ days produces a warning message.  Now I know.  I feel it's justified though.  The Skyrim thread is still Bethesda General, but there's so much to discuss about New Vegas specifically.

At least among my group of friends, the ethical dilemmas at least have lead to literally hours of impassioned debate.  Only one of us supports the Legion, and only to be laughably evil.  Otherwise it's pretty much NCR vs enlightened player-run dictatorship.  (Though *all* of us sympathize with House, he isn't quite our first choice).

I'm the NCR loyalist, and I may as well make my case.  Yes, the NCR has issues.  The weight of its bureaucracy has led to corruption and inefficiency, which have led to unjust deaths.  Of brave NCR soldiers as well as locals.  The NCR is expansionist, even to its own detriment.  This cannot be denied.

But this is because the New California Republic is dedicated to bringing civilization back to a broken land.

New Vegas is a powerful state, with precious natural resources in the form of the dam.  But could it really stand on its own?  If the Bear or the Bull withdrew, wouldn't the other be able to overwhelm the securitrons and destroy Mr House's utopia?  Maybe, maybe not.  There's not enough information to say.

But there's no need!  New Vegas already operates practically as a NCR state.  It sends energy to the west, and receives protection in return.  While maintaining a powerful military force of its own which ensures it is respected at the bargaining table.  This arrangement is stable, even if the securitron army is never expanded.  The NCR could probably win, but doesn't want to face the cost and public outcry of overwhelming New Vegas with troops.  New Vegas doesn't want to be weakened or crushed, particularly with a vicious horde to the east diametrically opposed to its every ideal.

So my hero decided to support the NCR.  Though...  the death of Mr House, was...  One of those things that logically must happen, for the greater good, yet will haunt her every night forevermore.  Because he was a good man, who also dreamed of building a shining new world out of ash.  Not to mention a genius, possibly the only good person to prepare *before* the bombs dropped.

Evil people of the old world prepared, of course.  The... Enclave.  Perhaps my perspective is skewed, but I played in this order:
Fallout 2
Fallout 3
Fallout 1
Fallout: New Vegas
Fallout: Brotherhood of Steel

And I will never forget or forgive the Enclave's actions in FO2, or before the war.  I have yet to confront their craven descendents in New Vegas.  I will listen before passing judgement, but they must admit that evil was done.

I haven't even discussed the Brotherhood of Steel, which I consider my foremost loyalty.  But I suspect this post is already large enough to start discussion.  I especially want to hear from people who disagree with me, because the beauty of FO:NV is that there is no one good side. 

(Just one stupidly evil side, why the hell did they make the Legion so evil, they could have been SO MUCH MORE INTERESTING)
Title: Re: Fallout: New Vegas
Post by: USEC_OFFICER on March 01, 2015, 07:52:55 pm
From what I understand, they made the Legion so evil because of deadlines/budget cuts/Bethesda being a cunt. Basically they were going to have a few Legion-controlled towns that were pretty pleasant places to live to play up the 'Brutal but Competent' angle they had going. So less evil and more we're doing what we must to preserve civilization or something like that. Except they ran out of time to do that, and Bethesda wouldn't extend the deadlines and did all they could to not pay bonuses too so NV was released with what it had. Hence the Legion was evil without having the counterbalance that they were originally intended to have.
Title: Re: Fallout: New Vegas
Post by: Darkmere on March 01, 2015, 08:04:51 pm
From what I understand, Ulysses was originally supposed to be the Legion-centric follower but got cut and turned into the Courier's shadow archetype in the DLC arc.

I honestly believe the Legion was forcibly changed halfway through development simply because the questline for them feels half-formed at best. As far as I recall, there are two characters that directly tell you what life is like in Utah (Raoul and the trader in the fort), and both barely discuss what life was like before the Legion. Raoul will very adamantly tell you that life there was complete hell before the Legion came along, and that under Caesar's rule everyone is safe from the bandits and marauders. No one starves.

But what gets shoved in our face constantly is rape and slavery, which are cartoonishly villainous compared to the de facto Legion ideals that the two characters who actually know, will tell you. If someone threatens the Legion's citizens, it dies. Period.

Assuming that those overtly villainous overtones were added in lieu of fleshing out the remaining faction (and as I recall, the game got kicked out the door early in a semi-hostile move by the publishers), I would have sided with the pragmatic Legion over NCR's foolhardy attempts to recreate the government that screwed up in the first place. Good intentions don't feed people, and such overextension without care will lead to factionalization and, ironically, the same downfall that Rome itself succumbed to.

The Brotherhood are on a path to guaranteed extinction as it is. The rest of the world can just wait a generation or two for them to die out in their little holes, then come in and take their research for an actual constructive purpose.

House was the best bet for actual long-term progress simply due to his knowledge stores and pre-war tech stashes, but getting that benefit outside his area of influence would have taken time as well, because he had no idea how people work and no real desire to help anyone. It's been pointed out that his little snow globes are exactly how he viewed the world - an experiment or project that he's isolated from and will never care about.

All that said, as far as long-term prospects for humanity's prosperity, I'd have to rank them, from most to least promising:

1) An idealistic Wild Card courier who made peace with the Big Empty and Ulysses.
2) House, again provided the Courier can exert humanizing influence on him
3) What I think the Legion was supposed to be
4) The NCR
5) What the Legion actually was
6) the implied Wild Card ending with Vegas as an independent state
Title: Re: Fallout: New Vegas
Post by: BFEL on March 01, 2015, 08:10:57 pm
But this is because the New California Republic is dedicated to bringing civilization back to a broken land.

What measure is "civilization"?
Do you simply mean "democracy" or perhaps "similar to what we have now"?

You seem to be basing your choice on the assumption that what we have/hadinfalloutuniverse is intrinsically the best that "civilization" can be.

Alternatively look at the story of Ulysses in Lonesome Road. He saw a totally new "civilization" rise in Hopeville, one that he considered totally distinct from the NCR and he had such great respect for what that new idea could become that he all but went insane when he saw it crushed.
And from his dialogue we see that this "civilization" was formed out of the Courier's own actions.

Also look at the viewpoint of Moira from Fallout 3. Consider her observation that "Everyone is trying to put the pieces back the way they were, but they don't fit anymore. Maybe we should try and make a nice mosaic out of the pieces instead". Fairly insightful given her general personality.
Title: Re: Fallout: New Vegas
Post by: Rolan7 on March 01, 2015, 08:20:41 pm
Thanks for the reminders.  Keeping in mind that my first and foremost exposure to the series was Fallout 2, wherein the tribals and semi-tribal towns were pitted against the evil Enclave dumb-ocracy, I would have been very sympathetic to the legion.

Except, yeah, they were just stupid.  The evil, I could deal with, but they were absurdly and meaninglessly evil to a stupid degree.  If they had used energy weapons or even guns, I may have joined them.  If they had been low-tech tribals but not so randomly misogynistic, I may have joined them.  It's a real shame.

Also look at the viewpoint of Moira from Fallout 3. Consider her observation that "Everyone is trying to put the pieces back the way they were, but they don't fit anymore. Maybe we should try and make a nice mosaic out of the pieces instead". Fairly insightful given her general personality.

Good quote and point.  But "the way things were", in the Fallout universe, is the Enclave from what I see.  The NCR is patterned after the US, but adapted for the new world.  In particular it seems to give more power to individual states (at least for now) (just like the original United States did).  Because virtibirds are rare, so it's practically impossible to properly police and control a large area from a centralized core of power.  It needs to be a union of actual states, in the original sense.
Title: Re: Fallout: New Vegas
Post by: NullForceOmega on March 01, 2015, 09:06:53 pm
I burn the Legion because they're fucking Romans, and I hate Rome and everything it ever stood for.  I kill House because he is wrong, his utopia is impossible and so he must die.  I don't try to run Vegas myself because it would FAIL.  If I really had some agency in this game, I'd do everything in my power to get the Brotherhood and Marcus working together and turn the whole damn region into a Brotherhood protectorate.  Since I can't do that, then I will do everything in my power to support the legacy of The Vault Dweller and The Chosen One, so NCR WILL be victorious.
Title: Re: Fallout: New Vegas
Post by: Flying Dice on March 01, 2015, 09:14:30 pm
Legion die because they're assholes. House dies because he's an asshole. NCR die because they're assholes (but only after I milk them dry of quest rewards for killing other assholes).

BoS live because they're assholes who give me easy access to energy weapons and power armor, and aren't the fucking Van Graffs. The Van Graffs get robbed blind and slaughtered. The Boomers get to live because they're assholes who blow things up for me. The Enclave Remnants get to live because VERTIBIRD WOOOOO! The Powder Gangers di- ahaha, who am I kidding, nobody knows who they are. Fiends die because they're there.

And, really, just about anyone dies because I have Bloody Mess and high-powered rifles.

Courier Six's Vegas: Be Good Or I'll Fucking Ice You.
Title: Re: Fallout: New Vegas
Post by: Rakonas on March 01, 2015, 09:18:47 pm
I burn the Legion because they're fucking Romans, and I hate Rome and everything it ever stood for.  I kill House because he is wrong, his utopia is impossible and so he must die.  I don't try to run Vegas myself because it would FAIL.  If I really had some agency in this game, I'd do everything in my power to get the Brotherhood and Marcus working together and turn the whole damn region into a Brotherhood protectorate.  Since I can't do that, then I will do everything in my power to support the legacy of The Vault Dweller and The Chosen One, so NCR WILL be victorious.

The Brotherhood of Steel isn't really good, though. Even what's her name says so. And they're not likely to change for the better. The NCR is also hella corrupt and collapsing under the weight of their own expansionism. Legion's just more obvious assholes.
Title: Re: Fallout: New Vegas
Post by: NullForceOmega on March 01, 2015, 09:20:14 pm
I've made my point about the Brotherhood before, you cannot sway my opinion, I support the Brotherhoods goals and will kill everything that gets in their way.
Title: Re: Fallout: New Vegas
Post by: Flying Dice on March 01, 2015, 09:30:15 pm
The only objectively good faction in New Vegas are the Kings.
Title: Re: Fallout: New Vegas
Post by: Rolan7 on March 01, 2015, 09:36:24 pm
I too support the Brotherhood of Steel fully.  I was prepared to kick out the NCR because my friends said there could be no peace between NCR and the Brotherhood, but I found the way (despite self-imposed 10 points in speech, heh). 

To be honest, the entire Brotherhood-NCR conflict seems a bit uncharacteristic of the Brotherhood.  In-game they have only been secretive and protective, never aggressive.  Even freely trading non-combat technologies to help humanity regenerate.  I blame the conflict on Elijah.

(Though, Dead Money is the one DLC I haven't played yet.  Ironic, since I was obsessed with finding him...  I didn't know his role in that one until I completed the rest, and my friends told me while laughing).

As far as I'm concerned, they're the greatest (lawful) good left in the world.  Certain military technology *should* be withheld, because the world is a savage place for now.  All other technologies they collect, collate, and share.  They represent the greatest ideals of the pre-war military merged with the pre-war scientific community.  Warhammer space marines, they ain't.

The Followers of the Apocalypse may win in sheer generosity, but they fail in vision and effectiveness.  But in my head-canon, the NCR adopts the Brotherhood and the Followers as semi-autonomous branches of government.  With the NCR's scope, the Brotherhood's knowledge, and the Followers' humanitarianism, a truly good republic can emerge.

The only objectively good faction in New Vegas are the Kings.
I almost killed those punks until I learned the truth.  Then I was happy to support them.
They're still kinda pathetic but whatever, every kingdom needs a county.
Title: Re: Fallout: New Vegas
Post by: Bohandas on March 01, 2015, 09:40:07 pm
I've made some mods:

http://www.nexusmods.com/newvegas/users/15372579/?tb=mods&pUp=1
Title: Re: Fallout: New Vegas
Post by: ductape on March 01, 2015, 09:49:10 pm
I always wished there was a mod that would transform the game into something like Caravaneer. You travel around and deal with factions, trying to make a living with a caravan. Defending against raiders, pissing off the wrong guys, etc.
Title: Re: Fallout: New Vegas
Post by: Bohandas on March 01, 2015, 09:58:05 pm
I too support the Brotherhood of Steel fully.  I was prepared to kick out the NCR because my friends said there could be no peace between NCR and the Brotherhood, but I found the way (despite self-imposed 10 points in speech, heh). 

To be honest, the entire Brotherhood-NCR conflict seems a bit uncharacteristic of the Brotherhood.  In-game they have only been secretive and protective, never aggressive.  Even freely trading non-combat technologies to help humanity regenerate.  I blame the conflict on Elijah.

(Though, Dead Money is the one DLC I haven't played yet.  Ironic, since I was obsessed with finding him...  I didn't know his role in that one until I completed the rest, and my friends told me while laughing).

Dead Money isn't very good though, gameplay-wise. They use a bunch of cheap gimmicks to increase difficulty (such as non-resistible health draining gas, immortal hologram enemies, platform jumping, and - for some inexplicable reason - deadly radios [which are played completely straight to the point where it is unclear whether the game creators even realized that it was a ridiculous idea])
Title: Re: Fallout: New Vegas
Post by: Darkmere on March 01, 2015, 10:13:20 pm
Pfff Dead Money was lots of fun as a bit of a gameplay shift (it's Bioshock done with a fallout vibe), and the plot was tragically delicious.

I think the GI Joe Brotherhood bullshit from 3 is kind of clouding the idea of the Brotherhood of Steel. They don't care at all about anyone who isn't born into the Brotherhood or that they can use to further their own goals: keep all technology for us and let the savages outside die.

Picking a fight with the NCR broke the BOS's power base permanently and sent them into a death spiral from which they cannot recover in their current form. At absolute best individual bunkers may defect but those are a couple hundred people apiece, tops. Not viable breeding populations if they continue their isolationism, and if they don't their culture itself will not survive intact.

It's all well and good anyway, since at this point the grotesque horror of Mariposa is fading along with Maxson's original holier-than-thou defection, leaving the BOS an empty shell rattling around with obsolete, suicidal doctrine.

What I don't understand is... There's a faction in canon that matches what people are trying to make the BOS out to be. Christine from Dead Money is a member. They're called the Circle of Steel and they do exactly what the trunk Brotherhood won't: wield technological superiority as a political influence on the wasteland, without dumbass ideas like starting land wars in Russia sending the majority of their population to die against the NCR.
Title: Re: Fallout: New Vegas
Post by: Bohandas on March 01, 2015, 10:24:50 pm
I burn the Legion because they're fucking Romans, and I hate Rome and everything it ever stood for.  I kill House because he is wrong, his utopia is impossible and so he must die.

His utopia is quite achievable, at least once he gets his futuristic super-science tech running again (remember, he has apparently created stuff in the past that makes even the tech in Big Mountain look backwards). Also, I support him because he's the philosophical and military opposite of the Legion; the Legion is all about human strength, close quarters melee combat, ludditeism, and the problems of yesterday today; if you support House he wipes them out by having his robots gun them all down.
Title: Re: Fallout: New Vegas
Post by: NullForceOmega on March 01, 2015, 10:33:58 pm
House lacks humanity.  His utopia can only exist in a perfect vacuum where he is god and every living thing follows his every thought exactly.  I have no tolerance for that kind of self-indulgent idealism.  The NCR exists in the now, and they have the only even vaguely functional system in place to deal with the wastes.  Regardless of our bickering the continuing story of Fallout will have the NCR victorious and the world become more tame, until the next chapter, where the courageous (hero) steps forward from obscurity into legend by defeating the (evil) and saving the slowly expanding hope of humanity (NCR or its successor).  Because that is the story of Fallout, and, like war, it never changes.

Edit:  And the Brotherhood will continue, because it is part of the setting and until New Vegas, was in fact the single most important part of the setting.  Even with its diminished role, the BoS isn't leaving any time soon.
Title: Re: Fallout: New Vegas
Post by: Bohandas on March 01, 2015, 11:56:22 pm
- M-16! Finally added.
http://www.gamestop.com/Catalog/ProductScreenshots.aspx?Product_ID=74570&image=14

This shit again... Why is the original Fallout and Fallout 3 the only ones to do it right? Real world weapons don't fit the theming mostly...

What do you think of the game's fictional weapons attributed to real world companies (like the Glock 86 Plasma Defender)
Title: Re: Fallout: New Vegas
Post by: NullForceOmega on March 02, 2015, 12:00:54 am
And the H&K L30 gattling laser?  The Winchester P94 plasma rifle?  Fallout intentionally tries to be immersive by throwing the known in alongside the new and different.
Title: Re: Fallout: New Vegas
Post by: Rolan7 on March 02, 2015, 12:06:52 am
Edit:  And the Brotherhood will continue, because it is part of the setting and until New Vegas, was in fact the single most important part of the setting.  Even with its diminished role, the BoS isn't leaving any time soon.

Yeah, beyond the annoyance mechanic of radiation, they're the most constant factor in the series.  Even if (like many things) their nature changes drastically in FO3 (distance, developer) and FO:NV (time).

But even in FO:NV I can blame the change on the NCR, and still sympathize with both.

Urgh.  The possibilities.  The "Legion" should have been an excessively loose federation of tribes united to oppose the imperialism of the NCR.  Essentially native american culture.  The savage survivalism of the new world versus the regimented survivalism of the old world reborn.

But instead the NCR is flawed but good, and the Legion is not just evil but distasteful.
Title: Re: Fallout: New Vegas
Post by: Bohandas on March 02, 2015, 12:12:32 am
The Legi9n isn't just evil and distasteful, it's consoderably more evil and distasteful than any other faction, including the Fiends.


EDIT:

As for the brotherhood, they're bad guys too. Like the Legion they're actively trying to turn back the clock on technology and civilization, although unlike the legion they're not stupid anough to do it to themselves aas well; they just do it to other people
Title: Re: Fallout: New Vegas
Post by: Sergius on March 02, 2015, 12:52:24 am
I can't sympathize with a faction that willingly irradiates their own genitals by wearing skirt things in the wasteland.

At least you can rad-proof a pair of pants or something.
Title: Re: Fallout: New Vegas
Post by: NullForceOmega on March 02, 2015, 01:00:09 am
The Brotherhood does not attempt to 'turn back time' for the other inhabitants of the wastes, they just remove the most dangerous tools from play.  They don't jack peoples computers, they take their laser rifles.  They don't smash up peoples irrigation systems, they grab the suit of power armor great-grandpa left in the shed.  If you fight back, they kill you.  You don't like it, that doesn't make them evil.  If a raider is attacking you and your family to take your food, you fight back.  If your baby is starving and someone else has food, you try to take it.  Stop trying to moralize the factions, from their own perspective they are ALL the good guys.  I don't agree with them, I agree with BoS.
Title: Re: Fallout: New Vegas
Post by: Flying Dice on March 02, 2015, 02:01:37 am
So it's okay to fight back against people trying to steal your property and threatening you with violence if you resist, but only if it isn't the Bloody Magpies Brotherhood that's nicking it?

(Seriously, that's the biggest connection between BoS and Space Marines, not the power armor.  ::))
Title: Re: Fallout: New Vegas
Post by: Darkmere on March 02, 2015, 02:23:13 am
There is still the fact that they went to open war with the NCR just because NCR wanted to use old world tech AT ALL.
Title: Re: Fallout: New Vegas
Post by: mainiac on March 02, 2015, 02:46:55 am
While I tend to sympathize with the NCR, that is judging the BoS by their worst moment.  Without the BoS around the supermutants probably would have wiped out all human life on the west coast before the NCR even existed.
Title: Re: Fallout: New Vegas
Post by: Rolan7 on March 02, 2015, 02:55:47 am
There is still the fact that they went to open war with the NCR just because NCR wanted to use old world tech AT ALL.
Citation needed, I guess?  Oddly, neither the Gamepedia nor Wikia wikis explain the start of the conflict...  Except using non-canon Van Buren info (that Fallout 3 which wasn't made).
Title: Re: Fallout: New Vegas
Post by: hops on March 02, 2015, 02:57:16 am
So I'm trying to play a sniper, but so far all playthroughs have been too frustrating and unsatisfying for me to continue.

What's a good way to deal with close combat when you're a sniper? It's kind of annoying having to run around shooting an armored enemy who won't die despite repeated headshots. Enemies also seem to see me before I see them.
Title: Re: Fallout: New Vegas
Post by: Astral on March 02, 2015, 03:19:36 am
Either a mod that makes headshots more difficult and realisic (http://www.nexusmods.com/newvegas/mods/35037/?), preferably both for you and enemies (with some of the damage mitigated by, you know, wearing a helmet), or by saving up for the anti materiel rifle.

Being squishy sucks, especially early game, and generally involves a lot of kiting if they do manage to get close up.

Barring that, be sneaky and grab land mines, then drop a few in their path before you start shooting. Most enemies will attempt a shortest path, or straight line, to get to you, so they end up trampling over every single explosive in their way.

You could also abuse the pathing by jumping on a rock or something. But that would be mean.
Title: Re: Fallout: New Vegas
Post by: Darkmere on March 02, 2015, 03:26:49 am
There is still the fact that they went to open war with the NCR just because NCR wanted to use old world tech AT ALL.
Citation needed, I guess?  Oddly, neither the Gamepedia nor Wikia wikis explain the start of the conflict...  Except using non-canon Van Buren info (that Fallout 3 which wasn't made).

The wikia cites it as a loading screen source from NV. It doesn't say anything except that the Brotherhood started it, but... that means the Brotherhood started it. The only BOS across all the games that help anyone NOT directly forwarding their own cause is the Capital Wasteland group... which was disowned by the rest, and the midwestern from Fallout tactics, which is so disturbingly non-canon I can't even.

I also offer as example Veronica's quest should she decide to leave. The instant she decides to try and use her knowledge to help people (not fight... HELP people) the immediate reaction is to murder the Followers contact and try to kill her/the courier. And these were the liberals who didn't toe the open war line, Elijah notwithstanding.

They really, really aren't nice people, even to their own who disagree.

While I tend to sympathize with the NCR, that is judging the BoS by their worst moment.  Without the BoS around the supermutants probably would have wiped out all human life on the west coast before the NCR even existed.

I said before that the old Mariposa stuff is now long in the past, and I'm not willing to give them a free pass on destabilizing an already turbulent region just because their great-grandfathers helped take out the Master.
Title: Re: Fallout: New Vegas
Post by: scriver on March 02, 2015, 07:59:40 am
I can't sympathize with a faction that willingly irradiates their own genitals by wearing skirt things in the wasteland.

At least you can rad-proof a pair of pants or something.

Led thongs. Stylish and practical.
Title: Re: Fallout: New Vegas
Post by: Neonivek on March 02, 2015, 08:03:59 am
Look at worst the NCR are the necessary evil of the wasteland. They might do despicable things but never out of malice but at a false sense of "greater good". Yet it is aided by the fact that yes... someone needs to consolidate power and the NCR are the cuddliest blood thirsty bear to do it.

Mind you that is if the new fallout series has narrative consistency... which it doesn't.

the NCR are morally ambiguous mostly done right... You don't trust them, but you know that in the end if they aren't the victors then far worse things are going to happen.

Caesar... Is just flat out cackling villain and they don't make any sense whatsoever...

But that is New Fallout for you... villains need to be really OBVIOUSLY EVIL!!! MWAHAHAHAAA! What was that? They could get what they want without being evil and that their evil actions actually hurt them in the short run AND long run? Who cares EVIL!
Title: Re: Fallout: New Vegas
Post by: BFEL on March 02, 2015, 08:44:05 am
Yeah to all the BoS fans saying how much peaceful tech they share:
NOOOOOOO THEYYYYYY DOOOOOOON'TTTTTT

Seriously. The Brotherhood's strategy is very much stated as "cower in bunkers with ALL THE TECHS and wait for everyone else to die off"

I am an obvious supporter of the Wild Card ending simply because it means you get to choose how to deal with all the different crazies and thus actually use the parts that aren't totally insane.

With NCR or House they both go "nope, we CLEARLY know exactly everything we need to, fuck all those people, WE are the authority now and the things they developed are just there for us to cannibalize"
Title: Re: Fallout: New Vegas
Post by: Majestic7 on March 02, 2015, 08:49:32 am
The best "other view" given about the Legion comes from Butch's daughter whose name I've forgotten - you know, that alcoholic trader chick. She talks about how traders like going to the Legion territory, because they know the lands are safe. Bandits are tortured, mutilated, crucified. If a caravan is raided, the Legion comes in and kills everyone and their mother who might've been involved. The chick admits she doesn't like the Legion since they are brutal, pro-slavery fascists... but she admits she understand the charm they have. In the chaotic wastelands, brutal oppression that offers safety as long as you follow all the rules and orders is kind of attractive.

A bit like after the turmoil of the twenties, German liked the stability Hitler brought - or how Putin brought stability of sorts after the turmoil of the nineties in Russia. I wish this lure of authoritarian safety had been shown in the game better.
Title: Re: Fallout: New Vegas
Post by: Neonivek on March 02, 2015, 08:51:05 am
It was hidden under the piles of "EVIL!" the Legion had to constantly commit directly in front of you.

Legion is basically the "Modern bastardization of what Rome was" don't expect any real nuance from that.

Mind you at least Legion has a personality. NCR I will admit is a really boring faction... Like REALLY boring.

At least Brotherhood of Steel were interesting.

I still like the NCR, but I admit I didn't like hanging around them... because their buildings were made impossibly large and hard to navigate.
Title: Re: Fallout: New Vegas
Post by: Majestic7 on March 02, 2015, 08:58:06 am
Yeah well, evil being MWAHAHAHA EVIL!!!!!!!!!!!!!!!!! is generally problem with computer game writing. Witcher is pretty much the only serie to do it well.
Title: Re: Fallout: New Vegas
Post by: Neonivek on March 02, 2015, 09:00:55 am
Yeah well, evil being MWAHAHAHA EVIL!!!!!!!!!!!!!!!!! is generally problem with computer game writing. Witcher is pretty much the only serie to do it well.

Malicious cartoony evil isn't a bad thing, some of the greatest villains of all time were just flat out evil. It just depends if you have the style or pageantry to back it up. It is why even though Fallout 1 and 2 had a flat out evil villain (kind of), the first game had one fondly remembered while the second had one people largely ignore (for being boring)... and the second is the superior game too.

The issue was that... "EVIL MWAHAHAHAHAAA!!!" doesn't seem like what they wanted to do with the Legion. The problem was that they focused so much on making Legion such a glorious show of villainy that they sort of destroyed any ambiguity they could muster.
Title: Re: Fallout: New Vegas
Post by: scriver on March 02, 2015, 09:15:40 am
According to what I've heard, the thing about Caesar's Legion is that two of the head devs and separate visions about what they were supposed to be like, one going for the more ambivalent view (safe but cruel) while the other wanted them to be the outright SUPAR EVIL they mostly appear as. It didn't help that they had to cut the whole Legion section of the game - it was originally supposed to feature lands beyond the Colorado river where you would be able to experience a more well-rounded side of the Caesar's rule (Not to mention actually be able to to a pro-Legion playthrough and not run out of stuff to do).


Legion is basically the "Modern bastardization of what Rome was" don't expect any real nuance from that.

It's not really a bastardisation. It's pretty much just a modern/sci-fi/post-apoc version of what Rome was like.

...Aside from the lack of a Rome.
Title: Re: Fallout: New Vegas
Post by: Mech#4 on March 02, 2015, 09:21:45 am
I did think that the Legion would provide a stronger base for a later democratic society to build off. The wastelands being like lawless lands and really not the U.S.A anymore. A strong and ruthless leader might be rather distasteful compared to society now, but when there's large groups of raiders who don't respect anything but strength, well...

Personally I went with the Legion because while exploring the wastes I heard people mention often that they wanted protection and safety from bandits and the NRC wasn't providing that because they were trying to hold onto too much land without enough focus on military.

I could see the angles the developers were making. The NCR being more civilised and morally right but with a weak foundation since Tandi's passing and too much land without infrastructure while the Legion was security and unity with the downsides of brutality and slavery.
It's an interesting question of whether modern morals have a place in a world which has changed so much and whether it is better to move to an older form of government or maintain the laws and ethics of a culture that doesn't really have a presence anymore.
Title: Re: Fallout: New Vegas
Post by: Neonivek on March 02, 2015, 09:24:08 am
Quote
It's not really a bastardisation

No I mean the version of Rome they are going with is the Bastardized version.

The "modern/sci-fi/post-apoc" is their spin.

As for "Legion would protect people" it would fall to what Rome typically did was create a centralized power structure and basically not care about anyone else.
Title: Re: Fallout: New Vegas
Post by: BFEL on March 02, 2015, 09:58:15 am
Though note how different Legion is from actual Rome. Mainly in their dealings with non-Legion/Romans. Actual Rome always tried to be fair and generally let the tribes they conquered rule themselves, but Legion says "fuck the thing that worked, lets betray EVERYBODY"
Title: Re: Fallout: New Vegas
Post by: Krevsin on March 02, 2015, 10:03:05 am
I really didn't mind the slavery, the authoritarian approach or the misogyny (okay, maybe not that last one), but as far as I recall, Rome was not entirely populated by luddites. If they had access to mass-manufacture of firearms, they'd probably use them on a legion-wide basis.

In NV, I didn't even feel threatened by common legionarres because I could spray them on full auto with my assault carbine and watch them die in droves. The Legion was never all that big of a threat until the battle for hoover dam where all of a sudden, they all have bloody marksman carbines and hunting shotguns.
Title: Re: Fallout: New Vegas
Post by: Majestic7 on March 02, 2015, 10:04:39 am
Well, Legion is the product of a single megalomaniac and his vision of how Rome could be resurrected - while the guy has brain tumor. So not being exactly a legit replica is just fine. I just wish they had shown the authoritarian draw of the system. I'd really like to see, say, a FPS where you are told you are being the good guy, glorified for what you do etc etc, then in the ending credits they finally zoom to show your character to be in SS uniform...
Title: Re: Fallout: New Vegas
Post by: Krevsin on March 02, 2015, 10:15:12 am
Still, in an environment as populated by firearms as the fallout universe, it makes no sense to base your entire fighting force on melee, giving firearms just to the people who can scavenge them.

Now I wouldn't mind it if the legion simply used more varied and more primitive firearms (pipe rifles, single shotguns, pistols etc.), but ditching firearms entirely? No wonder they are having trouble conquering the NCR.
Title: Re: Fallout: New Vegas
Post by: Bohandas on March 02, 2015, 10:21:06 am
The best "other view" given about the Legion comes from Butch's daughter whose name I've forgotten - you know, that alcoholic trader chick. She talks about how traders like going to the Legion territory, because they know the lands are safe. Bandits are tortured, mutilated, crucified. If a caravan is raided, the Legion comes in and kills everyone and their mother who might've been involved. The chick admits she doesn't like the Legion since they are brutal, pro-slavery fascists... but she admits she understand the charm they have. In the chaotic wastelands, brutal oppression that offers safety as long as you follow all the rules and orders is kind of attractive.

A bit like after the turmoil of the twenties, German liked the stability Hitler brought - or how Putin brought stability of sorts after the turmoil of the nineties in Russia. I wish this lure of authoritarian safety had been shown in the game better.

And therein lies the issue. To an outside observer (which is what you are in relation to the Legion in FNV) Hitler and Putin are just as unambiguously evil.
Title: Re: Fallout: New Vegas
Post by: scriver on March 02, 2015, 10:25:23 am
Though note how different Legion is from actual Rome. Mainly in their dealings with non-Legion/Romans. Actual Rome always tried to be fair and generally let the tribes they conquered rule themselves, but Legion says "fuck the thing that worked, lets betray EVERYBODY"

Romans were pretty big on genocides too.


I really didn't mind the slavery, the authoritarian approach or the misogyny (okay, maybe not that last one), but as far as I recall, Rome was not entirely populated by luddites.

Neither is the Legion, really. Caesar just favours low-tech weapons that soldiers themselves can maintain and/or create, so they don't have to rely on centralized equipment/management structure to sustain themselves. It's for practical reasons, mostly, and part of the guerilla style campaign that is the reason the NCR is so overstretched from defending against.

Still, in an environment as populated by firearms as the fallout universe, it makes no sense to base your entire fighting force on melee, giving firearms just to the people who can scavenge them.

Now I wouldn't mind it if the legion simply used more varied and more primitive firearms (pipe rifles, single shotguns, pistols etc.), but ditching firearms entirely? No wonder they are having trouble conquering the NCR.

I'm not sure what games you played, but in my playthroughs the Legion definitely used guns, even for the low recruits. Could have been part of the mods though, I guess.
Title: Re: Fallout: New Vegas
Post by: Krevsin on March 02, 2015, 10:49:37 am
Still, in an environment as populated by firearms as the fallout universe, it makes no sense to base your entire fighting force on melee, giving firearms just to the people who can scavenge them.

Now I wouldn't mind it if the legion simply used more varied and more primitive firearms (pipe rifles, single shotguns, pistols etc.), but ditching firearms entirely? No wonder they are having trouble conquering the NCR.

I'm not sure what games you played, but in my playthroughs the Legion definitely used guns, even for the low recruits. Could have been part of the mods though, I guess.
Oh, in-game they do use guns quite often (AFAIK in vanilla, higher ranks use them more often than recruits but mods usually just give everyone guns) and in-game even the melee legionarres can easily swarm you and murderate you. It's part of the game, because melee and long-range options must be made at least semi-equal so the player can go either way (though who'd use the melee option in a game with such horrendous FOV is beyond me).

I really didn't mind the slavery, the authoritarian approach or the misogyny (okay, maybe not that last one), but as far as I recall, Rome was not entirely populated by luddites.

Neither is the Legion, really. Caesar just favours low-tech weapons that soldiers themselves can maintain and/or create, so they don't have to rely on centralized equipment/management structure to sustain themselves. It's for practical reasons, mostly, and part of the guerilla style campaign that is the reason the NCR is so overstretched from defending against.
Sensible enough, but shaping the doctrine in such a way that encourages scavenging weapons would get equal or even better results. Better than focusing the combat doctrine on melee formations easily countered by automatic (or even semi-automatic) weaponry, at least.
Title: Re: Fallout: New Vegas
Post by: NullForceOmega on March 02, 2015, 11:59:51 am
Bfel:  You are half correct, the Brotherhood do not share technology with the populace at large.  They also do not 'cower in their bunkers waiting for everyone else to die'  They are waiting for the rest of the wasteland to get its shit together, hence their cooperation treaty with the NCR that THE NCR VIOLATED.  Directly stated in game, the brotherhood agreed to act as part of NCRs military and provide them with advanced technology on the requirement that all advanced tech be handed over to the BoS for study and archiving, after the assault on Navarro, the NCR violated the agreement by seizing most of the Enclave tech on site.  The BoS response was typically military, you violate the agreement, we take back our toys.  This conflict is cited as one of the largest reasons that the NCR is so painfully overextended, as they just finished fighting a civil war against the most heavily armed and elite forces in the known wasteland.

Everyone talking about the 'cartoonishly evil legion':  Go play fallout 1 and 2, the Master is cartoonishly evil.  The Enclave is cartoonishly evil.  Fallout is set in a pulp-comics retro tech world, so of course the badguys are ridiculously over the top, that is how comics and serials depict the bad guy.
Title: Re: Fallout: New Vegas
Post by: Darkmere on March 02, 2015, 12:05:17 pm
The Master is twisted in such a way that he thinks he's doing the right thing, that just happens to result in lots of people dying. The Enclave think they're doing the right thing, but don't care at all about non-enclave.

The legion are rapist slavers for the point of being rapist slavers. It's not in service to a greater good, it's because they're evil. That's the difference.
Title: Re: Fallout: New Vegas
Post by: NullForceOmega on March 02, 2015, 12:11:19 pm
The Master wants to convert every living human being into a sterile subservient super mutant and kill everything that opposes him.  The Enclave are literally developing an airborne version of FEV that will kill EVERY HUMAN ON EARTH who isn't enclave.  How are these less cartoonishly evil than the Legion?  If anything the Legion is by far the least insane of the Fallout badguys.
Title: Re: Fallout: New Vegas
Post by: Iceblaster on March 02, 2015, 12:37:26 pm
Correction, The Master wanted to create a super human, however the way he did said thing and essentially everything involving the plan sterilized the subject.

The Master however, does not know this. Informing him of this causes him to become grief stricken, killing himself because of it.

Video proof (https://www.youtube.com/watch?v=RaJ9RI1xDDU) :P

FAKE EDIT: I have nothing to say about the Enclave.
Title: Re: Fallout: New Vegas
Post by: NullForceOmega on March 02, 2015, 12:45:56 pm
Intriguing, I don't believe I ever got those conversation options in any of my playthroughs of Fallout.  Doesn't change the fact that just like Ceaser and House he intended to permanently destroy the concept of self determination and replace it with his single view.  I have no tolerance for such stupidity.
Title: Re: Fallout: New Vegas
Post by: Neonivek on March 02, 2015, 12:51:01 pm
The Master wants to convert every living human being into a sterile subservient super mutant and kill everything that opposes him.  The Enclave are literally developing an airborne version of FEV that will kill EVERY HUMAN ON EARTH who isn't enclave.  How are these less cartoonishly evil than the Legion?  If anything the Legion is by far the least insane of the Fallout badguys.

Here is sort of the difference.

The Master never pretended to be anything but a cartoonish villain, as well when it came to his motivations, how he came to be, and his methods he was incredibly interesting. As well he had a reason to be so cartoonishly evil all things considered having quite a bit more nuance then one might gleam on the surface.

The Legion pretend to be something other then cartoonishly evil while being cartoonishly evil... their motivation is to be cartoonishly evil, they came to be because some guy got a tumor that made him cartoonishly evil, and their methods are being cartoonishly evil. As well when you look close, they are cartoonishly evil.

That is the difference between the Legion and The Master.

But don't get me wrong I am harping on The Legion... but they are still LEAGUES better then the big bad of Fallout 2.

Since he is basically what the Legion would be like... if they weren't interesting in the slightest.

I mean lets give credit... the Legion are cartoonishly evil and yes their villainy hurts what the game was going for when it came to them (Honest Hearts originally intended to be part of the game I FULLY BELIEVE!)... But as long as they don't suffer the sin of being boring I'll be fine. Mind you they often feel far more effective then they should be...

They should be a legion, but even a few of them can be quite a hassle... Why do people bother with these... gun things?
Title: Re: Fallout: New Vegas
Post by: NullForceOmega on March 02, 2015, 01:00:24 pm
To me, personally, being Roman is the most hideously boring thing I can imagine.  So I would brutally and mercilessly kill them even if they had depth.  That is a matter of personal taste however.  Without a doubt the Enclave is just there to be generic evil, and there really is nothing redeeming about them at all.  But I don't have any empathy for the Master either, his worldview is incompatible with mine, so I have to remove him from play.

I realize that I'm probably just sounding like a fanboy here, but the Fallout series is probably the best gaming experience I've ever had, and my personal viewpoint of the factions is pretty much set in stone at this point.
Title: Re: Fallout: New Vegas
Post by: Neonivek on March 02, 2015, 01:03:08 pm
Well I don't think you are meant to agree with the Master.

He IS insane after all.
Title: Re: Fallout: New Vegas
Post by: Rakonas on March 02, 2015, 01:26:24 pm
Intriguing, I don't believe I ever got those conversation options in any of my playthroughs of Fallout.  Doesn't change the fact that just like Ceaser and House he intended to permanently destroy the concept of self determination and replace it with his single view.  I have no tolerance for such stupidity.

He really doesn't seek that, though. He's just jumpstarting evolution, ensuring the survival of the superhumans. He's under the impression that once he's succeeded things will be much better with better evolved humans able to rebuild the world. So things can return to normal but with humans better equipped to deal with the new world they've created. When he realizes how flawed his vision is he's distraught.
Title: Re: Fallout: New Vegas
Post by: NullForceOmega on March 02, 2015, 01:32:15 pm
He is still objectively wrong, and therefore must die.  In the conversation you have with him before you fight (or evidently convince him to self destruct, learn something new every day) he consistently alludes to forcing a singular view on his master race so as to prevent warfare and strife.  It is this viewpoint that is the entire problem, conflict is the motivating force for all development, and all unity brings is stagnation.
Title: Re: Fallout: New Vegas
Post by: Neonivek on March 02, 2015, 01:41:42 pm
He is still objectively wrong, and therefore must die.  In the conversation you have with him before you fight (or evidently convince him to self destruct, learn something new every day) he consistently alludes to forcing a singular view on his master race so as to prevent warfare and strife.  It is this viewpoint that is the entire problem, conflict is the motivating force for all development, and all unity brings is stagnation.

Well stagnation in bliss is superior to evolution in hell.
Title: Re: Fallout: New Vegas
Post by: NullForceOmega on March 02, 2015, 01:44:50 pm
Evolution in Hell would create the stronger being tho'.  And at least I'd still have the ability to choose, so I say heaven is a waste of time.
Title: Re: Fallout: New Vegas
Post by: Neonivek on March 02, 2015, 01:45:34 pm
Evolution in Hell would create the stronger being tho'.  And at least I'd still have the ability to choose, so I say heaven is a waste of time.

Stronger being for whose sake?
Title: Re: Fallout: New Vegas
Post by: NullForceOmega on March 02, 2015, 01:49:00 pm
I'm not taking that bait, philosophy is a waste of time, and I'm not interested in arguing the finer points of 'meaning'.
Title: Re: Fallout: New Vegas
Post by: mainiac on March 02, 2015, 01:53:11 pm
I have to wonder if the people who think the Legion is cartoonishly evil have ever read history.

The Mongolians deliberately committed genocide in order to alter trade routes to facilitate more easy taxation.  They rounded up refugees like cattle and then herded them towards cities in a human stampede so that the pile of corpses would inconvenience their enemies or even to use as a goddamn ramp.  And there were probably people who were a lot worse then them but just weren't documented as well.

The Legion if anything are a little less bad then I would expect.  They still want there to be a world for them to rule over once they are done conquering it.  Look at the circumstances that lead to their rise.
Title: Re: Fallout: New Vegas
Post by: TempAcc on March 02, 2015, 01:54:42 pm
The master is completely understandable if you see things from his point of view, however. Imagine that most of the world has been laid to waist by a nuclear holocaust caused by worldwide conflict, that renders the world incredibly hospitable to ordinary human life, and that you witnessed and managed to survive it after falling into a vat of phlebotium and becoming something far different from a human and noticing that everyone who is subjected to the same thing become beings that, despite flawed, are far more capable of surviving then a normal human, and some of them even retain their intelligence. With some good deal of research, you might be able to perfect the process and produce a whole new human race that can possibly become superior to humans altogheder.

Really, if I was in the master's shoes, its probably what I would attempt to do, altough I would be far less agressive and far more secretive about it untill I actualy succeeded. The only reason he didn't succeed is because the master was, quite literally, insane.

The legion's behavior also matches quite a few tribes and kingdoms of old. Its all a matter of perspective. You cant apply real, modern world ethics and morals to such things, simply because they exist in a completely different universe of ethics and morals.

You must never forget that we had far worse things in ancient history then fallout:NV's legion. The legion is basically the roman empire without the cultural and ethical achievements that actual rome had as its base, and rome was still pretty ruthless.
Title: Re: Fallout: New Vegas
Post by: Neonivek on March 02, 2015, 01:55:59 pm
I'm not taking that bait, philosophy is a waste of time, and I'm not interested in arguing the finer points of 'meaning'.

What I mean is... The "flaw" of stagnation is that someone bigger and better will eventually beat your butts.

The Master would control everything... What risk is stagnation?

It is less philosophy and more "Practical"

Quote
The only reason he didn't succeed is because the master was, quite literally, insane

That and the Wanderer is a beast.
Title: Re: Fallout: New Vegas
Post by: NullForceOmega on March 02, 2015, 02:03:54 pm
Here's my biggest problem with the Legion, and the reason I think they should all burn (other than being damned Romans).  Vulpes Inculta and the 'Lottery', okay, he's here to turn the town into an example for the NCR, how does he do it?  He could have just humanely killed everyone and crucified them, instead he chooses to make them draw lots while his soldiers rape the towns women, then methodically tortures and executes people until the lone survivor is clearly insane.  Did I mention that most of the towns women were locked in the town hall and literally FED TO HIS DOGS.  No, the legion dies, as brutally as possible.  If only for the unforgivable crime of murdering women and children in a world so badly depopulated by catastrophe.

Edit:  My largest gripe with the scenario of the master controlling everything is exactly that 'the Master controlling everything'.  I have free will and self determination, I don't surrender them to anyone or anything.
Title: Re: Fallout: New Vegas
Post by: nenjin on March 02, 2015, 02:24:11 pm
I'm not taking that bait, philosophy is a waste of time, and I'm not interested in arguing the finer points of 'meaning'.

You seemed pretty willing to up until the point you weren't.
Title: Re: Fallout: New Vegas
Post by: TempAcc on March 02, 2015, 02:25:45 pm
Not too different from what some ancient civilizations would have done it, albeit in a less elaborate way.

Mind you, there's accounts of vikings raping enemy leaders to "destroy their manlyness", and there's sufficient evidence that the vikings also had many interesting ritualistic ways of killing people, including the notorious "blood eagle". We dont even have to go that far either, the ottoman empire was know for taking their enemies' wives and daughters and making personal harems, ensuring them an entire life of sexual slavery. Roman generals were also known for taking "catamites" as well, which are basically nubile boys that served as sex slaves. Nero had a catamite that he dressed in his wife's clothes after she died, and called him by her name as well *shudders* :v

Then again nero was fuck-off tier insane, so.
Anyway, my point is, everything F:NV's legion does in game, ancient humans (and even current humans, IE ISIS) have done. Yes, you should totally smash them to bloody chunks, but they're in no way cartoonish or unrealistic, unless you want to consider ancient history unrealistic and cartoonish.

The only thing that makes the legion more reprovable then any of this is that the legion came up at a time in which other civilized entities that carried over the pre-nuclear world's morals and ethics existed, meaning they could've known better and learned to become more civilized if they/caesar wanted to. Like I said, F:NV's legion is just the roman empire with the good and empire-y bits taken out.
Title: Re: Fallout: New Vegas
Post by: Neonivek on March 02, 2015, 02:27:31 pm
Well that and what we know about Nero was written by his enemies.

Most of what was written about Nero likely never happened.
Title: Re: Fallout: New Vegas
Post by: TempAcc on March 02, 2015, 02:29:56 pm
Also the F:NV's legion is unique in its own way. Rome was known for being one of the best places for women to live in, as long you were a citizen, and not a slave, obviously. Roman women had rights and at one point, raping a roman woman was punished by having the assaulter dressed as a woman and then thrown to the masses to be assaulted in any way they deemed fit. F:NV's legion just treats women like animals for no apparent reason.
Title: Re: Fallout: New Vegas
Post by: NullForceOmega on March 02, 2015, 02:31:21 pm
I'm willing to discuss the motivations of the various factions and their actions, but I'm not going off into a discussion of pure hyperbole.  I'm here to talk about NV and the Fallout universe, not arbitrary constructs of human consciousness.

TempAcc:  None of those civilizations existed in a world where the majority of the worlds population had been wiped out by an unprecedented cataclysm, nor in a world where the relics of the recently deceased civilization caused mutation, sickness and death to untold numbers of people every year.
Title: Re: Fallout: New Vegas
Post by: Neonivek on March 02, 2015, 02:34:27 pm
Also the F:NV's legion is unique in its own way. Rome was known for being one of the best places for women to live in, as long you were a citizen, and not a slave, obviously. Roman women had rights and at one point, raping a roman woman was punished by having the assaulter dressed as a woman and then thrown to the masses to be assaulted in any way they deemed fit. F:NV's legion just treats women like animals for no apparent reason.

Which of course the justification of "Well this isn't the REAL Rome" would be an excuse

IF!!! they clearly didn't do research on the subject... down to even getting words and terminology correct.

There is a reason why I say that the Legion is basically a "Modern Bastardization"

and MOST people believe that Rome abused women constantly and treated them like dogs. So... Of course Legion would.
Title: Re: Fallout: New Vegas
Post by: Darkmere on March 02, 2015, 02:35:35 pm
The only thing that makes the legion more reprovable then any of this is that the legion came up at a time in which other civilized entities that carried over the pre-nuclear world's morals and ethics existed, meaning they could've known better and learned to become more civilized if they/caesar wanted to.

That's the entire point I was making. They aren't IN history in the setting. They are IN a future where more modern morality is prevalent. Caesar was part of the Followers of the Apocalypse and one day decided for whatever reason that it would be a good idea to start raping and enslaving people. He spontaneously reversed the entirety of his moral outlook to be more evilly evil.
Title: Re: Fallout: New Vegas
Post by: TempAcc on March 02, 2015, 02:36:07 pm
I'm willing to discuss the motivations of the various factions and their actions, but I'm not going off into a discussion of pure hyperbole.  I'm here to talk about NV and the Fallout universe, not arbitrary constructs of human consciousness.

TempAcc:  None of those civilizations existed in a world where the majority of the worlds population had been wiped out by an unprecedented cataclysm, nor in a world where the relics of the recently deceased civilization caused mutation, sickness and death to untold numbers of people every year.
Thats exactly my point though. If normal, real world civilizations were capable of these things, why not hyphotetical humans that have been exposed to that kind of devastation? If anything it would make such things more valid, IE the total destruction of civilization and the regression to tribal societies, etc.



The only thing that makes the legion more reprovable then any of this is that the legion came up at a time in which other civilized entities that carried over the pre-nuclear world's morals and ethics existed, meaning they could've known better and learned to become more civilized if they/caesar wanted to.

That's the entire point I was making. They aren't IN history in the setting. They are IN a future where more modern morality is prevalent. Caesar was part of the Followers of the Apocalypse and one day decided for whatever reason that it would be a good idea to start raping and enslaving people. He spontaneously reversed the entirety of his moral outlook to be more evilly evil.

Indeed, if anything is flawed about F:NV's legion is that it seems very out of place. If they were tribals that just picked up some old books on ancient history and started emulating ancient rome, then maaaaaaybe. But Caesar ruins it since he was anything but a tribal, and he doesnt provide any real reasons as to why he decided to suddenly round up tons of tribals and form a faction of raping and pillaging marauders hiding behind a cartoonish and frail imitation of the roman empire.
Title: Re: Fallout: New Vegas
Post by: Neonivek on March 02, 2015, 02:43:47 pm
They cannot even be considered Tribals really...

Their levels of organization, their ability to obtain and construct armor made of high tech materials, as well the fact that ANY Legionaire is worth 5 NCR...

Tells me that they are quite powerful.

MIND YOU! I am joking.

The real reason they are so powerful in game is because of Story Gameplay Segregation and the fact that New Vegas couldn't handle large amounts of enemies without pooping itself... So it couldn't do rushes of 10+ legionaires like in Fallout 3 (and people wonder why I think Fallout 3 is the better game)
Title: Re: Fallout: New Vegas
Post by: NullForceOmega on March 02, 2015, 02:44:51 pm
Wiping out viable breeding stock in a situation where death or sterility via unpreventable means occurs regularly and without warning is called shooting yourself in the foot.  Even in the most violent societies murder of women and children was reprehensible, and in an environment like the Wastes, it would be nearly unthinkable, and all such deaths would be accidental or unavoidable.
Title: Re: Fallout: New Vegas
Post by: TempAcc on March 02, 2015, 02:50:50 pm
Sterility doesnt seem to be a general problem in the current Fallout universe though. There's lots of non-vault related organizations popping up here and there, and its implied that tribals and other such humans have actualy adapted to radiation and are breeding normally again. Considering the legion is made up mostly of reformed tribals, it would make sense for them to not consider sterility a problem.
Title: Re: Fallout: New Vegas
Post by: Neonivek on March 02, 2015, 02:51:04 pm
Wiping out viable breeding stock in a situation where death or sterility via unpreventable means occurs regularly and without warning is called shooting yourself in the foot.  Even in the most violent societies murder of women and children was reprehensible, and in an environment like the Wastes, it would be nearly unthinkable, and all such deaths would be accidental or unavoidable.

Shhhhh!

You are using logic about how "Tribals" work which is they usually kidnap women and force them to live with them. (hurray classes on pre-historic cultures)
Title: Re: Fallout: New Vegas
Post by: NullForceOmega on March 02, 2015, 02:57:22 pm
The numbers are still abysmally low, segments of the wastes are completely incapable of sustaining human life, it is pointed out in Fallout 2 and NV that growing crops is massively more difficult than before the war (not even vaguely surprising).  While it is never clearly spelled out, it is indicated in several places that radiation is still prevalent in groundwater supplies and there are still regular fatalities due to radiation poisoning.  It is not a large leap to make the assertion that sterility is a problem in the wastes, as we know that even low levels of radiation exposure can destroy the human reproductive system.  While over time the problem would decrease, we're only about 200-250 years after the bombs fell, not long enough on an evolutionary timescale to weed out the weakness.
Title: Re: Fallout: New Vegas
Post by: mainiac on March 02, 2015, 03:24:18 pm
Sterility probably isn't a problem in the wastes.  Medical science obviously advanced a lot before the war in various areas including radiation treatment.  It seems evident that treatment for radiation is better in the fallout world then the world today.  They appear to have medicine to remove radioactive isotopes from the body without harming tissue, thus curing what would be terminal radiation sickness for us.

Nuclear war wouldn't actually cause all that much cancer, surprisingly enough.  Radiation sickness is caused by intense radiation that interferes with cell growth.  This is either through immediate exposure to energy radiation which causes very rapid organ failure or through the accumulation of radioactive isotopes which eventually cause organ failure.  Cancer on the other hand is only caused through random mutation of a specific part of the cellular reproduction cycle and will only happen in a cell and organ that are otherwise still viable.  Just bombarding a cell with radiation and killing it wont cause cancer, you need to have enough exposed cells that through chance some cells emerge that have the inhibition sequence break down without hurting anything else. 

The heightened levels of background radiation just wont be that big a deal by the time of the fallout games except for a few areas with very high radioactivity.  Thyroid cancer would be a problem generally but given that they have RadAway and that Thyroid cancer can be managed with much simpler technology they must be able to deal with it.  Hanging around high radiation areas would give you cancer eventually but would probably kill you of radiation sickness first.  Given that people are dying of natural and unnatural causes all over the place cancer is probably less of a problem for the fallout world then for the US today.  Cancer and heart disease are only diseases that kill you if you are lucky enough to survive longer then humans were evolved to survive.
Title: Re: Fallout: New Vegas
Post by: NullForceOmega on March 02, 2015, 03:34:24 pm
That technology is not available to the majority of wasteland communities, only in the NCR and BoS (and the Enclave) are those treatments prevalent.  I'm not talking about cancer, I'm talking about long term exposure to radioactive materials damaging things like ovaries, which is very much a possible side effect of radiation.  and while the 'slightly' increased level of background radiation is not problematic, exposure to irradiated groundwater is very much a potential vehicle for radiation poisoning (in game verification, Vic the Traders ex wife dies of radiation poisoning from drinking out of the Vault City public well, source: Fallout 2).
Title: Re: Fallout: New Vegas
Post by: mainiac on March 02, 2015, 03:36:45 pm
Tribals pretty clearly have various treatments.  They dont have what the BoS or Followers of the Apocolypse have but they aren't completely unequiped.  The thing is that treatment is probably pretty uneven.  People die of basic infections in the US today when we have all sorts or treatments to help them.  People die to contaminated drinking water in India all the time, last time I checked they're population wasn't diminishing.
Title: Re: Fallout: New Vegas
Post by: Neonivek on March 02, 2015, 03:39:30 pm
Here is kind of the thing...

Everyone who lives out in the wastes already is suffering from radiation poisoning... all of them. Unless you are immune to radiation, you have radiation poisoning.

While the game doesn't add up the background radiation in say... towns... It can be assumed that they are also radioactive... just at a much smaller scale.

It was one of the more depressing aspects about the setting.
Title: Re: Fallout: New Vegas
Post by: Virtz on March 02, 2015, 03:45:26 pm
The whole justification for the Legion was that an expanding dictatorship is more militarily capable than the bureaucratically weighed-down democracy that is NCR, and that that is something more valuable in the post-nuclear wasteland than modern moral values. And as far as lore goes (according to a merchant from their territories, if I'm remembering right), it turns out they're right in the sense that they manage to maintain order in their territories way better than the NCR does, cause they're better organized for immediate response.

No idea where they got the sexist slavery angle from, tho. 50s revisionist history? Or maybe that was just the way the first tribe Caesar took over was like?

So it couldn't do rushes of 10+ legionaires like in Fallout 3 (and people wonder why I think Fallout 3 is the better game)
I think you have a typo there and meant to say Fallout 1.

Seriously though, are you joking? It's the same engine. And of the two, I recall NV having more people in settlements at least.
Title: Re: Fallout: New Vegas
Post by: mainiac on March 02, 2015, 03:46:59 pm
Everyone who lives out in the wastes already is suffering from radiation poisoning... all of them. Unless you are immune to radiation, you have radiation poisoning.

I see no reason to think that.
Title: Re: Fallout: New Vegas
Post by: NullForceOmega on March 02, 2015, 03:48:56 pm
Then you aren't looking closely enough at the source material.  Fallout 2 intimates as much in several places, though it never really comes out and says it directly.  The President of the Enclave outright tries to convince you that the people living in the wastes aren't human because they have begun to mutate and become more radiation resistant.
Title: Re: Fallout: New Vegas
Post by: mainiac on March 02, 2015, 03:52:39 pm
Like I said, mutation and radiation poisoning dont necessarily go together.

For example the survivors of Hiroshima and Nagasaki had very high levels of radiation poisoning and a level of cancer that was barely elevated.  Nuclear accidents can cause high levels of cancer without many cases of radiation poisoning.
Title: Re: Fallout: New Vegas
Post by: Rolan7 on March 02, 2015, 03:57:57 pm
Everyone who lives out in the wastes already is suffering from radiation poisoning... all of them. Unless you are immune to radiation, you have radiation poisoning.

I see no reason to think that.

It was a big deal for the plots of Fallout 2 and 3, and I'm pretty sure 1.  The Enclave found Wastelanders to be unacceptably tainted by radiation, and I think the super mutant army in FO1 desired vault dwellers for conversion because radiation-tainted wastelanders come out wrong or worse when exposed.  Which is ironic, since the FEV was originally just a permanent rad-X treatment.

In New Vegas, I dunno.  Most of the nukes were deflected, and more time has passed since the previous games.  It's actually kinda weird and lazy that the city has the same bombed-out appearance indoors.  I suspect the Mojave "Wasteland" doesn't have much more radiation than it does in reality.  It's just a desert.
Title: Re: Fallout: New Vegas
Post by: mainiac on March 02, 2015, 04:04:22 pm
The wastelands has a high level of mutation.  That is caused by prolonged exposure to low levels of radiation, the same thing that causes cancer.  Cancer however requires you to live long enough for the mutation to build up while mutation must happen before you reproduce, so exposure at youngish ages.

RADIATION POISONING IS DIFFERENT.  It is caused by exposure to lethal levels of radiation or injestion of radioactive isotopes.  radiation poisoning does not cause mutation or cancer.

While radiation poisoning is probably a problem that crops up in wastes there is no reason to think that everyone has radiation poisoning.
Title: Re: Fallout: New Vegas
Post by: hops on March 02, 2015, 05:13:39 pm
Are we seriously talking science in a game where radiation turn you into ghouls?
Title: Re: Fallout: New Vegas
Post by: jhxmt on March 02, 2015, 05:16:58 pm
And now reading this thread again has made me reinstall the game ready for starting over again.  Thank you all.  There goes my free time for the next few weeks.  :P
Title: Re: Fallout: New Vegas
Post by: nenjin on March 02, 2015, 05:40:01 pm
Are we seriously talking science in a game where radiation turn you into ghouls?

But don't you DARE start philosophizing, that would just be navel gazing. :P
Title: Re: Fallout: New Vegas
Post by: mainiac on March 02, 2015, 06:02:20 pm
Are we seriously talking science in a game where radiation turn you into ghouls?

That just scientific fact man.
Title: Re: Fallout: New Vegas
Post by: TempAcc on March 02, 2015, 06:19:00 pm
:v since we're on the subject of fallout, has anyone played the online fallout mmo created on the fallout 2 engine? IE fallout online ashes of phoenix or something? I've been thinking of trying since I still have my old fallout 2 copy, but I have no idea if its worth my limited free time.
Title: Re: Fallout: New Vegas
Post by: GiglameshDespair on March 02, 2015, 06:28:04 pm
Are we seriously talking science in a game where radiation turn you into ghouls?

Radiation... and low doses of airborne FEV virus, I think.
Title: Re: Fallout: New Vegas
Post by: Urist McScoopbeard on March 02, 2015, 06:51:27 pm
Yes, this is a very unscientific game. Also, why are we arguing who the biggest assholes are? It's clearly Dave, from the Republic of Dave.
Title: Re: Fallout: New Vegas
Post by: GiglameshDespair on March 02, 2015, 06:58:29 pm
Man, screw Dave.
Title: Re: Fallout: New Vegas
Post by: TempAcc on March 02, 2015, 07:00:31 pm

Dave can go to hell, but we all know the fallout universe's most unrealistic thing are the followers of the apocalypse, IE mormons that are actualy useful and nice and not insane :v
Title: Re: Fallout: New Vegas
Post by: Zanzetkuken The Great on March 02, 2015, 07:08:51 pm
Dave can go to hell, but we all know the fallout universe's most unrealistic thing are the followers of the apocalypse, IE mormons that are actualy useful and nice and not insane :v

They might have been exactly like what you are saying they are similar to, but they encountered a guy who thinks they stole his lawn gnomes.
Title: Re: Fallout: New Vegas
Post by: Flying Dice on March 02, 2015, 07:14:12 pm
It's sort of silly to suggest that there's still background radiation levels all over the FO-verse U.S. sufficient to cause ongoing mutations or radiation sickness; even if they and the Chinese were using exceptionally dirty bombs it's been centuries since the Great War. Nuclear strikes a) tend to be air-bursts (less environmental contamination to begin with), b) have a substantial amount of the ionizing radiation contained by the bomb casing itself (we developed the neutron bomb by working with materials which have the opposite effect), and c) tend to have relatively short half-lives on the fallout, which is why Hiroshima and Nagasaki are habitable (while Chernobyl isn't).

Just accept that Fallout runs on laughable psuedoscience and chant the MST3K mantra while you play. And, even then, in-game a lot of the irradiated areas are places where nuclear waste was dumped.
Title: Re: Fallout: New Vegas
Post by: GiglameshDespair on March 02, 2015, 07:29:54 pm
It runs off 1950s  movie science, not actual science.
Title: Re: Fallout: New Vegas
Post by: dragonshardz on March 02, 2015, 07:47:19 pm
Are we seriously talking science in a game where radiation turn you into ghouls?

Actually, if I recall correctly people become ghouls by being exposed to both FEV (in any amount) and laughably deadly amounts of radiation at the same time.
Title: Re: Fallout: New Vegas
Post by: TempAcc on March 02, 2015, 08:04:45 pm
Supposedly trace ammounts of FEV in the air may have affected tribals in the area and helped them become more resistant to radiation, but that may just be a fan theory. Thats what FEV was meant to do originally, anyway, sooooo.
Title: Re: Fallout: New Vegas
Post by: Majestic7 on March 03, 2015, 02:30:24 am
Re: how the Legion treats women, you can actually explain that by their warlike nature and imperialistic plans. Turning women into nothing but birthing machines ensures higher rate of birth. It is a known phenomenon in the present world that the best way to control population explosion is to educate women. Most women don't want to pump out ten babies or more (consider child mortality here; if a third world woman has nine kids, the chances are she has given birth twelve times or more). If they have the means to make their own living and the knowledge to resist tradition, they won't do it. Strip them of their freedom through culture, tradition, religion or outright slavery and you remove that "problem". So yeah, while disgustingly immoral, I could see why the misogynistic slavery would be a thing.

I still wouldn't see the Legion killing kids though; better kidnap and indoctrinate them if young enough, enslave those who aren't. So yeah, that goes into cartoonish evil territory. Same with killing women when they could be used for breeding. 

Many atrocities, however, can be explained by powertripping. When you give a bunch of thugs (or brainwashed militants) unrestrained run of weaker people, bad things will happen. Like someone already commented, ISIS is a fine example of that - or stuff like the Japanese did in China.
Title: Re: Fallout: New Vegas
Post by: Bohandas on March 03, 2015, 03:16:17 am
Quote
Many atrocities, however, can be explained by powertripping. When you give a bunch of thugs (or brainwashed militants) unrestrained run of weaker people, bad things will happen. Like someone already commented, ISIS is a fine example of that - or stuff like the Japanese did in China.

Just because their evil is potentially realistic though doesn't make it any more ambiguous or less over the top.

It just shows that ISIS is over the top supervillain level evil too


Quote
Re: how the Legion treats women, you can actually explain that by their warlike nature and imperialistic plans. Turning women into nothing but birthing machines ensures higher rate of birth.


Moral considerations aside, the fact that this comtributes to the Legion's cause in any way is a perfect demonstration pf the Legion's intrinsic inferiority to Mr.House

Mr.House doesn't need any more people. Mr.House only needs one person, and the only thing he needs them for is to reboot his computer.
Title: Re: Fallout: New Vegas
Post by: Majestic7 on March 03, 2015, 03:23:59 am
What good is House for humanity, though? He just wants to run the city as a simulacrum of the past, without giving anything to the future. At least you can argue the Legion to ensure the mankind's survival through forced repopulation and reconstruction. (I assume all those slaves they are talking about are actually used in stuff like farming and roadbuilding, not just dicking around.)
Title: Re: Fallout: New Vegas
Post by: Neonivek on March 03, 2015, 03:32:11 am
House is essentially allowing Las Vegas to do whatever it wants.

Under NCR and Legion the place would be converted into a military base displacing the residents.
Title: Re: Fallout: New Vegas
Post by: Bohandas on March 03, 2015, 04:22:32 am
What good is House for humanity, though? He just wants to run the city as a simulacrum of the past, without giving anything to the future. At least you can argue the Legion to ensure the mankind's survival through forced repopulation and reconstruction. (I assume all those slaves they are talking about are actually used in stuff like farming and roadbuilding, not just dicking around.)


Ultimately the House, the Legion, and the NCR are all trying to make simulacrums of the past, and of those three past eras Mr House's is the most recent, the most advanced, the most glorious, and the most civilized. He wants to pick up exactly where things left off, whereas the Legion wants to turn back the clock all the way to the ancient and barbaric past


EDIT:
And the NCR is somewhere between our time and the wild west
Title: Re: Fallout: New Vegas
Post by: Neonivek on March 03, 2015, 04:35:51 am
Well the NCR are basically "What if the Texas Rangers tried to create their own country"

They aren't "Olden" at all... but are closer to what a state would look like if your police force took over.

The odd thing is that NCR is the "For the many" while House is "For the few"

Since if NCR wins it is the push they need to capture the region and THEN they can get rid of those bandits... but the people of Las Vegas will lose their culture, homes, and possibly lives.

If House Wins then the people of Las Vegas can be happy and continue living free of bandits.

If Legion wins... Well they will probably die of dysentery... or more realistic... Canada will take them out... so then Canada will take over the USA...

Hmmm... Suddenly Legion winning doesn't seem so bad.
Title: Re: Fallout: New Vegas
Post by: Rakonas on March 03, 2015, 08:41:28 am
I don't get where you get that NCR is for the many and House for the few. The NCR is a corrupt republic with wealthy interests dictating policy under a facade of democracy. House just wants to allow the human race to go into space again. It's either NCR for the few and House for the one, or House for the many and NCR for the few.
Title: Re: Fallout: New Vegas
Post by: Neonivek on March 03, 2015, 08:49:33 am
I don't get where you get that NCR is for the many and House for the few. The NCR is a corrupt republic with wealthy interests dictating policy under a facade of democracy. House just wants to allow the human race to go into space again. It's either NCR for the few and House for the one, or House for the many and NCR for the few.

House only cares about New Vegas and his plans will stay in New Vegas.

While NCR sure they aren't perfect, in fact they are incredibly flawed, but they are the order that the chaos of the wastelands desperately need. They are far FAR preferable to every single faction.

It just depends what you care about more... Las Vegas or America.
Title: Re: Fallout: New Vegas
Post by: Flying Dice on March 03, 2015, 09:43:23 am
The NCR isn't preferable to Wild Card. It's already been thoroughly examined, but they're corrupt, self-serving, and operate primarily for the interests of their wealthy elite. That's not to say that their 'boots on the ground' are evil -- they're certainly better than Legion people. However, what it does mean is that an NCR victory is just that-a victory for the NCR. They're only interested in Vegas and the Mojave so that they can send electricity back home, which is why their two largest efforts are on securing the Dam and the solar power station.

Wild Card is, if we're looking at the average endgame courier, the best hope the Mojave has for advancement, especially if the courier has integrated any combination of the BoS, Followers, Enclave remnants, or Boomers into his/her new order. The fundamental nature of Wild Card is something I joked about before, but a dictatorship held together by force of personality and massive capacity for violence on the part of a mostly well-intended courier is the best of a bad lot of options for New Vegas and the Mojave.
Title: Re: Fallout: New Vegas
Post by: Neonivek on March 03, 2015, 09:45:57 am
Quote
The NCR isn't preferable to Wild Card. It's already been thoroughly examined, but they're corrupt, self-serving, and operate primarily for the interests of their wealthy elite

You are aware you just described America right? :P
Title: Re: Fallout: New Vegas
Post by: GiglameshDespair on March 03, 2015, 09:53:07 am
And what happens in Wild Card when the courier dies?
Title: Re: Fallout: New Vegas
Post by: Sergius on March 03, 2015, 10:28:57 am
And what happens in Wild Card when the courier dies?

He reloads a previous save. Forever.
Title: Re: Fallout: New Vegas
Post by: scriver on March 03, 2015, 10:47:12 am
What happened when Tandi died.
Title: Re: Fallout: New Vegas
Post by: Catastrophic lolcats on March 03, 2015, 10:47:31 am
And what happens in Wild Card when the courier dies?

Pretty much impossible to say without wild speculation.

The courier is likely one of the richest people in all of America and could likely get a hold of a bunch of pre-war medical equipment to prolong his/her much longer than the average person. It's more than likely they groom an heir or create some kind of council to inherit the state after their demise.
It's also possible that with all the resources New Vegas has to offer the courier could hire the best minds in the wastes and reverse engineer House's technology and use that to rule as a benevolent immortal dictator or even construct some kind of ruling incorruptible AI. 

If say the courier was capped in the head randomly just after leaving the Battle of Hoover Dam it will likely plunge New Vegas into fractured chaos until one of the factions proves stronger and forces hegemony over the others. Likely someone will stumble across House's legacy and attempt to use it in some way or destroy it. New Vegas will either be fine after the initial instability and conquest or it will be looted and pillaged into nothing.
Title: Re: Fallout: New Vegas
Post by: Iceblaster on March 03, 2015, 11:03:31 am
I personally think the Courier would, assuming the Think Tank isn't dead, find a way to hook his brain into a robot. I mean, they took it out before, how hard would it be to just do it again. Hell, the Think Tank would be a very useful ally in terms of technology. Would make them far more advanced.

Plus...

ROOOOBOOOO SCOOOOORPIONS!
Title: Re: Fallout: New Vegas
Post by: TempAcc on March 03, 2015, 11:06:14 am
Well, the courier could just try using the same life extention device that the actual Mr. House uses, or one of those virtual reality capsules from that one fallout 3 quest. The courier could just become some sort of brain bot also.
Title: Re: Fallout: New Vegas
Post by: Neonivek on March 03, 2015, 11:12:34 am
The thing is...

I fully believe the Mr. House ending was Canon.
Title: Re: Fallout: New Vegas
Post by: KingofstarrySkies on March 03, 2015, 11:14:31 am
House was also the smartest option.
Title: Re: Fallout: New Vegas
Post by: Teneb on March 03, 2015, 11:37:00 am
The thing is...

I fully believe the Mr. House ending was Canon.
The House Always Wins, after all...
Title: Re: Fallout: New Vegas
Post by: Neonivek on March 03, 2015, 12:21:38 pm
House was also the smartest option.

Well if you ignore the whole effect of the entire NCR collapsing because of it... And that the Legion will persist...

And millions will die after the NCR collapse...

And the whole Enclave thing.

It might be the smartest option but it comes at the biggest price.

Honestly nothing goes right for this location pretty much period.
Title: Re: Fallout: New Vegas
Post by: Krevsin on March 03, 2015, 12:28:23 pm
I still wouldn't see the Legion killing kids though; better kidnap and indoctrinate them if young enough, enslave those who aren't. So yeah, that goes into cartoonish evil territory.
I didn't know The Ottoman Empire (http://en.wikipedia.org/wiki/Janissaries) was cartoonishly evil...


Also, what happens to the Legion when Caesar dies? He pretty much seems like the sole unifying factor to the whole thing. Civil war would be my guess. In fact, the Legion seems to be pretty much well on track to a major civil war whenever an even slightly weak leader takes the throne.
Title: Re: Fallout: New Vegas
Post by: Neonivek on March 03, 2015, 12:31:18 pm
I have to say it is kind of funny...

In that no matter what you do in Fallout New Vegas... things just end up worse to the extent where you might as well stayed home. (another reason why Fallout 3 is the superior game!)

I mean people joke about games where you might as well stayed home all the time... but Fallout New Vegas is exactly that.

Things were FAR better when the three people were just in a continuous unwinnable war with each other.
Title: Re: Fallout: New Vegas
Post by: Bohandas on March 03, 2015, 12:35:59 pm
House was also the smartest option.

Well if you ignore the whole effect of the entire NCR collapsing because of it... And that the Legion will persist...

Why on earth would the NCR collapse simply from not controlling the Las Vegas metropolitan area? Which they haven't even been in for very long anyway.

As for the Legion, House has plenty of heavily armed killer robots to keep them away from the area.


I have to say it is kind of funny...

In that no matter what you do in Fallout New Vegas... things just end up worse to the extent where you might as well stayed home. (another reason why Fallout 3 is the superior game!)

I mean people joke about games where you might as well stayed home all the time... but Fallout New Vegas is exactly that.

Things were FAR better when the three people were just in a continuous unwinnable war with each other.


I would say that siding with Mr.House is the status-quo option; except for the removal of the Legion and the transfer of Hoover Dam and McCarren Airport things remain largely as they were.
Title: Re: Fallout: New Vegas
Post by: Bohandas on March 03, 2015, 12:38:50 pm
I still wouldn't see the Legion killing kids though; better kidnap and indoctrinate them if young enough, enslave those who aren't. So yeah, that goes into cartoonish evil territory.
I didn't know The Ottoman Empire (http://en.wikipedia.org/wiki/Janissaries) was cartoonishly evil...


Also, what happens to the Legion when Caesar dies? He pretty much seems like the sole unifying factor to the whole thing. Civil war would be my guess. In fact, the Legion seems to be pretty much well on track to a major civil war whenever an even slightly weak leader takes the throne.


That's why I assassinate him in every playthrough.

(but I also redirect the nukes from Lonesome Road at the Legion, just to make sure)
Title: Re: Fallout: New Vegas
Post by: Krevsin on March 03, 2015, 12:43:24 pm
House was also the smartest option.

Well if you ignore the whole effect of the entire NCR collapsing because of it... And that the Legion will persist...

And millions will die after the NCR collapse...

And the whole Enclave thing.

It might be the smartest option but it comes at the biggest price.

Honestly nothing goes right for this location pretty much period.
Hey, choice is choice even if between entirely shit and dyssentery.  :P
Title: Re: Fallout: New Vegas
Post by: Rolan7 on March 03, 2015, 12:46:21 pm
House was also the smartest option.

Well if you ignore the whole effect of the entire NCR collapsing because of it... And that the Legion will persist...

And millions will die after the NCR collapse...

And the whole Enclave thing.

It might be the smartest option but it comes at the biggest price.

Honestly nothing goes right for this location pretty much period.

How do you figure most of that?  The NCR doesn't need the Mojave for anything except the electricity, and even that's a debatable "need".  The NCR has survived and expanded rapidly before it ever reached this area.

I haven't seen the Legion ending, maybe it involves the Legion invading and conquering the NCR, but that's completely ridiculous...

For one thing, the supply lines just aren't there.  As you can explain to the Legate with high barter, the complex economy of the NCR states wouldn't allow the Legion army to supply itself from conquered towns.  The towns rely on each other just to survive (The NCR's "weakness" being their greatest defense).  The Legion was able to conquer the East because every village was a self-sufficient community.  To do the same in the West, the Legion would have to do more than overwhelm a single Dam out in the desert...  It would need to blitzkrieg the entire NCR home area.  Which it plainly lacks the power to do.

The Legate also admits that the war *just for the dam* has demanded dangerous amounts of manpower from the East.  With Caesar on campaign (and soon dead), the remaining patrols are needed to violently keep the various (again, self-sufficient) tribal communities in line.  They don't have reinforcements to overwhelm California with, and if they try they'll collapse.

Besides all that...  A free or House-run New Vegas isn't even bad news for the NCR.  It's the *status quo*.  House explains that New Vegas gets plenty of electricity despite shipping 90% or more off to the West.  He has no reason not to continue trading electricity and entertainment for military protection.  Even after the Legion falls apart and his securitrons are upgraded, he still needs the NCR...  Because they have the people and infrastructure to fulfill his stated dreams of rebooting the space program.

A win for House is a win for the NCR, they just don't get to be in charge.  The wild card option...  Is trickier, depends on Courier's decisions and luck.

Edit:  Though I, uh, haven't actually seen the House ending yet.  So maybe the ending spells things out and I look stupid for theorycrafting against canon.  I don't mind spoilers though, obviously.
Title: Re: Fallout: New Vegas
Post by: KingofstarrySkies on March 03, 2015, 12:49:05 pm
Wild Card...Look. Vegas will run for a good couple of years. But eventually? The Courier's willpower is gonna run out. And then Vegas will burn.

NCR has good intentions, but is too big. Too...Corrupt. The portal to hell is opened with incantation of good intentions.

Legion...Yeah, that one is a given.

House: He's got a plan, an army, and just wants his Las Vegas. And as Rolan said, NCR still wins overall, there.
Title: Re: Fallout: New Vegas
Post by: Urist McScoopbeard on March 03, 2015, 12:52:35 pm
Wild Card...Look. Vegas will run for a good couple of years. But eventually? The Courier's willpower is gonna run out. And then Vegas will burn.

NCR has good intentions, but is too big. Too...Corrupt. The portal to hell is opened with incantation of good intentions.

Legion...Yeah, that one is a given.

House: He's got a plan, an army, and just wants his Las Vegas. And as Rolan said, NCR still wins overall, there.

No one with a plan and an army ever just settles for one city. NCR is best option. Look at house, he's a 200+ yr old maniac living in a tube. Is that really better than some corruption?
Title: Re: Fallout: New Vegas
Post by: Rolan7 on March 03, 2015, 01:20:45 pm
Why waste time and resources conquering cities when the NCR has done all that for him  ;)
He may be a lich but he's a good administrator.  Maybe because?  For example, I like how he doesn't demand any revenge against Benny, just that the chip be secured without disturbing business.  I guess his downside would be ruthlessness (Against the Brotherhood of Steel, for example) but he's not a control freak.  He seems to prefer that people and things run freely, unless interference is literally needed.

The whole thing seems like a naive utopian dream, but he's a supergenius who's pulling it off so what can I say?  I'm convinced he only cares about restoring Las Vegas and Robco's incredibly technologies (like spaceflight).
Title: Re: Fallout: New Vegas
Post by: Neonivek on March 03, 2015, 01:21:01 pm
Quote
How do you figure most of that?  The NCR doesn't need the Mojave for anything except the electricity, and even that's a debatable "need".  The NCR has survived and expanded rapidly before it ever reached this area.

They pretty much state that they over extended themselves and are kind of on the verge of collapse. They need one good foot hold.
Title: Re: Fallout: New Vegas
Post by: Rolan7 on March 03, 2015, 01:29:47 pm
Yeah they're overextended trying to hold this territory outside their borders.  The *campaign* is crumbling, and the current administration will suffer political backlash, but all they have to do is go home.  Or end the war decisively.  The Republic isn't going to fall apart from a failed offensive campaign, particularly if House wins and they get this excellent new trade partner.  The Legion needs to conquer constantly while keeping their civilians terrified, the NCR is just being greedy.
Title: Re: Fallout: New Vegas
Post by: Zanzetkuken The Great on March 03, 2015, 01:35:27 pm
Also, what happens to the Legion when Caesar dies? He pretty much seems like the sole unifying factor to the whole thing. Civil war would be my guess. In fact, the Legion seems to be pretty much well on track to a major civil war whenever an even slightly weak leader takes the throne.

It gets worse.  If the Legion wins with Caesar, Vegas and the Mojave come under his rule.  If Caesar is dead, the Legate is promoted and begins destroying everything.  While the Legion does do some fairly evil stuff, Caesar keeps them from doing even worse for the most part.

I find it interesting to note that Caesar is aware of how his army's are currently acting, comparing himself more to the Gauls than the Romans.  He views Vegas as a new Rome, possibly to the point that all his attention is focused on it.  Might be how the more evil actions are getting done.
Title: Re: Fallout: New Vegas
Post by: Rakonas on March 03, 2015, 01:48:55 pm
I have to say it is kind of funny...

In that no matter what you do in Fallout New Vegas... things just end up worse to the extent where you might as well stayed home. (another reason why Fallout 3 is the superior game!)

I mean people joke about games where you might as well stayed home all the time... but Fallout New Vegas is exactly that.

Things were FAR better when the three people were just in a continuous unwinnable war with each other.

I think the fact that this thread has randomly blown up about the decisions of New Vegas as opposed to 3 is proof that it's the better game. The decisions in 3 are essentially black and white with you forced to do things which make little sense. Why even do all the shit you do if you want to side with the Enclave in the end? How the fuck is your father unsaveable after sacrificing himself to kill someone who lives?
Title: Re: Fallout: New Vegas
Post by: Neonivek on March 03, 2015, 01:52:21 pm
Well let me see...

What is Fallout New Vegas about?: Uhh some city, in some place no one cares about, exists...

Fallout 3?: The survival of the entire United States might be ensured!

But naw I am mostly joking... Mostly because I am in the unfortunate position of having the unpopular opinion that without expansion material... that Fallout 3 was just flat out better.

Something almost no one shares.
Title: Re: Fallout: New Vegas
Post by: Krevsin on March 03, 2015, 01:56:21 pm
Well, as far as the main plotline goes, I'd say Fallout New Vegas has done more to attract me with both the main plot and the sidequests.

As far as the gameworld itself, I prefered the Capital Wasteland to the Mojave. Except for Little Lamplight. That place ought to be burned to the ground.
Title: Re: Fallout: New Vegas
Post by: Sergius on March 03, 2015, 02:04:20 pm
Here's one thing that puzzles me about brains.

In the Fallout universe, at least New Vegas, brains seem to be an entity of their own, separate from consciousness/memories. Having your brain removed doesn't seem to affect you adversely at all (even if you were implanted with some tech replacement crap). Replacing Rex's brain means that his memories have to be merged (instead of just getting the ones from the new brain). And pretty much all brains in tanks have a completely different personality than normal people. Including yours, even with increased IQ.

It's like brains are just something that is needed to think or function but aren't what defines people.

Not sure that the Courier putting his brain in a tank (again) would help much with ruling the wasteland.
Title: Re: Fallout: New Vegas
Post by: Neonivek on March 03, 2015, 02:06:46 pm
The Brains in a tank are just as intelligent then as they were back when they were human. Their odd personalities are explained by the game (at least if you don't skip dialog).
Title: Re: Fallout: New Vegas
Post by: Urist McScoopbeard on March 03, 2015, 02:09:16 pm
I have to say it is kind of funny...

In that no matter what you do in Fallout New Vegas... things just end up worse to the extent where you might as well stayed home. (another reason why Fallout 3 is the superior game!)

I mean people joke about games where you might as well stayed home all the time... but Fallout New Vegas is exactly that.

Things were FAR better when the three people were just in a continuous unwinnable war with each other.

EDIT: I also agree with Neonivek that base game vs base game 3 is still way better.

I think the fact that this thread has randomly blown up about the decisions of New Vegas as opposed to 3 is proof that it's the better game. The decisions in 3 are essentially black and white with you forced to do things which make little sense. Why even do all the shit you do if you want to side with the Enclave in the end? How the fuck is your father unsaveable after sacrificing himself to kill someone who lives?

Honestly its only coming up because new vegas has more connection to the original fallout lore. I like 3 waaaaaay better than new vegas. To the point where I refuse to play new vegas any more.
Title: Re: Fallout: New Vegas
Post by: Neonivek on March 03, 2015, 02:16:25 pm
What killed New Vegas for me is that if you don't have the expansions...

the ONLY thing New Vegas has is the main storyline. Otherwise it is a much more boring game.

I remember in Fallout 3 when I was attacked by a group of Bandits, the same I fought at the start, and I was surprised how much stronger I got.

Then I played New Vegas and the only random encounters I got were always against 1-3 enemies... Always 1-3...

If New Vegas didn't have that New World Blues expansion I would have been completely disappointed. New World Blues SAVED the game.
Title: Re: Fallout: New Vegas
Post by: Flying Dice on March 03, 2015, 05:27:35 pm
You should definitely skip Honest Hearts, then.  :P
Title: Re: Fallout: New Vegas
Post by: scriver on March 03, 2015, 05:40:11 pm
the ONLY thing New Vegas has is the main storyline. Otherwise it is a much more boring game.

"I'm looking for my father. Middle aged guy. Have you seen him?"
Title: Re: Fallout: New Vegas
Post by: nenjin on March 03, 2015, 05:43:30 pm
I remember being really disappointed with a lot of the locations. FO3 didn't, like, blow my mind, but I remember some fun bunkers and caves and stuff. NV seemed more realistic, but to the same token, a lot more bland.
Title: Re: Fallout: New Vegas
Post by: Flying Dice on March 03, 2015, 06:07:54 pm
No debate there. NV was basically "Goodsprings, the town with the roller coaster, Vegas, the airfield, the other airfield, the solar plant, RepConn... and kilometer upon kilometer of orange dust and bombed out ruins."
Title: Re: Fallout: New Vegas
Post by: Urist McScoopbeard on March 03, 2015, 07:20:55 pm
I remember being really disappointed with a lot of the locations. FO3 didn't, like, blow my mind, but I remember some fun bunkers and caves and stuff. NV seemed more realistic, but to the same token, a lot more bland.

First time I stepped out of the vault, I felt amazing.
Title: Re: Fallout: New Vegas
Post by: Flying Dice on March 03, 2015, 07:38:37 pm
Honestly, I'm willing to forgive a whole lot of lore abuse just for the quality of FO3's setting. I still have nostalgic memories of that first grocery store raid; it was such a simple mission, but for some reason it felt incredibly satisfying.

Also tons of props for the eminently abuseable DLC that had you play through the simulation. A full set of infinite-durability equipment? Why thank you, kind glitchable quest!
Title: Re: Fallout: New Vegas
Post by: GiglameshDespair on March 03, 2015, 07:44:56 pm
I kind of feel if you're going to do that, you might as well just give yourself it with console commands.
Title: Re: Fallout: New Vegas
Post by: Flying Dice on March 03, 2015, 07:52:42 pm
It's not the same as exploiting design flaws. You can do it without ever opening the console or installing a mod. Heck, they even give you a corpse inside the base, so you don't need to stealthily murder anyone.
Title: Re: Fallout: New Vegas
Post by: GiglameshDespair on March 03, 2015, 07:56:04 pm
The net effect is the same. You retain something the game did not intend for you to keep. You do it through a glitch, effectively. It's no more 'legit' than if you used console commands.
Title: Re: Fallout: New Vegas
Post by: Urist McScoopbeard on March 03, 2015, 08:08:47 pm
The net effect is the same. You retain something the game did not intend for you to keep. You do it through a glitch, effectively. It's no more 'legit' than if you used console commands.

There is an accomplishment in finding what was not meant to be yours.
Title: Re: Fallout: New Vegas
Post by: Flying Dice on March 03, 2015, 08:24:59 pm
I'm not saying it's "legit". I'm saying that getting it by exploiting problems in the game and playing through it is satisfying, while entering commands into the console isn't. For the same reason that it was fun to dupe and trade around hex-edited guns and items in Borderlands, but not to go into a hex editor and give yourself a bunch of overpowered guns.
Title: Re: Fallout: New Vegas
Post by: Urist McScoopbeard on March 03, 2015, 08:27:04 pm
I'm not saying it's "legit". I'm saying that getting it by exploiting problems in the game and playing through it is satisfying, while entering commands into the console isn't. For the same reason that it was fun to dupe and trade around hex-edited guns and items in Borderlands, but not to go into a hex editor and give yourself a bunch of overpowered guns.

Ah, the good ole days. Man that was my number one reason for playing borderlands.
Title: Re: Fallout: New Vegas
Post by: mainiac on March 03, 2015, 11:13:59 pm
The NCR isn't preferable to Wild Card. It's already been thoroughly examined, but they're corrupt, self-serving, and operate primarily for the interests of their wealthy elite.

It has?  That doesn't seem right.

We know that the NCR is a functioning democracy.  Everyone describes them as a democracy, we see the foundation of the republic in FO1 and FO2 and it's implicitly assumed that politicians need to worry about the public will.  There is evidence of a federal government structure along modern lines in FO2.  They are one of the most abolitionist places in the wastelands by FO2.  Yes there are flaws to their political system, the politicians have some corruption like Kimbal.  The rich exploit the poor like the sharecroppers.  But what the heck do you expect?

Look at what the NCR has built.  Their military clearly indicates that they have a burgeoning industrial system.  By FO:NV, they are probably even better at the BoS at restoring pre-War technology as indicated by their maglev train, the vertibirds and their ability to recharge energy cells.  Ranching is a major industry and obviously it's not for export which means they must be sustaining the population in pretty good conditions.  All of this says to me that the NCR isn't just living in the past, they are progressing and developing and improving their situation.
Title: Re: Fallout: New Vegas
Post by: KingofstarrySkies on March 03, 2015, 11:23:17 pm
i like how we're actually debating this

this is why obsidian/Bethesda win life
Title: Re: Fallout: New Vegas
Post by: Sergius on March 03, 2015, 11:41:47 pm
Ok, I need to ask this to anyone who's a bit experienced with GECK modding.

Would it be possible to create a suit of armor that changes characteristics dynamically? Like, the base armor having no bonuses to any stat, but using scripts and variables (tied to some sort of "armor mods" system) can have the same DR, radiation resistance as Power Armour, or Merchant clothes, for example?

EDIT: if everything in armor is a "status effect", probably instead of just putting it in the armor itself, it could be added to the player as an "enchantment" whenever he puts on the armor, in a script? I think DR is one of the standard stats but hopefully... it an be added as an effect as well :P
Title: Re: Fallout: New Vegas
Post by: Flying Dice on March 04, 2015, 12:19:05 am
The NCR isn't preferable to Wild Card. It's already been thoroughly examined, but they're corrupt, self-serving, and operate primarily for the interests of their wealthy elite.

It has?  That doesn't seem right.

We know that the NCR is a functioning democracy.  Everyone describes them as a democracy, we see the foundation of the republic in FO1 and FO2 and it's implicitly assumed that politicians need to worry about the public will.  There is evidence of a federal government structure along modern lines in FO2.  They are one of the most abolitionist places in the wastelands by FO2.  Yes there are flaws to their political system, the politicians have some corruption like Kimbal.  The rich exploit the poor like the sharecroppers.  But what the heck do you expect?

Look at what the NCR has built.  Their military clearly indicates that they have a burgeoning industrial system.  By FO:NV, they are probably even better at the BoS at restoring pre-War technology as indicated by their maglev train, the vertibirds and their ability to recharge energy cells.  Ranching is a major industry and obviously it's not for export which means they must be sustaining the population in pretty good conditions.  All of this says to me that the NCR isn't just living in the past, they are progressing and developing and improving their situation.

How does that contradict anything I said? Look how they operate in the Mojave: they clearly don't give two shits about anyone that isn't their own, and are there for electricity on the policy level and R&R on the individual level.

The NCR is good for the NCR. They're only better for the Mojave than the Legion by virtue of not enjoying slavery and random crucifixion. I'm not saying that they're bad period, just that they're not good for Vegas or the Mojave. The whole point (from the way I handled the Wild Card ending, at any rate) of going for an independent Mojave is the potential for building something better. Yes, I've joked about the whole dictatorship of the Courier thing, but that's ultimately a stepping stone to real democratic rule, or at least something like a confederation of the various factions that aren't cannibals or drugged-out cannibals or rapists or out-and-out bandits or...

The NCR's going to screw the Mojave, no two ways about it. Wild Card doesn't promise a better future created by the Mojave for the Mojave, but it at least allows the possibility.
Title: Re: Fallout: New Vegas
Post by: mainiac on March 04, 2015, 12:30:01 am
How does the NCR not promise a good future for the Majove?  Vegas will have a shiny new train going straight to the heart of the NCR, NCR troops guarding the place, NCR development team building an agriculture system there.  What Vegas needs is to secure NCR citizenship as soon as possible.  Because the NCR means progress, building something new.  Sticking around in some static constructed world is not good for the people of the Majove.
Title: Re: Fallout: New Vegas
Post by: Mech#4 on March 04, 2015, 12:34:40 am
I believe it's implied that the leadership of the NCR has been in decline since Tandi's passing.
Title: Re: Fallout: New Vegas
Post by: Bohandas on March 04, 2015, 01:01:41 am
How does the NCR not promise a good future for the Majove?  Vegas will have a shiny new train going straight to the heart of the NCR, NCR troops guarding the place, NCR development team building an agriculture system there.  What Vegas needs is to secure NCR citizenship as soon as possible.  Because the NCR means progress, building something new.  Sticking around in some static constructed world is not good for the people of the Majove.

Before they can build anything truly new they must reach the point where the old world left off, and that'll take quite a lot of progress. Mr.House, on the other hand, has the old world in mothballs, he just needs to take it out of the box and shake off the dust and the world can continue from where it left off (which is somewhere far far ahead of the NCR).
Title: Re: Fallout: New Vegas
Post by: Majestic7 on March 04, 2015, 01:30:52 am
The old world was a para-fascist place, though... I mean, Enclave are the pre-war government successors, doesn't that tell something? House's desire to set up a surveillance state where his will is enforced by robotic soldier sure follows in the old vein. A new attempt at corrupted democracy might be better than going back to the values and systems which ignited the worldwide nuclear holocaust.

I'm quite surprised that people like Fallout3 more than New Vegas; but perhaps it matters that I played through the original version, before any expansions came out. The main storyline was so fucking irritating, filled with holes and the ending was so poor it fouled the whole game for me. (Not a surprise though, Betheseda seems to always outsource writing to ten year olds.) Agreed, there were many atmospheric locations you could tumble upon, but even they were a little off. I mean, they had been awesome in Fallout1, but Flalout3 is supposed to take place a long time after the war. So finding survivor bunkers in pristine condition etc was weird; you'd suppose they had been looted a long time ago.
Title: Re: Fallout: New Vegas
Post by: mainiac on March 04, 2015, 01:44:31 am
How does the NCR not promise a good future for the Majove?  Vegas will have a shiny new train going straight to the heart of the NCR, NCR troops guarding the place, NCR development team building an agriculture system there.  What Vegas needs is to secure NCR citizenship as soon as possible.  Because the NCR means progress, building something new.  Sticking around in some static constructed world is not good for the people of the Majove.

Before they can build anything truly new they must reach the point where the old world left off, and that'll take quite a lot of progress. Mr.House, on the other hand, has the old world in mothballs, he just needs to take it out of the box and shake off the dust and the world can continue from where it left off (which is somewhere far far ahead of the NCR).

They live in a world of radiation and gangs ruling major cities.  They dont need to pass the old world, getting even a small fraction of the old world would be a huge step forward.

House has nice toys but he just doesn't have the knowledge or the labor force to actually take care of people.  Almost anything the NCR has they can make more of because they built it in the first place.  What happens when a securitron breaks down?  You are one securitron closer to Vegas being defenseless.  What happens when a NCR built sniper rifle breaks down?  They build another.  Sure you might want the securitrons right now but you need to look down the road.  And which side do you want making your irrigation systems?

I believe it's implied that the leadership of the NCR has been in decline since Tandi's passing.

Well yeah, you cant match perfection :p
Title: Re: Fallout: New Vegas
Post by: Bohandas on March 04, 2015, 01:59:28 am
How does the NCR not promise a good future for the Majove?  Vegas will have a shiny new train going straight to the heart of the NCR, NCR troops guarding the place, NCR development team building an agriculture system there.  What Vegas needs is to secure NCR citizenship as soon as possible.  Because the NCR means progress, building something new.  Sticking around in some static constructed world is not good for the people of the Majove.

Before they can build anything truly new they must reach the point where the old world left off, and that'll take quite a lot of progress. Mr.House, on the other hand, has the old world in mothballs, he just needs to take it out of the box and shake off the dust and the world can continue from where it left off (which is somewhere far far ahead of the NCR).

They live in a world of radiation and gangs ruling major cities.  They dont need to pass the old world, getting even a small fraction of the old world would be a huge step forward.

House has nice toys but he just doesn't have the knowledge or the labor force to actually take care of people.  Almost anything the NCR has they can make more of because they built it in the first place.  What happens when a securitron breaks down?  You are one securitron closer to Vegas being defenseless.


I think that the bunker on fortification hill also had an automated factory. Also it's implied that Mr.House was personally involved in the development of the securitrons so he could probably talk someone through patching them up.
Title: Re: Fallout: New Vegas
Post by: Tellemurius on March 04, 2015, 02:21:09 am
snip
He had alot of help from the Followers too for development of his system. They play a large part out in the west since they act as a neutral faction to everyone.
Title: Re: Fallout: New Vegas
Post by: Urist McScoopbeard on March 04, 2015, 08:19:33 am
House is basically god.
Title: Re: Fallout: New Vegas
Post by: Flying Dice on March 04, 2015, 08:34:52 am
Not to mention the amount of technical know-how you've got. Leaving aside House's records, you have the Followers, the BoS, the Enclave Remnants, and the Boomers all as factions in the Mojave who are specifically known for their ability to create and/or maintain technology. The Van Graffs, too, if you don't kill them. They've got one (or two, if you don't have the satellite laser) massive sources of electricity. They've got a vault with data on encouraging the rapid growth of plant life. &c. &c.

And there's nothing to stop an independent Mojave from trading with the NCR, if they're really as good and open as you say.
Title: Re: Fallout: New Vegas
Post by: scriver on March 04, 2015, 08:59:11 am
Ok, I need to ask this to anyone who's a bit experienced with GECK modding.

Would it be possible to create a suit of armor that changes characteristics dynamically? Like, the base armor having no bonuses to any stat, but using scripts and variables (tied to some sort of "armor mods" system) can have the same DR, radiation resistance as Power Armour, or Merchant clothes, for example?

EDIT: if everything in armor is a "status effect", probably instead of just putting it in the armor itself, it could be added to the player as an "enchantment" whenever he puts on the armor, in a script? I think DR is one of the standard stats but hopefully... it an be added as an effect as well :P

Yes, it would be possible (if I understand what you mean correctly), but it might have to be done by changing the item into another.
Title: Re: Fallout: New Vegas
Post by: GiglameshDespair on March 04, 2015, 09:02:01 am
In Oblivion: Shivering Isles there was a sword that changed from dealing frost to fire damage and vice versa depending on night or day. They did that by removing it and adding the alternative automatically at the right times. You might have to do something like that.
Title: Re: Fallout: New Vegas
Post by: Sergius on March 04, 2015, 09:22:05 am
Ok, I need to ask this to anyone who's a bit experienced with GECK modding.

Would it be possible to create a suit of armor that changes characteristics dynamically? Like, the base armor having no bonuses to any stat, but using scripts and variables (tied to some sort of "armor mods" system) can have the same DR, radiation resistance as Power Armour, or Merchant clothes, for example?

EDIT: if everything in armor is a "status effect", probably instead of just putting it in the armor itself, it could be added to the player as an "enchantment" whenever he puts on the armor, in a script? I think DR is one of the standard stats but hopefully... it an be added as an effect as well :P

Yes, it would be possible (if I understand what you mean correctly), but it might have to be done by changing the item into another.

Unfortunately that is exactly something I want to avoid. I need to make a few armors that look different, but with stats that can be changed at will (using a machine prop or whatever) to mimic existing armors. I've seen SKSE has an function to change the DR and DT of armor. I'm not sure if it works on an instance or the whole template of one object, but that's not important since these armors are probably going to be unique for the player. Still haven't found a way to change the Spell Effect. I'm going to try downloading a few mods with armor that levels up and/or check Equip scripts on things like the medical armor to see if anything there can help me.

I had to leave the game installing last night, so later tonight I'm probably going to do some GECK experimentation.

In Oblivion: Shivering Isles there was a sword that changed from dealing frost to fire damage and vice versa depending on night or day. They did that by removing it and adding the alternative automatically at the right times. You might have to do something like that.

Thanks, that seems useful, would be nice if I could check that out without reinstalling Oblivion. Might have to do that anyway.
Title: Re: Fallout: New Vegas
Post by: GiglameshDespair on March 04, 2015, 09:26:35 am
Dawnfang and duskfang, that was it. (http://www.uesp.net/wiki/Shivering:Duskfang)
Title: Re: Fallout: New Vegas
Post by: ejseto on March 04, 2015, 09:51:23 am
I think DR is one of the standard stats but hopefully... it an be added as an effect as well :P

I'm almost certain this is the case, though it's been a long time since I've played NV. All of those things are actor values that can be modified through the console, scripting, or custom buffs/debuffs. I don't think those are anything different as far as the engine is concerned.
Title: Re: Fallout: New Vegas
Post by: GiglameshDespair on March 04, 2015, 05:00:12 pm
So I'm looking for to mod New Vegas a bit... any particular mods I should pick up?
Title: Re: Fallout: New Vegas
Post by: KingofstarrySkies on March 04, 2015, 09:21:22 pm
UUUUH
WELL, DO YOU WANT TO BE HERE FOR THE NEXT DECADE?
Title: Re: Fallout: New Vegas
Post by: Bohandas on March 04, 2015, 10:38:44 pm
So I'm looking for to mod New Vegas a bit... any particular mods I should pick up?

Well My Mods (http://www.nexusmods.com/games/users/15372579/?tb=mods&pUp=1), of course

AND also...
Invisible Wall Remover (http://www.nexusmods.com/newvegas/mods/42285/?)
5x Faster Waiting (http://www.nexusmods.com/newvegas/mods/45823/?)
Reduced Load-Screen Map-Markers (http://www.nexusmods.com/newvegas/mods/35467/?)
[ur=http://www.nexusmods.com/newvegas/mods/42860/?]Camp McCarran Map Markers[/url]
Fast Travel Anywhere (http://www.nexusmods.com/newvegas/mods/36954/?)
...are practically necessities

Armor Repair Kits (http://www.nexusmods.com/newvegas/mods/36744/?)
Chef-Boy EDE (http://www.nexusmods.com/newvegas/mods/45360/?)
More Perks (http://www.nexusmods.com/newvegas/mods/35979/?)
Gtab's Improved Ammo Crafting (http://www.nexusmods.com/newvegas/mods/35814/?)
New Strip Map Markers (http://www.nexusmods.com/newvegas/mods/38931/?)
Improved Transportalponder (http://www.nexusmods.com/newvegas/mods/49785/?)
Warzones (http://www.nexusmods.com/newvegas/mods/40980/?)
Populated Wasteland (http://www.nexusmods.com/newvegas/mods/36432/?)

Are pretty nice as well, but not as essential

Title: Re: Fallout: New Vegas
Post by: Sergius on March 05, 2015, 12:42:06 am
Well, I just started a whole new Vanilla run. Hopefully this time I'll finish Old Blues whatsitsname.

I find this game is actually pretty fun without mods, but if I install something it'll probably be armor reskins or the underground abode thing that's so cool.
Title: Re: Fallout: New Vegas
Post by: Bohandas on March 05, 2015, 02:24:17 am
Has anyone noticed that the real theme of Lonesome Road seems to be "underwhelming explosives"?

Aside from the fact that the Red Glare rocket launcher does practically no damage, there's also the fact that the so-called "nuclear warheads" have a smaller blast radius than what one might expect even from a similarly sized chunk of regular explosives.
Title: Re: Fallout: New Vegas
Post by: Darkmere on March 05, 2015, 04:33:26 am
The Red Glare rockets are bugged and do zero explosive damage sometimes. You can test it by firing near something that hasn't noticed you and they won't take damage at all.

More than one type of explosives have that issue and it's the single biggest problem with Explosives as a primary weapon skill.

Shame that like everything else with those games it was ignored due to absolutely shitty/nonexistent patch support.
Title: Re: Fallout: New Vegas
Post by: hops on March 05, 2015, 04:36:09 am
Sounds like something that would have a mod for.
Title: Re: Fallout: New Vegas
Post by: Darkmere on March 05, 2015, 04:40:34 am
It's possible but I never found a fix for it, and I looked pretty hard at the time.
Title: Re: Fallout: New Vegas
Post by: Astral on March 05, 2015, 05:03:45 am
I used them to decent effect much later in the game, when I had enough skill points to max whatever I felt like using at the time. Things like the Unofficial [Insert Main Game/DLC Here] Patch usually has the majority of fixes that Bethesda themselves will never touch.

While I do like that the community pulled together on these sorts of things, I feel that it encourages devs to be lazy and only fix the major issues. Why spend money and time on fixing something when there's a hundred people out there that'll eventually do it for free? Though they still have to do some sort of patch support, if only because not everyone plays it on the superior, moddable PC versions.

I promised myself after playing Fallout 3 on the XBox that I'd never purchase another Bethesda game on a console.
Title: Re: Fallout: New Vegas
Post by: scriver on March 05, 2015, 05:33:08 am
On the other hand, it also encourages them to release constriction kits in the first place :v
Title: Re: Fallout: New Vegas
Post by: Darkmere on March 05, 2015, 05:36:06 am
I just remember VATS getting more and more broken with each patch of FO3 and not a single effort made on their part to fix the problem they kept making worse.

Core game features should work out of the box, there's no excuse for that depth of negligence.
Title: Re: Fallout: New Vegas
Post by: Flying Dice on March 05, 2015, 10:19:09 am
Wait, there are people who didn't use a bullettime replacer mod for VATS?  :P
Title: Re: Fallout: New Vegas
Post by: Metalax on March 05, 2015, 11:00:21 am
Ok, I need to ask this to anyone who's a bit experienced with GECK modding.

Would it be possible to create a suit of armor that changes characteristics dynamically? Like, the base armor having no bonuses to any stat, but using scripts and variables (tied to some sort of "armor mods" system) can have the same DR, radiation resistance as Power Armour, or Merchant clothes, for example?

EDIT: if everything in armor is a "status effect", probably instead of just putting it in the armor itself, it could be added to the player as an "enchantment" whenever he puts on the armor, in a script? I think DR is one of the standard stats but hopefully... it an be added as an effect as well :P

One potential way to do it would be via a set of 'fake' perks and use scripting to grant and remove them as necessary. The stealth suit from old world blues would probably be worth looking at for how it handles being upgraded.
Title: Re: Fallout: New Vegas
Post by: Sergius on March 05, 2015, 11:14:48 am
Ok, I need to ask this to anyone who's a bit experienced with GECK modding.

Would it be possible to create a suit of armor that changes characteristics dynamically? Like, the base armor having no bonuses to any stat, but using scripts and variables (tied to some sort of "armor mods" system) can have the same DR, radiation resistance as Power Armour, or Merchant clothes, for example?

EDIT: if everything in armor is a "status effect", probably instead of just putting it in the armor itself, it could be added to the player as an "enchantment" whenever he puts on the armor, in a script? I think DR is one of the standard stats but hopefully... it an be added as an effect as well :P

One potential way to do it would be via a set of 'fake' perks and use scripting to grant and remove them as necessary. The stealth suit from old world blues would probably be worth looking at for how it handles being upgraded.

I was thinking of that one, definitely going to open and check it with GECK. Hopefully it isn't just multiple copies of the suit with different stats. There's also a mod I got about armor that upgrades with XP or something that I'm going to check.

My basic idea is to have several suits of "social armor" that can take the properties of other armors that people commonly use (including all disadvantages, weight, etc), such as Power Armor. Probably requiring the disassembly of one such suit beforehand to unlock it. The armor candidates will have to be hand coded, of course. Having a system that analyzes dynamically any armor would probably be too much work if even possible.
Title: Re: Fallout: New Vegas
Post by: Metalax on March 05, 2015, 11:39:51 am
So you are essentially wanting to dynamically override the model data for existing armours with a different model, while keeping the stats? That, I'm not certain if it is possible without building a separate item for each one.
Title: Re: Fallout: New Vegas
Post by: Sergius on March 05, 2015, 12:06:55 pm
I'm going to use the existing models to make new armor items ("Remnant Armor EX" or whatever), that have a scripted behaviour to change their stats. I'm adding these armor items manually to an ESP. That's the idea, at least.
Title: Re: Fallout: New Vegas
Post by: Bohandas on March 05, 2015, 12:56:24 pm
Has anyone else encountered a glitch where the bedroll kit from Lonesome Road stops working?
Title: Re: Fallout: New Vegas
Post by: Sergius on March 06, 2015, 12:47:46 am
Aha! I found out how effects work.

First, armor can simply be given an Object Effect. This effect can have many enhancements (like Speech +2 or whatever). The thing is, each effect can have a condition, like whether a certain quest objective is completed. Enhacements also include Damage Threshold, so I suppose an armor with DT 0 can be created and changed via effects, but I'm not sure if the description of the item will reflect that, more likely the player gets the DT, probably invisible (or "enchantment" show in the pipboy), and the armor shows 0 anyway. But I would need more testing.

I haven't found a condition based on a variable, but I've seen "fake" quests being used as flags for them, so I could just turn objectives on and off in a hidden quest somehow.

With luck there will be very little scripting required, merely to set the conditions on or off.
Title: Re: Fallout: New Vegas
Post by: BFEL on March 06, 2015, 05:08:15 pm
Are there any mods that replace/remove the GODDAMN HACKING "MINIGAME"?

I'm at the point in my frustration with it that I just use the console on any computer within my science abilities, which is slow and makes me feel very slightly bad. VERY VERY SLIGHTLY.
Title: Re: Fallout: New Vegas
Post by: GiglameshDespair on March 06, 2015, 05:22:14 pm
I think so? Search the nv mod nexus.
Title: Re: Fallout: New Vegas
Post by: Darkmere on March 06, 2015, 06:41:27 pm
You can hit the power button before your last guess locks the console down and reset the puzzle. Between those and the built-in cheats I didn't have THAT much trouble on anything lower than 100 skill terminals.


However, I know there is a mod somewhere that just gives you the answer if you have high enough skill. Odds are good it was one of the options in FOOKNV if you want to start looking there.
Title: Re: Fallout: New Vegas
Post by: Flying Dice on March 06, 2015, 07:55:04 pm
Sounds like it's more of an issue with the stupid time-wasting interface. Because seriously, that thing takes longer to start up than my real computer.
Title: Re: Fallout: New Vegas
Post by: Bohandas on March 06, 2015, 09:00:57 pm
Does anyone know if there's a way to fix the volume on Radio New Vegas?
Title: Re: Fallout: New Vegas
Post by: BFEL on March 06, 2015, 10:12:47 pm
Sounds like it's more of an issue with the stupid time-wasting interface. Because seriously, that thing takes longer to start up than my real computer.

Its not just the startup time, its the whole minigame.

Lockpicking takes ten seconds and you can retry until it works, hacking takes ten MINUTES. and you might not get the answer and be locked out.

Its a case of simple game balance.
Title: Re: Fallout: New Vegas
Post by: Bohandas on March 06, 2015, 10:34:19 pm
Does anyone know if there's a way to fix the volume on Radio New Vegas?

Found an answer online:
https://www.youtube.com/watch?v=vpQShdafsFA

Long story short, download MP3 Gain (http://mp3gain.sourceforge.net/) and use it to normalize the files in Fallout New Vegas/Data/Sound/Songs/radionv to a higher volume (say, 89 decibels)
Title: Re: Fallout: New Vegas
Post by: Neonivek on March 07, 2015, 12:32:19 am
Are there any mods that replace/remove the GODDAMN HACKING "MINIGAME"?

I'm at the point in my frustration with it that I just use the console on any computer within my science abilities, which is slow and makes me feel very slightly bad. VERY VERY SLIGHTLY.

The hacking minigame is INCREDIBLY easy though if you know what you are doing.

You locate the mistake reset AND the "eliminate a wrong choice" and you are already halfway there.
Title: Re: Fallout: New Vegas
Post by: Sergius on March 07, 2015, 01:00:11 am
The hacking minigame is easy but it's a waste of time.

Anyway there's this: http://www.nexusmods.com/newvegas/mods/34829/?

For both computers and locks. 100% force lock chance, and only one password. You still need the proper skill level so it's not unbalanced.
Title: Re: Fallout: New Vegas
Post by: Flying Dice on March 07, 2015, 01:04:22 am
Are there any mods that replace/remove the GODDAMN HACKING "MINIGAME"?

I'm at the point in my frustration with it that I just use the console on any computer within my science abilities, which is slow and makes me feel very slightly bad. VERY VERY SLIGHTLY.

The hacking minigame is INCREDIBLY easy though if you know what you are doing.

You locate the mistake reset AND the "eliminate a wrong choice" and you are already halfway there.
Dude, we literally just talked about how it's not the difficulty, it's the fact that it's tedious time-wasting just getting to the point where you figure out the password and entering your guesses. You can get it right the first time almost every time, but it can take a minute or more to get through all of the loading &c. I mean, I appreciate that they bothered putting in something that's vaguely puzzle-like, but it takes less time to pick a high-difficulty lock than it does to load the hacking interface to the point where you can guess the password.
Title: Re: Fallout: New Vegas
Post by: Rolan7 on March 07, 2015, 01:36:58 am
But... you can click past all that.  Still takes like 5 seconds or so though, which is a bit tedious admittedly.

Its not just the startup time, its the whole minigame.

Lockpicking takes ten seconds and you can retry until it works, hacking takes ten MINUTES. and you might not get the answer and be locked out.

Its a case of simple game balance.
Also this is just ridiculous.  Hacking takes maaaybe a minute for the hardest ones, and you can retry after three guesses as many times as you need.  While lockpicking uses up bobby pins, so you can't just retry...
Title: Re: Fallout: New Vegas
Post by: Bohandas on March 07, 2015, 01:42:31 am
But... you can click past all that.  Still takes like 5 seconds or so though, which is a bit tedious admittedly.

Its not just the startup time, its the whole minigame.

Lockpicking takes ten seconds and you can retry until it works, hacking takes ten MINUTES. and you might not get the answer and be locked out.

Its a case of simple game balance.
Also this is just ridiculous.  Hacking takes maaaybe a minute for the hardest ones, and you can retry after three guesses as many times as you need.  While lockpicking uses up bobby pins, so you can't just retry...

The actual puzzle doesn't take long, but the animation that occurs between activating the terminal and the puzzle itself takes about a quarter minute each time it runs, which can add up to a significant amount for the harder puzzles.
Title: Re: Fallout: New Vegas
Post by: Darkmere on March 07, 2015, 01:49:03 am
Eh, my 2 cents is that the hacking minigame just isn't fun and it's another layer of filler on top of you already needing the skill to hack the terminal. Even with clicking past all the animations and the fact that it's not particularly difficult... If it's just not FUN in a single player game there's no reason to not to remove it if you have the option.
Title: Re: Fallout: New Vegas
Post by: Bohandas on March 07, 2015, 01:57:02 am
Eh, my 2 cents is that the hacking minigame just isn't fun and it's another layer of filler on top of you already needing the skill to hack the terminal. Even with clicking past all the animations and the fact that it's not particularly difficult... If it's just not FUN in a single player game there's no reason to not to remove it if you have the option.

Agreed. (I have the same issue with the minigames in Ratchet & Clank. In facf, I'd say that this is true of minigames in general, with the sole exception of games like WarioWare that are purely collections of minigames)
Title: Re: Fallout: New Vegas
Post by: NobodyPro on March 07, 2015, 02:02:39 am
but the animation that occurs between activating the terminal and the puzzle itself takes about a quarter minute each time it runs,
As has been pointed out earlier, you can click through these animations in ~5 seconds. Though it probably should have been designed with a shorter animation.
Title: Re: Fallout: New Vegas
Post by: Bohandas on March 07, 2015, 02:06:40 am
but the animation that occurs between activating the terminal and the puzzle itself takes about a quarter minute each time it runs,
As has been pointed out earlier, you can click through these animations in ~5 seconds. Though it probably should have been designed with a shorter animation.


Sometimes it doesn't let you click through, especially on the second or later consecutive activation of a particular terminal.
Title: Re: Fallout: New Vegas
Post by: Neonivek on March 07, 2015, 07:48:45 am
Can't you skip through the animation?

But even then I've found looting to take longer in general.
Title: Re: Fallout: New Vegas
Post by: BFEL on March 07, 2015, 09:31:33 am
The hacking minigame is easy but it's a waste of time.

Anyway there's this: http://www.nexusmods.com/newvegas/mods/34829/?

For both computers and locks. 100% force lock chance, and only one password. You still need the proper skill level so it's not unbalanced.

Thankies!
Title: Re: Fallout: New Vegas
Post by: Flying Dice on March 07, 2015, 09:34:46 am
but the animation that occurs between activating the terminal and the puzzle itself takes about a quarter minute each time it runs,
As has been pointed out earlier, you can click through these animations in ~5 seconds. Though it probably should have been designed with a shorter animation.


Sometimes it doesn't let you click through, especially on the second or later consecutive activation of a particular terminal.

This has been my experience, and it doesn't even have the decency of being consistent -- sometimes it locks into the animation, sometimes it lets me skip.
Title: Re: Fallout: New Vegas
Post by: Bohandas on March 07, 2015, 10:04:21 am
But even then I've found looting to take longer in general.


That can be solved by increasing ypur carrying capacity via the console ("player.modav carryweight 5000")
Title: Re: Fallout: New Vegas
Post by: Bohandas on March 07, 2015, 10:06:59 am
Ultimately it's unrealistic that you have to unlock most of these doors anyway, given that you're usually armed with explosives and/or a chainsaw or sledgehammer
Title: Re: Fallout: New Vegas
Post by: Astral on March 07, 2015, 10:38:02 am
Resetting the terminal or reloading the game causes the terminal to go into that partially unskippable animation as a bit of an anti-cheat measure. Sure, the intention was good, but it's more of a pain in the ass than anything.
Title: Re: Fallout: New Vegas
Post by: TempAcc on March 07, 2015, 10:42:29 am
There is a mod that allows you to use explosives to unlock doors/safes/etc, but I kind of forgot its name.
Title: Re: Fallout: New Vegas
Post by: Darkmere on March 07, 2015, 11:13:35 am
There is a mod that allows you to use explosives to unlock doors/safes/etc, but I kind of forgot its name.

Explosive Entry I think. Though it can destroy whatever's in a safe you're trying to breach.
Title: Re: Fallout: New Vegas
Post by: Iceblaster on March 07, 2015, 11:30:25 am
/me doesn't mind the hacking minigame.

Then again, I have horrible unpopular opinions all the time :P
Title: Re: Fallout: New Vegas
Post by: KingofstarrySkies on March 07, 2015, 02:03:14 pm
I never found it annoying, because I never bothered. Besides, who needs to unlock things when I have a Sonic Screwdriver to do it for me?
Title: Re: Fallout: New Vegas
Post by: MrWiggles on March 09, 2015, 03:16:51 pm
The hacking mini game was pretty easy and somewhat fast to side step.

Just guess the first two answer. Back out, and try the first two selections. Eventually, the RNG will place the answer in those two spots.
Title: Re: Fallout: New Vegas
Post by: Rolan7 on March 09, 2015, 03:43:18 pm
But then you sometimes get an unskippable intro, or something, apparently?
I generally tried to get it right without having to reset, briefly checking each word to see if it was possible based on the previous guesses.  But rushing, so sometimes I missed stuff and had to reset.  It's not like consoles are excessively abundant.

Also, I've been playing Skyrim again, and I kinda forgot that it has a Legion too.  Still very Roman, without being vicious and backward.

Though maybe I was wrong to call Caesar's Legion "cartoonishly evil".  As people here have pointed out, it's the sort of thing that actually happened a lot in real life (though only a bit of it happened in the actual Roman Empire).  Caesar himself is a bizarre case, but he literally has a brain problem.
Title: Re: Fallout: New Vegas
Post by: nenjin on March 09, 2015, 04:06:30 pm
Quote
Also, I've been playing Skyrim again, and I kinda forgot that it has a Legion too.  Still very Roman, without being vicious and backward.

Depends on who you ask. It's actually kind of disappointing; I dug into the Forsworn quests and lore and that whole thing pretty well lays out how the Nords are land-stealing dicks who have oppressed the Forsworn and basically turned them into bandits. (Although they went to Daedra worship all on their own.) It added some depth to the otherwise faceless guys in furs and deer antlers, dirtied everyon'e hands a little.

There's just not as much on the Imperial/Nord side of the conflict, it seems. I'm planning on the doing the Civil War mod for my next playthrough and was hoping, after actually pursuing the Civil War (which none of my characters have since they're all usually outsiders to Skyrim and racist Nords don't exactly encourage them to pick a side) that there'd be some story development there besides "Ulfric is an asshole and the Empire is a puppet of the Aldmeri Dominion."
Title: Re: Fallout: New Vegas
Post by: Zanzetkuken The Great on March 09, 2015, 04:16:25 pm
Caesar himself is a bizarre case, but he literally has a brain problem.

If I recall correctly, he has a problem with how the legion is acting as well, saying he is more like a barbarian king than a true emperor.  Though his belief that getting control of New Vegas as his Rome would be considered flawed.

There's just not as much on the Imperial/Nord side of the conflict, it seems. I'm planning on the doing the Civil War mod for my next playthrough and was hoping, after actually pursuing the Civil War (which none of my characters have since they're all usually outsiders to Skyrim and racist Nords don't exactly encourage them to pick a side) that there'd be some story development there besides "Ulfric is an asshole and the Empire is a puppet of the Aldmeri Dominion."

In the former, you've summed up how I thought of the Stormcloaks at the end of their questline.  Haven't played through the Imperial questline, though (Imperial seems to be longer, as they have at least one mission before the fort capture, unlike what I recall of the Stormcloaks).
Title: Re: Fallout: New Vegas
Post by: Cheedows on March 09, 2015, 07:12:53 pm
Generally, the Civil War questline for both sides in Skyrim was in my opinion pretty boring when it is supposed to be one of the huge main conflicts the Dragonborn is immediately introduced to.
Title: Re: Fallout: New Vegas
Post by: hops on March 09, 2015, 08:53:04 pm
I'm pretty sure Caesar just have cancer, not mental issues.
Title: Re: Fallout: New Vegas
Post by: GiglameshDespair on March 09, 2015, 08:58:00 pm
He has brain cancer, and that commonly affects the mental processes.
Title: Re: Fallout: New Vegas
Post by: Flying Dice on March 10, 2015, 12:00:08 am
Knowing Fallout, it's probably Super Atomic Genegineered brain cancer, too.
Title: Re: Fallout: New Vegas
Post by: Bohandas on March 10, 2015, 12:03:39 am
Well I try to smash his head open whenever I meet him, so that solves that problem.
Title: Re: Fallout: New Vegas
Post by: KingofstarrySkies on March 10, 2015, 01:48:10 am
Literally have never done Caesars quests, face too explodable.

Besides. I almost always max out Speech. Killing Caesar and talking the Legate down at the final battle gets you seriously one of the best endings overall, IMO.
Title: Re: Fallout: New Vegas
Post by: Darkmere on March 10, 2015, 03:26:15 am
Literally have never done Caesars quests, face too explodable.

It's basically most of the stuff you do for the NCR but you just cause different outcomes and lie about it. You can actually maintain friendly NCR even after siding with the Legion past the point of no return in the main quest. Mostly.

Basically the whole campaign for Legion is half-done with a few interesting things at the Fort.... but not many.
Title: Re: Fallout: New Vegas
Post by: hops on March 10, 2015, 03:59:11 am
It'd probably be thematically appropriate to side with the Legion while doing a 1 INT, 10 STR melee run.

"I iz wit emporer nao."
Title: Re: Fallout: New Vegas
Post by: BFEL on March 10, 2015, 06:48:48 am
One of my friends tried a low INT high LCK run once. Said he felt like Rainman once he hit up the casinos :P
Title: Re: Fallout: New Vegas
Post by: Iceblaster on March 10, 2015, 10:19:47 am
@Talking Lanius down.

I agree, it is a really satisfying end, however I see it more as... Humiliation more than winning.

The Legate Lanius, a hard hitting sonofabitch is told off by a goon/woman and agrees!? I thought he was a big badass. Sure, he tells us strategic reasons were why, but for all we know he could be lying. Maybe he got scared. Some badass general he is.

Down with the legate!

:P
Title: Re: Fallout: New Vegas
Post by: Bohandas on March 10, 2015, 02:24:45 pm
Literally have never done Caesars quests, face too explodable.

Besides. I almost always max out Speech. Killing Caesar and talking the Legate down at the final battle gets you seriously one of the best endings overall, IMO.

I prefer to headshot Lanius wih the anti-tank gun before he becomes aware of my presence
Title: Re: Fallout: New Vegas
Post by: TempAcc on March 10, 2015, 05:55:23 pm
I'm thinking of playing on the side of the legion as an evil hitler-eske guy that goes full melee/unarmed guy using a special build that makes use of that one perk that lets you regen by being irradiated + heavy armor and melee perks, and just be a huge evil bastard to everyone except maybe the legion. Too bad there doesnt seem to be a special questline to depose caesar and take over the legion for yourself.

Too bad the early game for new vegas is kinda boring. I wish there was a mod that allowed me to respec my character.
Title: Re: Fallout: New Vegas
Post by: BFEL on March 10, 2015, 08:26:12 pm
Rad Child is what you're thinking of TempAcc. Never go without it.

And instead of being MWAHAHA evil by siding with the Legion, how about you base your character around betraying EVERYONE you come in contact with. Its a thing you can do.
Title: Re: Fallout: New Vegas
Post by: Darkmere on March 10, 2015, 09:32:15 pm
I suggest Melee over Unarmed, just because the unarmed specific attacks are both hard to pull off in a fight and utterly ineffective compared to a super-sledge to the face. You're basically forced to use some kind of power fist and basic attacks for unarmed, but there's several melee weapon-specific attacks that are effective.

Unless you want to completely rely the VATS-cheatery that teleports you into melee range, but that's boring quick.
Title: Re: Fallout: New Vegas
Post by: Bohandas on March 11, 2015, 02:14:41 am
In my experience the main use of the unarmed skill is purely to meet prerequisites for melee perks (slayer, etc.)
Title: Re: Fallout: New Vegas
Post by: hops on March 11, 2015, 02:15:46 am
You can also learn unarmed moves and become a gimmick character.

I wonder if I can make a radchild luchador...
Title: Re: Fallout: New Vegas
Post by: Astral on March 11, 2015, 06:00:37 am
In my experience the main use of the unarmed skill is purely to meet prerequisites for melee perks (slayer, etc.)

This, though there are mods to make it similar to certain other perks that require guns or energy weapons (e.g.: Have X amount of skill in Melee OR Unarmed, not both).

I'm wondering why they required both, as if you're playing a melee based character, you likely won't have all that many skill points to begin with because of the required secondary powers such as high Strength, Endurance, and a bit of Agility and Luck, potentially leaving Intelligence behind a bit.
Title: Re: Fallout: New Vegas
Post by: Mech#4 on March 11, 2015, 06:49:56 am
In my experience the main use of the unarmed skill is purely to meet prerequisites for melee perks (slayer, etc.)

This, though there are mods to make it similar to certain other perks that require guns or energy weapons (e.g.: Have X amount of skill in Melee OR Unarmed, not both).

I'm wondering why they required both, as if you're playing a melee based character, you likely won't have all that many skill points to begin with because of the required secondary powers such as high Strength, Endurance, and a bit of Agility and Luck, potentially leaving Intelligence behind a bit.


Related to the unarmed part. The let's player "LethalFeline" has done a play through of Fallout: New Vegas as an unarmed combatant. Also ones of Skyrim, Daggerfall and Fallout 3. Possibly some other ones. Maybe give a watch, it might give you some ideas or on potential mods that might help.
Title: Re: Fallout: New Vegas
Post by: forsaken1111 on March 11, 2015, 06:56:31 am
Ultimately it's unrealistic that you have to unlock most of these doors anyway, given that you're usually armed with explosives and/or a chainsaw or sledgehammer
Spoiler (click to show/hide)
Title: Re: Fallout: New Vegas
Post by: TempAcc on March 11, 2015, 08:04:09 am
Yea I was thinking unarmed because of slayer and the fact unarmed critical hits are way more powerful then melee weapon ones (while melee weapons hit harder by default, but their crits kinda suck by comparison with a few exceptions), but I guess that would end up making my gameplay consist mostly of VATS based attacks and etc, which would prob get boring fairly quickly. Eventualy I'd go both melee and unarmed (melee for ninja, unarmed for slayer). I just love the shotgun fist weapon though, but I do like the idea of running around and chainsawing stuff/using the knock-knock/oh-baby! . And yes, rad child is the perk I was thinking about.

I'm thinking of starting with low charisma (since I'll be a megajerk), decent endurance, strenght and agility, and about 9 luck for critical hits AND a rather cheaty plan of abusing the blackjack tables in new vegas to get me tons of money so I can use implants early.
Title: Re: Fallout: New Vegas
Post by: Iceblaster on March 11, 2015, 08:08:51 am
Ultimately it's unrealistic that you have to unlock most of these doors anyway, given that you're usually armed with explosives and/or a chainsaw or sledgehammer
Spoiler (click to show/hide)

Hmmph. I found a mod at one point that let you use something to remove those doors. If only I could remember what it was.
Title: Re: Fallout: New Vegas
Post by: Bohandas on March 11, 2015, 09:26:34 am
Ultimately it's unrealistic that you have to unlock most of these doors anyway, given that you're usually armed with explosives and/or a chainsaw or sledgehammer
Spoiler (click to show/hide)

Hmmph. I found a mod at one point that let you use something to remove those doors. If only I could remember what it was.

Cherrybombs stuck in the locks.
Title: Re: Fallout: New Vegas
Post by: forsaken1111 on March 11, 2015, 09:27:55 am
I mean I'm wearing strength-enhancing powered armor and there is a flimsy door ahead of me which is hanging half off its hinges but oh noes I cannot pick zee lock however will I get inside?

Kick door! Make Open! Drink Vodka!
Title: Re: Fallout: New Vegas
Post by: Darkmere on March 11, 2015, 09:50:24 am
What the hell was that door even "guarding", anyway?
Title: Re: Fallout: New Vegas
Post by: forsaken1111 on March 11, 2015, 09:55:50 am
What the hell was that door even "guarding", anyway?
3 more microfusion batteries you'll never need because you already have 870
Title: Re: Fallout: New Vegas
Post by: BFEL on March 11, 2015, 09:56:57 am
I'm wondering why they required both, as if you're playing a melee based character, you likely won't have all that many skill points to begin with because of the required secondary powers such as high Strength, Endurance, and a bit of Agility and Luck, potentially leaving Intelligence behind a bit.

I've made unarmed characters before who had 9 intelligence. In fact I've never made a character who DIDN'T have high intelligence (except for a very short lolhesstupid run that lasted about an hour)

90% of all my characters are 9 str,end,agi,int and crap everything else. Though I've started throwing some into luck just because casinos. OWB helps because then you can take your strength down to 8 and still end up with ten when all is said and done.

There is nothing wrong with unarmed combat in this game, supposing you have Rad Child and Piercing Strike, which you should have RC anyway because it's awesome.
Title: Re: Fallout: New Vegas
Post by: forsaken1111 on March 11, 2015, 10:06:31 am
iirc having a 10 luck was just silly. I was finding so much stuff just lying around and so.many.crits...
Title: Re: Fallout: New Vegas
Post by: Neonivek on March 11, 2015, 10:08:59 am
In all fairness making a character with low intelligence in this game basically just shoots you right in the foot.
Title: Re: Fallout: New Vegas
Post by: Mech#4 on March 11, 2015, 10:31:20 am
I wonder how you could make some advantages to having low intelligence. Maybe people find it difficult to trick you because you're really single minded? Perhaps a defence against psychic attacks as they can't grab onto your thoughts or you just ignore them? Complex problems solved by thinking in a very straight forward manner.
Title: Re: Fallout: New Vegas
Post by: GiglameshDespair on March 11, 2015, 10:33:06 am
I always found charisma was a dump stat. Companions tend to die pretty instantly anyway.
High luck was good because you could sprint to vegas, win a fortune at poker, and buy really good gear for your level.

I wonder how you could make some advantages to having low intelligence. Maybe people find it difficult to trick you because you're really single minded? Perhaps a defence against psychic attacks as they can't grab onto your thoughts or you just ignore them? Complex problems solved by thinking in a very straight forward manner.
Some people take pity on you for barely being able to dress yourself... at least, that's how it worked in the original Fallouts. Other people also don't like you, but eh.
Title: Re: Fallout: New Vegas
Post by: Urist McScoopbeard on March 11, 2015, 10:36:26 am
Reason enough to go unarmed in any game that allows it:

(http://lolbot.net/pix/27027.jpg)
Title: Re: Fallout: New Vegas
Post by: Rolan7 on March 11, 2015, 11:09:35 am
The trick about unarmed is that it's based on Endurance, not Strength.  Entirely.  So my Legion character had roughly:
3 Str
1 Per
10 End
8 Cha
3 Int
5 Agi
10 Luck

It felt super weird to run a non-brilliant character, not to mention a melee one, but there were plenty of skill points to max Unarmed and Speech pretty early.  Then survival, for healing.  Along with some crit-enhancing feats, everything went down in a few punches...  Way better than I expected.  Once I got those crazy mantis-arm "gauntlets" from the Gun Runners, it was pretty much one hit kills on everything but super mutants.  Pretty sure those added some reach, too.

And since I had 10 endurance, I could tank a lot of damage.  I also took two levels of a DR-increasing perk (not sure if it was added by the More Perks mod or vanilla).  I *think* almost all the combat perks I used were vanilla.  The only issue was carry capacity, and not quite meeting the STR requirement for power fists (which just made them punch slightly slower).  The power fists weren't much better than spiked knuckles anyway, and the mantis gauntlet was much better than either.

I always put a lot into Perception to mark enemies on the compass, but having just 1 PER didn't seem to change that much.  Probably because it's easy to just *see* enemies in the desert, particularly if you're used to sniping them with other characters.
Title: Re: Fallout: New Vegas
Post by: Neonivek on March 11, 2015, 11:22:34 am
You want high endurance anyhow for the implants.

Though you never want any stat at 10 because you can always get it to 10.

I personally always go for optimized builds in the 3d fallout games.

Mostly because this isn't fallout 1 or 2 where your play style is supported... So optimized smooths out the gameplay significantly and makes it more fun to play in general.
Title: Re: Fallout: New Vegas
Post by: GiglameshDespair on March 11, 2015, 11:29:58 am
There's only around nine implants worth getting, so 10 endurance is probably necessary to begin with.
Title: Re: Fallout: New Vegas
Post by: Bohandas on March 11, 2015, 11:44:24 am
The trick about unarmed is that it's based on Endurance, not Strength.  Entirely.  So my Legion character had roughly:
3 Str
1 Per
10 End
8 Cha
3 Int
5 Agi
10 Luck

It felt super weird to run a non-brilliant character, not to mention a melee one, but there were plenty of skill points to max Unarmed and Speech pretty early.  Then survival, for healing.  Along with some crit-enhancing feats, everything went down in a few punches...  Way better than I expected.  Once I got those crazy mantis-arm "gauntlets" from the Gun Runners, it was pretty much one hit kills on everything but super mutants.  Pretty sure those added some reach, too.

And since I had 10 endurance, I could tank a lot of damage.  I also took two levels of a DR-increasing perk (not sure if it was added by the More Perks mod or vanilla).  I *think* almost all the combat perks I used were vanilla.  The only issue was carry capacity, and not quite meeting the STR requirement for power fists (which just made them punch slightly slower).  The power fists weren't much better than spiked knuckles anyway, and the mantis gauntlet was much better than either.

I always put a lot into Perception to mark enemies on the compass, but having just 1 PER didn't seem to change that much.  Probably because it's easy to just *see* enemies in the desert, particularly if you're used to sniping them with other characters.


Plus once you get ED-E your detection range gets super expanded anyway
Title: Re: Fallout: New Vegas
Post by: BFEL on March 11, 2015, 02:33:46 pm
Yeah, Perception and Charisma are very VERY much dump stats. And the only time you should throw 10 in anything is if you're using the Nevada Project mod that I use, because it limits your implants and adds a bunch of more useful ones.
Title: Re: Fallout: New Vegas
Post by: Rolan7 on March 11, 2015, 03:26:13 pm
Huh, apparently each point of charisma gives a 5% increase in companion damage and armor.  So 50% at 10 points, which is nice I guess.  I didn't realize it did anything except increase starting skill level for barter and speech.

But yeah...  Probably the weakest stat.  Perception's radar effect is even less important, but it unlocks arguably better perks (depending on play style).
Title: Re: Fallout: New Vegas
Post by: Rakonas on March 11, 2015, 04:00:07 pm
Cha is mandatory pacing wise if you want to be diplomatic. Otherwise you'll have to grind your speech skill up before doing any quests with talking.
Title: Re: Fallout: New Vegas
Post by: Bohandas on March 11, 2015, 04:10:31 pm
Huh, apparently each point of charisma gives a 5% increase in companion damage and armor.  So 50% at 10 points, which is nice I guess.  I didn't realize it did anything except increase starting skill level for barter and speech.

But yeah...  Probably the weakest stat.  Perception's radar effect is even less important, but it unlocks arguably better perks (depending on play style).

And more important skills for combat focused ccharacters
Title: Re: Fallout: New Vegas
Post by: Flying Dice on March 11, 2015, 04:26:56 pm
If you're going to do an unarmed playthrough, seriously consider getting (one of) the mod(s) that turns VATS into toggled bullet-time. It makes any type of character more fun, but especially so for unarmed by eliminating the teleport-strike.
Title: Re: Fallout: New Vegas
Post by: Bohandas on March 13, 2015, 06:41:44 pm
How to get into the Silver Rush without having your weapons confiscated or turning the Van Graffs hostile:

Interact with the SIlver Rush door. Before the guard can come up to you to give you the speech about confiscating your weapons run away; the guard will follow you. Run to the entrance to New Vegas and stand just outside the gate, the Silver Rush guard will approach you and be gunned down by the Securitrons.
Title: Re: Fallout: New Vegas
Post by: NullForceOmega on March 13, 2015, 06:46:31 pm
Alternatively, kill the murdering scum and take their crap.
Title: Re: Fallout: New Vegas
Post by: Flying Dice on March 13, 2015, 07:00:17 pm
You gotta buy them out a couple times first, make sure to get all the gun mods.
Title: Re: Fallout: New Vegas
Post by: NullForceOmega on March 13, 2015, 07:02:36 pm
I don't bother with the mods for the most part, once I've got a kitted Plasma Caster (previously known as the P94 plasma rifle), I give no fucks about any other weapon.

Edit: Except the .50 anti-materiel rifle, need two of those.
Title: Re: Fallout: New Vegas
Post by: Rolan7 on March 13, 2015, 07:10:08 pm
How to get into the Silver Rush without having your weapons confiscated or turning the Van Graffs hostile:

Interact with the SIlver Rush door. Before the guard can come up to you to give you the speech about confiscating your weapons run away; the guard will follow you. Run to the entrance to New Vegas and stand just outside the gate, the Silver Rush guard will approach you and be gunned down by the Securitrons.

Wow, I'm actually impressed that that works.
Would have expected the door to just break, but I should give the Bethesda team more credit I guess.
I wonder if you can just snipe the doorguard and lay low for a day or two...  I don't have much experience murdering without save-loading.
Title: Re: Fallout: New Vegas
Post by: Bohandas on March 13, 2015, 07:21:12 pm
How to get into the Silver Rush without having your weapons confiscated or turning the Van Graffs hostile:

Interact with the SIlver Rush door. Before the guard can come up to you to give you the speech about confiscating your weapons run away; the guard will follow you. Run to the entrance to New Vegas and stand just outside the gate, the Silver Rush guard will approach you and be gunned down by the Securitrons.

Wow, I'm actually impressed that that works.
Would have expected the door to just break, but I should give the Bethesda team more credit I guess.
I wonder if you can just snipe the doorguard and lay low for a day or two...  I don't have much experience murdering without save-loading.

I don't think you can snipe him without turning the rest of them hostile
Title: Re: Fallout: New Vegas
Post by: GiglameshDespair on March 13, 2015, 08:07:33 pm
You can just go in, carry things to the bathroom and pick them up without being seen then blast them point blank with the plasma cannon.
Title: Re: Fallout: New Vegas
Post by: Bohandas on March 13, 2015, 08:28:02 pm
Does anyone know where I can get a list of the full descriptions of all the reputations (the ones that pop up when you reach the threshold for a given reputation, like "Renowned for your extensive support and goodwill you are idolized by the community" for Idolized or "Folks still think you're some kind of hero, but you sure can be nasty sometimes" for Dark Hero or "Your wild, seemingly capricious behavior leaves people scratching their heads in confusion and avoiding close contact" for Wild Child)?
Title: Re: Fallout: New Vegas
Post by: Bohandas on March 13, 2015, 09:40:44 pm
I've updated my Additional Map Markers (http://www.nexusmods.com/newvegas/mods/56825/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fnewvegas%2Fajax%2Fmoddescription%2F%3Fid%3D56825%26preview%3D&pUp=1) mod:

http://www.nexusmods.com/newvegas/mods/56825/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fnewvegas%2Fajax%2Fmoddescription%2F%3Fid%3D56825%26preview%3D&pUp=1
Title: Re: Fallout: New Vegas
Post by: TempAcc on March 14, 2015, 02:41:49 pm
Currently underway with my super unarmed legion hitler playthrough. Got me a GRA power fist and got to freeside after doing the questlines before that, trying to find me a mantis gauntled and on the way of gambling every casino into submission and spending all the monies on implants. After that, not sure, I'll just keep being a jerk to people and maybe do the first dlc (the worst one with the all the tribals and references to israel and etc).
Title: Re: Fallout: New Vegas
Post by: Bohandas on March 14, 2015, 11:00:24 pm
Has anybody here ever actually completed Legend of the Star without cheating?
Title: Re: Fallout: New Vegas
Post by: Darkmere on March 14, 2015, 11:04:11 pm
Has anybody here ever actually completed Legend of the Star without cheating?

... Yes?
Title: Re: Fallout: New Vegas
Post by: Elfeater on March 14, 2015, 11:09:09 pm
Has anybody here ever actually completed Legend of the Star without cheating?

... Yes?
I am working towards it.
Title: Re: Fallout: New Vegas
Post by: hops on March 14, 2015, 11:35:50 pm
I don't think it's very hard. All you need to do is drink a preposterous amount of Sunset Sasparillas.
Title: Re: Fallout: New Vegas
Post by: Cheedows on March 15, 2015, 12:54:17 am
If you're going to do an unarmed playthrough, seriously consider getting (one of) the mod(s) that turns VATS into toggled bullet-time. It makes any type of character more fun, but especially so for unarmed by eliminating the teleport-strike.

I tried finding the mod online, but it seems there are only versions for FO3  (My googlefu is horrible though, so I might've just missed it). Could you perhaps give the name or the link to the mod for FO: NV?
Title: Re: Fallout: New Vegas
Post by: hops on March 15, 2015, 03:27:04 am
As a rifle user who one-hit-kills everything by headshots, I kind of need VATS. Especially when Boone is making me feel insecure by killing 6 enemies in one second.
Title: Re: Fallout: New Vegas
Post by: Metalax on March 15, 2015, 04:25:13 am
Has anybody here ever actually completed Legend of the Star without cheating?
It doesn't take that long to get the number of caps required, particularly if you recall the spots where there are multiple caps, and use the bottles of sasparilla for drinks.
Title: Re: Fallout: New Vegas
Post by: GiglameshDespair on March 15, 2015, 07:08:00 am
If you're going to do an unarmed playthrough, seriously consider getting (one of) the mod(s) that turns VATS into toggled bullet-time. It makes any type of character more fun, but especially so for unarmed by eliminating the teleport-strike.

I tried finding the mod online, but it seems there are only versions for FO3  (My googlefu is horrible though, so I might've just missed it). Could you perhaps give the name or the link to the mod for FO: NV?
Project Nevada involves it with a host of other changes.
Title: Re: Fallout: New Vegas
Post by: BFEL on March 15, 2015, 07:09:43 am
If you're going to do an unarmed playthrough, seriously consider getting (one of) the mod(s) that turns VATS into toggled bullet-time. It makes any type of character more fun, but especially so for unarmed by eliminating the teleport-strike.

I tried finding the mod online, but it seems there are only versions for FO3  (My googlefu is horrible though, so I might've just missed it). Could you perhaps give the name or the link to the mod for FO: NV?
Project Nevada involves it with a host of other changes.
Though it still has the regular VATS, just lets you use bullet time as well if you want. I pretty much never do that because VATS is just so much fucking better.

Also, I am happy that adding Warzones didn't break my game, apparently NV just REALLY doesn't like it if you try setting timescale to "1"
Title: Re: Fallout: New Vegas
Post by: TempAcc on March 15, 2015, 12:06:32 pm
The bullet time doenst seem to actualy do anything gameplay wise, since it slows you down as well. Its more like a cool effect thing then an actual gameplay affecting feature.
Title: Re: Fallout: New Vegas
Post by: Rakonas on March 15, 2015, 12:25:20 pm
If you're going to do an unarmed playthrough, seriously consider getting (one of) the mod(s) that turns VATS into toggled bullet-time. It makes any type of character more fun, but especially so for unarmed by eliminating the teleport-strike.

I tried finding the mod online, but it seems there are only versions for FO3  (My googlefu is horrible though, so I might've just missed it). Could you perhaps give the name or the link to the mod for FO: NV?
Project Nevada involves it with a host of other changes.
Though it still has the regular VATS, just lets you use bullet time as well if you want. I pretty much never do that because VATS is just so much fucking better.

Also, I am happy that adding Warzones didn't break my game, apparently NV just REALLY doesn't like it if you try setting timescale to "1"

Bullettime is way better in that your personal skill is all that matters. You can headshot several people at long distance quickly where VATS would give you minimal chance unless your weapon skill was high.
Title: Re: Fallout: New Vegas
Post by: Flying Dice on March 15, 2015, 12:45:08 pm
If you're going to do an unarmed playthrough, seriously consider getting (one of) the mod(s) that turns VATS into toggled bullet-time. It makes any type of character more fun, but especially so for unarmed by eliminating the teleport-strike.

I tried finding the mod online, but it seems there are only versions for FO3  (My googlefu is horrible though, so I might've just missed it). Could you perhaps give the name or the link to the mod for FO: NV?
Project Nevada involves it with a host of other changes.
Though it still has the regular VATS, just lets you use bullet time as well if you want. I pretty much never do that because VATS is just so much fucking better.

Also, I am happy that adding Warzones didn't break my game, apparently NV just REALLY doesn't like it if you try setting timescale to "1"

Bullettime is way better in that your personal skill is all that matters. You can headshot several people at long distance quickly where VATS would give you minimal chance unless your weapon skill was high.

This, so much. It removes the worst parts of VATS (melee teleporting, no-skill marksmanship, missing shots that you wouldn't if you were shooting normally) and gives you the action-movie feeling all in the same package.

And yes, I use Project Nevada, which is where it comes from. That's probably the best option overall even if there is a standalone, both because you can toggle it on and off at-will if you don't like it, and because the rest of PN is also great.
Title: Re: Fallout: New Vegas
Post by: BFEL on March 15, 2015, 06:42:03 pm
Bullettime is way better in that your personal skill is all that matters. You can headshot several people at long distance quickly where VATS would give you minimal chance unless your weapon skill was high.

Eh, that IS a bit of a problem, but it doesn't make sniping that much easier. I mean, if you're not good enough to get those headshots without BT you probably aren't gonna get them with it either.
Title: Re: Fallout: New Vegas
Post by: Flying Dice on March 15, 2015, 08:15:57 pm
Bullettime is way better in that your personal skill is all that matters. You can headshot several people at long distance quickly where VATS would give you minimal chance unless your weapon skill was high.

Eh, that IS a bit of a problem, but it doesn't make sniping that much easier. I mean, if you're not good enough to get those headshots without BT you probably aren't gonna get them with it either.
That's sort of the point, though, isn't it? It gives you a more interesting and interactive alternative to VATS which hinges on player ability while also looking cool.
Title: Re: Fallout: New Vegas
Post by: hops on March 15, 2015, 09:33:13 pm
Yeaaaaaah it's like everyone but me are FPS crackshots.
Title: Re: Fallout: New Vegas
Post by: Flying Dice on March 15, 2015, 09:43:54 pm
To be fair, FO:NV and FO3 are shitty, terrible shooters. Accuracy that depends on your weapon skill level, terrible sights (or none at all-lookin' at you, laser rifle!), sluggish controls, incredible short draw distances on actors and objects even when you turn them up high enough to kill your FPS, no bullet drop...

There's a reason why pretty much every character I make ends up just toting around that high-end hunting shotgun and a few hundred shells.
Title: Re: Fallout: New Vegas
Post by: NullForceOmega on March 15, 2015, 09:51:09 pm
In Fallout 3, vengeance is the answer to all problems great or small.  In NV, the plasma caster and .50 cal are the answer.  I need no other weapons ever in either game, though that hardly prevents me from collecting the rest of the uniques anyway.  The game is not even vaguely designed to use its primary combat mechanic (embarrassing because the Havok engine is very good for ballistic calculations), so VATS is the best alternative hands-down to trying to split-second aim.  That said, at greater ranges (and with adequate weapons skill) you can be an incredibly effective sniper using the default sights on the majority of weapons.
Title: Re: Fallout: New Vegas
Post by: Rakonas on March 16, 2015, 04:59:11 pm
terrible sights (or none at all-lookin' at you, laser rifle!),

The laser rifle has a 200 bottlecap or something scope that makes it one of the best weapons in the game (of course the tri-beam version included as a mid-game upgrade.) It has insane range with high magnification, instant impact, perfect accuracy.. The only other things I bother with in energy weapons are OWB weapons or the gauss rifle.
Title: Re: Fallout: New Vegas
Post by: Flying Dice on March 16, 2015, 05:08:48 pm
I know. But the default laser rifle/pistol "ironsights" are nonexistent and they depend on you finding a vendor with a scope.

Of course I always just beeline for the unique gauss rifle and never use anything else save the hunting shotgun once I get it.
Title: Re: Fallout: New Vegas
Post by: BFEL on March 16, 2015, 05:51:38 pm
Oh, speaking of weapon mods, anyone else finding that GRA kinda borks the curve of that a bitentirely?

I mean, I remember back in the early days you would go to Chet and he would have a nice upgrade to your .357 Magnum, but now all he has are upgrades to the GRA stuff he sells...

I mean, I LOVE GRA, but COMEON. I shouldn't have to wait till the GUN RUNNERS to upgrade that Revolver :P
Title: Re: Fallout: New Vegas
Post by: GiglameshDespair on March 16, 2015, 05:55:53 pm
I just think they should have make the GRA mods available for all guns. Sorry, this identical plasma pistol can't take mods. This one can, though, and its the same price.
Title: Re: Fallout: New Vegas
Post by: Flying Dice on March 16, 2015, 05:58:07 pm
I actually sort of like that, though, because IIRC GRA and non-GRA had mods that did different things in some cases.
Title: Re: Fallout: New Vegas
Post by: Bohandas on March 16, 2015, 06:17:04 pm
terrible sights (or none at all-lookin' at you, laser rifle!),

Zoom out to third person and use the crosshair.

If you keep the aim button held down you can even zoom back in to first person and the crosshair will remain until you let go of the aim button.
Title: Re: Fallout: New Vegas
Post by: Bohandas on March 16, 2015, 06:18:13 pm
I just think they should have make the GRA mods available for all guns. Sorry, this identical plasma pistol can't take mods. This one can, though, and its the same price.

I was under the impression that this couldn't easily be done for some reason, and this was their way of jury-rigging it in.
Title: Re: Fallout: New Vegas
Post by: BFEL on March 16, 2015, 07:06:23 pm
I like how Cataclysm can handle tons of mods on different weapons and is developed by a team of random dudes while a big budget AAA game can't.

Probably an unfair comparison though.
Title: Re: Fallout: New Vegas
Post by: Flying Dice on March 16, 2015, 07:23:10 pm
terrible sights (or none at all-lookin' at you, laser rifle!),

Zoom out to third person and use the crosshair.

If you keep the aim button held down you can even zoom back in to first person and the crosshair will remain until you let go of the aim button.

I know that that's an option. It's a shitty excuse for bad design on the weapons, though, and it's not particularly enjoyable.
Title: Re: Fallout: New Vegas
Post by: Darkmere on March 16, 2015, 07:31:37 pm
Re: GRA weapons/mods

They were all done separate from the vanilla guns to avoid various compatibility issues. The way they chose to present it was stupid as hell, but the reasoning is sound. Check out a mod called Weapon Mod Expansion (WME) for a bit better solution, and FOOKNV to merge all the GRA guns and mods into one diabolical, incestuous loot list while removing the dumb (HERP DERP GRA DAWG) tags from all the compatible guns.

The two I mentioned are also compatible, as long as you use the compatibility patch that comes pre-packaged.
Title: Re: Fallout: New Vegas
Post by: Rolan7 on March 16, 2015, 07:34:50 pm
I considered the lack of sights on most energy weapons to be an intentional trade off...  Of course I was using plasma mainly, where sights aren't a big deal anyway due to the slow projectile speed.  I really really hate cazadors, by the way.
Title: Re: Fallout: New Vegas
Post by: BFEL on March 16, 2015, 08:42:54 pm
I considered the lack of sights on most energy weapons to be an intentional trade off...  Of course I was using plasma mainly, where sights aren't a big deal anyway due to the slow projectile speed.  I really really hate cazadors, by the way.
Do Old World Blues ASAP, and suddenly Cazzies are 99% less annoying. Because that is the percentage of damage that is just their poison.
Title: Re: Fallout: New Vegas
Post by: Astral on May 21, 2015, 05:43:58 pm
www.pcgamer.com/mod-makes-fallout-new-vegas-a-survival-simulator/ (http://www.pcgamer.com/mod-makes-fallout-new-vegas-a-survival-simulator/)

If you're bored of New Vegas and want a vastly different, very creepy flavor to go with it, try this. Actual mod is here:

www.nexusmods.com/newvegas/mods/57927/ (http://www.nexusmods.com/newvegas/mods/57927/)

I posted in the death thread my most recent experience with this mod. (http://www.bay12forums.com/smf/index.php?topic=70414.msg6245331#msg6245331) It is absolutely brutal in terms of the difficulty cliff it throws you off of right at the start. You may want to think of it sort of like a Dark Souls-esque first person shooter survival horror rpg.

I added Project Nevada core, along with most of the recommended mods included on the Nexus page, minus the ENB mods, Alternative Start (which I can't get to work) and the save restriction mod. You will die a lot regardless, so having to go through character creation more than playing the game may not be all that fun.
Title: Re: Fallout: New Vegas
Post by: Elfeater on May 21, 2015, 10:13:01 pm
How does one adjust load order without FOMM?
Title: Re: Fallout: New Vegas
Post by: Astral on May 21, 2015, 10:25:35 pm
LOOT (https://loot.github.io/) is the newer version of BOSS, by the same devs I believe. It will auto sort your load order based iff a master list and let you make any customizations on top of that. It even updated this week with a new interface.
Title: Re: Fallout: New Vegas
Post by: Neonivek on May 21, 2015, 10:31:52 pm
I considered the lack of sights on most energy weapons to be an intentional trade off...  Of course I was using plasma mainly, where sights aren't a big deal anyway due to the slow projectile speed.  I really really hate cazadors, by the way.
Do Old World Blues ASAP, and suddenly Cazzies are 99% less annoying. Because that is the percentage of damage that is just their poison.

That and the energy weapons in Old World Blues are quite potent. The most powerful weapons in the game are in that expansion alone.
Title: Re: Fallout: New Vegas
Post by: Bohandas on May 22, 2015, 03:31:47 am
I considered the lack of sights on most energy weapons to be an intentional trade off...  Of course I was using plasma mainly, where sights aren't a big deal anyway due to the slow projectile speed.  I really really hate cazadors, by the way.
Do Old World Blues ASAP, and suddenly Cazzies are 99% less annoying. Because that is the percentage of damage that is just their poison.

That and the energy weapons in Old World Blues are quite potent. The most powerful weapons in the game are in that expansion alone.

Except for the mini-nuke launcher
Title: Re: Fallout: New Vegas
Post by: TempAcc on May 22, 2015, 07:51:32 am
www.pcgamer.com/mod-makes-fallout-new-vegas-a-survival-simulator/ (http://www.pcgamer.com/mod-makes-fallout-new-vegas-a-survival-simulator/)

If you're bored of New Vegas and want a vastly different, very creepy flavor to go with it, try this. Actual mod is here:

www.nexusmods.com/newvegas/mods/57927/ (http://www.nexusmods.com/newvegas/mods/57927/)

I posted in the death thread my most recent experience with this mod. (http://www.bay12forums.com/smf/index.php?topic=70414.msg6245331#msg6245331) It is absolutely brutal in terms of the difficulty cliff it throws you off of right at the start. You may want to think of it sort of like a Dark Souls-esque first person shooter survival horror rpg.

I added Project Nevada core, along with most of the recommended mods included on the Nexus page, minus the ENB mods, Alternative Start (which I can't get to work) and the save restriction mod. You will die a lot regardless, so having to go through character creation more than playing the game may not be all that fun.

This looks.. Pretty interesting actualy, I'll make a post now so I can easily go back and check this later when I get home.
Title: Re: Fallout: New Vegas
Post by: Elfeater on May 22, 2015, 02:28:52 pm
Aight, thanks, and also is there anyway to remove tunnelers from the DUST mod, I honestly can't stand them.
Title: Re: Fallout: New Vegas
Post by: hops on May 22, 2015, 06:12:10 pm
Any sufficiently annoying gameplay aspect is indistinguishable from challenge.
- Abraham Lincoln
Title: Re: Fallout: New Vegas
Post by: Astral on May 22, 2015, 06:24:04 pm
Aight, thanks, and also is there anyway to remove tunnelers from the DUST mod, I honestly can't stand them.
Lorewise it's justified; Ulysses mentions that the Tunnelers would spread from the Divide to the Mojave in a few years. Since the little bastards can take out Deathclaws, and this is technically 20 years into the future of the Mojave with no Courier intervention on anything... well...

I do find them extremely annoying, especially to start... it usually means that your first moments of the mod are spent running for your life to other things that just have less of a chance of killing you.

I'm sure you could go in and turn them all to geckos as a mod of your own though.
Title: Re: Fallout: New Vegas
Post by: Elfeater on May 22, 2015, 06:39:28 pm
I get that it is justified lorewise, I would simply prefer the game without them, more an apocalyptic scenario of man vs man than one where I have to deal with a creature that takes a whole magazine to the face.
Title: Re: Fallout: New Vegas
Post by: hops on May 22, 2015, 06:47:03 pm
Their existence above ground is also caused by the Courier, though.
Title: Re: Fallout: New Vegas
Post by: Elfeater on May 22, 2015, 06:52:14 pm
Right, I'm not arguing with you on that point, I was just trying to find a way to remove them for my own enjoyment.
Title: Re: Fallout: New Vegas
Post by: Vendayn on May 22, 2015, 06:57:57 pm
I dunno if there is one...but you can probably use TES edit or whatever there is for Fallout New Vegas. Go into the esp and edit the entries out. Dunno if there is a TESedit for fallout 3/NV though...but that be the easiest way. Or you can go into the creation kit and find the entries for it, but that is harder/takes longer than using TES edit.
Title: Re: Fallout: New Vegas
Post by: hops on May 22, 2015, 06:58:36 pm
I was referring to Astral saying that it's justified lore-wise.
Title: Re: Fallout: New Vegas
Post by: Elfeater on May 22, 2015, 07:02:07 pm
Ah< i kinda took it as the cloud blocked the sun letting them tolerate the land.
Title: Re: Fallout: New Vegas
Post by: KingofstarrySkies on May 22, 2015, 09:50:25 pm
DUST is essentially a What If scenario where the Courier never happened, right?
Title: Re: Fallout: New Vegas
Post by: Darkmere on May 23, 2015, 12:06:48 am
DUST is essentially a What If scenario where the Courier never happened, right?

From what I gather it's supposed to be 20 years after Hoover. You're still the courier, and the game still happened, it's just that the bullshit-o-meter got turned up to 25 and now everything in the game is overpowered and tries to kill you, while you're basically crippled.
Title: Re: Fallout: New Vegas
Post by: Astral on May 23, 2015, 02:33:42 am
http://www.nexusmods.com/newvegas/mods/59015/? (http://www.nexusmods.com/newvegas/mods/59015/?)

http://www.nexusmods.com/newvegas/mods/59011/? (http://www.nexusmods.com/newvegas/mods/59011/?)

Two mods than can potentially make the game a bit less harrowing, at least later on for the kill bonus. The trait seems to be a pretty hefty increase (no Tunneler attacks) against a few minor maluses.

The mod overall really isn't for the faint of heart. It's better to think of it more like a roguelike, than "modded New Vegas." You will die a lot, and hopefully you will be able to figure out what you did wrong, or a possible alternative the next time around.
Title: Re: Fallout: New Vegas
Post by: KingofstarrySkies on May 23, 2015, 09:57:36 am
I'll definitely give it a shot eventually, but right now I got a sweet game with Fallout Who Vegas, Niner, Willow etc.
Title: Re: Fallout: New Vegas
Post by: Elfeater on May 23, 2015, 12:35:25 pm
http://www.nexusmods.com/newvegas/mods/59015/? (http://www.nexusmods.com/newvegas/mods/59015/?)

http://www.nexusmods.com/newvegas/mods/59011/? (http://www.nexusmods.com/newvegas/mods/59011/?)

Two mods than can potentially make the game a bit less harrowing, at least later on for the kill bonus. The trait seems to be a pretty hefty increase (no Tunneler attacks) against a few minor maluses.

The mod overall really isn't for the faint of heart. It's better to think of it more like a roguelike, than "modded New Vegas." You will die a lot, and hopefully you will be able to figure out what you did wrong, or a possible alternative the next time around.
I know it is more rouge-like, but It feels more fair when I turn the corner and get blasted in the face by survivor with a shotgun than ran down by tunnelers I can barely scratch
Title: Re: Fallout: New Vegas
Post by: TempAcc on May 23, 2015, 03:36:22 pm
Yea, the tunellers kinda detract from the gameplay a bit imo, not because they're challenging, but because they seem nearly omnipresent even in the beginning, when you have no real way of dealing with them apart from that one dlc that gives you weapons and equipment at the start. I trashed all of that extra equipment to play Dust properly, but I was forced to keep the weathered 10mm pistol and ammo so I could actualy get out of the starting area and find stuff apart from just more tunellers.

They can also detect you from miles away even if you're sneaking, at the start, and since they're faster then you, it forces you to cheese things up by climbing on stuff to shoot at them from above.

Other then that, the mod is pretty great. Having guns be actualy threatening and able to one shot you is a big plus, in my book, except some guns are so shitty that they have no point, like the varmint rifle and nearly all the improvised guns.

Throwing weapons are good for one shotting most tribals/survivors etc.
Title: Re: Fallout: New Vegas
Post by: Elfeater on May 23, 2015, 06:23:53 pm
I spawned in with a .22 smg, and as shit ton of ammo, thing barely scratched enemies in all honesty, found a survivalist rifle and some ammo, rolled over NPCs till I ran out of ammo.
Title: Re: Fallout: New Vegas
Post by: Sergius on May 23, 2015, 06:51:10 pm
So, has anyone tried this?

http://taleoftwowastelands.com

Apparently it merges F3 into F:NV. I haven't tried it yet, but I'd love to raid Mothership Zeta with my New Vegas character, heh.
Title: Re: Fallout: New Vegas
Post by: KingofstarrySkies on May 23, 2015, 06:53:46 pm
I'd love to give it a shot but I don't have steam copies of either of the damned games. I've got the big ultimate editions of both...On console. So I use torrents for NV and haven't bothered with FO3 because no.

Shame, I friggin' LOVE the idea. I wonder if FWV works with it?
Title: Re: Fallout: New Vegas
Post by: ShoesandHats on May 23, 2015, 07:03:45 pm
So, has anyone tried this?

http://taleoftwowastelands.com

Apparently it merges F3 into F:NV. I haven't tried it yet, but I'd love to raid Mothership Zeta with my New Vegas character, heh.

Yeah, I played through both games using it. It does a really good job, there were hardly any issues for such a big project. The improved engine does wonders for Fallout 3's playability. It is a little weird going over to either game at a really high level and encountering hard enemies right off the bat, though.
Title: Re: Fallout: New Vegas
Post by: Bohandas on May 23, 2015, 07:30:32 pm
Do you guys think FNV is popular enough that it would be justified to add an "In Popular Culture" section to the wikipedia articles for Nellis Airforce Base and Primm, Nevada mentioning that they were playable locations in this game?
Title: Re: Fallout: New Vegas
Post by: GiglameshDespair on May 23, 2015, 07:34:12 pm
Don't see why not.
Title: Re: Fallout: New Vegas
Post by: Vendayn on May 23, 2015, 08:48:55 pm
I had Fallout 3 GOTY (got it on sale). And now I have new vegas :P It was only 20 dollars, so pretty cheap. Could have waited for a sale, but whatever lol.

And since Tales of Two Wasteland+DUST work together (confirmed from reading reddit)...I'll start in Vegas, and try to survive to make it to the capital city :D And then can travel back/forth and die lots lol.
Title: Re: Fallout: New Vegas
Post by: KingofstarrySkies on May 23, 2015, 08:49:50 pm
But isn't the whole point of DUST to escape the Mojave? :P
Title: Re: Fallout: New Vegas
Post by: Vendayn on May 23, 2015, 09:10:48 pm
But isn't the whole point of DUST to escape the Mojave? :P

Yeah. But, I'm not playing a linear hallway CoD scripted game where I can't go back from where I've been lol...even GTA 5 supposedly does that ROFL.

I play skyrim, fallout 3, oblivion MY way. Not whatever the mod author and game developer intended it lol.

But yeah I know you are joking there :P I got the sarcasm part ;P
Title: Re: Fallout: New Vegas
Post by: Elfeater on May 23, 2015, 10:44:00 pm
SO I got lucky on my random start, got a breeder rifle and a flame pistol (thanks to Project Nevada) I used a trait which lowers everything's DT by 5 so now everything gets thrashed pretty fast, even me. Took the mechanics history
Title: Re: Fallout: New Vegas
Post by: Vendayn on May 23, 2015, 11:31:30 pm
Any crafting mods anyone recommends? That use realistic ingredients? Someone has a mod that allows you to craft a spear (sort of) by usinga poolstick a knife and ducktape...but he has a ton of other crafting stuff too.

https://www.youtube.com/watch?v=DGTItvQpSLo

at 20:27 you can see all his crafting stuff.

But he is kinda lame in that, he never actually says what the mod is...just "I have this amazing mod that does so much stuff." (not exact words)...kinda annoying lol. Probably won't be subbing to him anytime soon lol...great pet peave of mine, when someone just says "this is the mod I have and does so much stuff" and then never actually says what it is. Doesn't even put it in the description...or anything lol.
Title: Re: Fallout: New Vegas
Post by: Astral on May 24, 2015, 02:51:21 pm
But he is kinda lame in that, he never actually says what the mod is...just "I have this amazing mod that does so much stuff." (not exact words)...kinda annoying lol. Probably won't be subbing to him anytime soon lol...great pet peave of mine, when someone just says "this is the mod I have and does so much stuff" and then never actually says what it is. Doesn't even put it in the description...or anything lol.

I'm fairly sure that it's included in the DUST Recommended Mods section:

http://www.nexusmods.com/newvegas/mods/56786/? (http://www.nexusmods.com/newvegas/mods/56786/?)
Title: Re: Fallout: New Vegas
Post by: Tellemurius on May 24, 2015, 11:43:05 pm
So what is a good list of installed mods to go with DUST (Bay12 approved list)?
Also is there any companion mods compatible with DUST yet?
Title: Re: Fallout: New Vegas
Post by: Elfeater on May 24, 2015, 11:54:50 pm
Im running project Nevada, some mods adding traits and the mods on dust that add moving people and a single settlement, though I have yet to find it.
Title: Re: Fallout: New Vegas
Post by: Astral on May 25, 2015, 04:54:41 am
I ran with most of the mods included as recommended.

Spoiler (click to show/hide)

All in all, a very light mod list for me. I haven't gotten very far, but the thing that's most off-putting about it isn't the difficulty, it's more the lack of direction. For a plague bombed hellhole, there sure are a lot of people left over to kill. The advancement is a bit slow as well, it feels like it takes forever to advance from level to level, likely because there aren't any quests.

It would be a great survival game if other players were involved (a la Rust) but as is, it's basically just move from area to area, kill things, get marginally stronger, hope you don't run out of ammo, rinse repeat. At least, once you get out of the "running for your life from Tunnelers" phase of the game.

There's also the bugs I encounter from time to time, like the invulnerable children in the NCR Correctional Facility ruins, randomly losing/gaining karma from various acts, and getting messages that [person] has died, when killing the now generically named NPC that replaces them.

I did get exceedingly lucky on an enemy dropping a Marksman Carbine (semi auto rifle that tends to instantly kill any human enemies in a single shot, has a zoom function, and requires 100 Guns skill to get the most out of it). It takes 5.56 ammo, which is somewhat plentiful. I also broke down a bunch of other ammo and made more, so I had around 50 rounds of 5.56 to play with. Later, I found a Sniper Rifle (and a few more in the aforementioned NCR Correctional Facility) with enough ammo to comfortably sneak headshot most enemies.
Title: Re: Fallout: New Vegas
Post by: TempAcc on May 25, 2015, 08:21:40 am
I found a battle rifle and a makeshift plasma rifle on cannibals, the only problem now is ammo. But yea, I agree with you on the whole progression and lack of direction thing, but I do like the open gameplay enough for it to not be a major issue, and I like that travelling around is actualy dangerous now, so it does feel very post apocalyptic, even though there seems to a fair bit of people going around.

I'm thinking of trying a tale of two wastelands. I kind of liked the fallout 3 environments more then the mojave wasteland, and there's a lot of equipment from fallout 3 I'd like to use on new vegas, but my current new vegas game is kind of advanced. Does it actualy work with previous saves or do I have to start a new game for it?
Title: Re: Fallout: New Vegas
Post by: Vendayn on May 25, 2015, 06:17:06 pm
I edited out the tunnelers. They were kinda BS. I'd have been fine with the occasional one, but they were WAY to common. So I used FNVedit and removed the tunneler entries.

I still die a lot without them, and still face tough enemies and have to be careful. But now its not BS :P Don't really care if they are lorefriendly or not...I don't even care about dying over and over. I play roguelikes and dwarf fortress :P But they were just too annoying.
Title: Re: Fallout: New Vegas
Post by: majikero on May 25, 2015, 07:50:51 pm
Finally got around to playing NVs since I got my PC. Using Project Nevada, it seems prices are really inflated and caps flows like river, both ways. Is this normal or because of the mod?
Title: Re: Fallout: New Vegas
Post by: Astral on May 26, 2015, 05:13:15 am
Prices may start out a bit more expensive, but you end up a bit lower than what they could have been in vanilla if you get your Barter skill up enough, if I remember correctly.

Charisma will also play a role. If the NPC doesn't like you to start (due to low disposition resulting from low Charisma) then their prices will be elevated further.
Title: Re: Fallout: New Vegas
Post by: Arbinire on May 26, 2015, 10:30:48 am
I'm curious if there's a patch for TTW and JSawyer mod.  I went looking on the TTW site, but the jsawyer patches available also patched other mods like EVE and Project Nevada or other mods I don't plan on using my next playthrough.
Title: Re: Fallout: New Vegas
Post by: majikero on May 27, 2015, 07:48:17 pm
Found a great throwing weapon mod. Now I can craft throwing knives and other throwing stuff if I get the perk in the mod but the main thing is I can make throwing knives.

I might need to up barter to get Packrat perk but I can finally build my laser ninja. I just need caps to get the armor implant and get both toughness perk and I can finally move away from using my multiplasma as my fuck everything weapon.
Title: Re: Fallout: New Vegas
Post by: GiglameshDespair on May 27, 2015, 08:19:51 pm
Is there a mod that just skips the long introduction sequence?
Title: Re: Fallout: New Vegas
Post by: majikero on May 27, 2015, 08:37:11 pm
I think Alternative start mod does that.
Title: Re: Fallout: New Vegas
Post by: KingofstarrySkies on May 27, 2015, 09:59:02 pm
What, the cutscene? Or Doc Mitchell?
Title: Re: Fallout: New Vegas
Post by: hops on May 28, 2015, 01:31:30 am
You could also just save an early save and then when you want a new character you can trek out of Goodspring.
Title: Re: Fallout: New Vegas
Post by: GiglameshDespair on May 28, 2015, 05:57:42 am
I think Alternative start mod does that.
Ah, cheers.

What, the cutscene? Or Doc Mitchell?
Yes.

You could also just save an early save and then when you want a new character you can trek out of Goodspring.
Not when I want to use new mods, which generslly require a fresh start.

Title: Re: Fallout: New Vegas
Post by: Bohandas on May 28, 2015, 07:19:49 am

What, the cutscene? Or Doc Mitchell?
Yes.


The point is that the cutscene is skippable by default. Just press the "escape" button
Title: Re: Fallout: New Vegas
Post by: scriver on May 28, 2015, 08:35:08 am
I'm fairly certain the answered yes to the Doc Mitchell stuff, because that's what I hate, at least.
Title: Re: Fallout: New Vegas
Post by: Iceblaster on May 28, 2015, 06:52:27 pm
So I used FNVEdit to remove most tunnelers from Dust. While it doesn't have as many encounters, it makes it so much fun.

Spoiler (click to show/hide)

My experience in a nutshell :P
Title: Re: Fallout: New Vegas
Post by: majikero on May 28, 2015, 07:38:39 pm
I'm doing Old World Blues and started it a level 12. Maybe I should put it back to Hard instead of Very Hard. My persistence to use clothes for cosmetic reasons is biting me in the arse. Those damn nightstalkers wont even go down to a gauss rifle shot to the head in one hit. Slapping their shit around with the proton axe and superslam is very difficult when there is 4 of them.

In short, Very Hard is a bullshit difficulty that only adds more health.
Title: Re: Fallout: New Vegas
Post by: Astral on May 30, 2015, 09:04:56 pm
Most Bethesda games do similar things with the "difficulty," by just making enemies more bullet spongey. There's no increase in AI or tactics, it just takes more bullets to take an enemy down. That's why I prefer mods like Project Nevada's Rebalance module, which more or less makes your health (and enemy health) static, based entirely off endurance rather than a combination of endurance and levels, as well as increasing damage all around. You're just as squishy as the things you're trying to shoot, making large engagements hectic at times.
Title: Re: Fallout: New Vegas
Post by: Darkmere on May 30, 2015, 09:38:33 pm
It's not flat health or anything like that. NV's DLC's have a buggy damage threshold modifier (honest hearts at least has the same problem) that makes enemies resistant to .50 AP rounds, even. Setting the difficulty to normal is the equivalent of very hard in the vanilla wasteland.

I don't know if it's intentional or not, given the abysmal QC that went into the series and the big "fuck you ship it now" from the publisher. Still, normal is about where it feels right.
Title: Re: Fallout: New Vegas
Post by: Mech#4 on May 30, 2015, 10:26:25 pm
I remember for the "Lookout Point" DLC for Fallout 3 the enemies had flat damage buffs and resistance increases. So regardless of your armour class they would always do at least 15 damage or something.
Title: Re: Fallout: New Vegas
Post by: Iceblaster on May 30, 2015, 10:35:37 pm
I remember for the "Lookout Point" DLC for Fallout 3 the enemies had flat damage buffs and resistance increases. So regardless of your armour class they would always do at least 15 damage or something.

30.

Only reason I know is because in one of Many a True Nerd's Kill Everything vids for FO3 had a comment pointing that out.

The weapons there however, weren't as fun. The DB shotgun was the sawn off but slightly better, IMO, and the Lever Action Rifle was boring.

Though my favorite weapon for FO3, the Infiltrator, comes from The Pitt and holy shit is it fun if only because silenced assault rifle with a scope. Well, not fun, but more like 'overly complicated weapon for a simple job' gun :P
Title: Re: Fallout: New Vegas
Post by: majikero on May 30, 2015, 11:51:23 pm
Skirmisher mod is really fun. Taking off heads by smashing spears in people's faces is awesome. Not sure if I should get the perk that makes ninja throwing stars or the one that can make exploding knives.
Title: Re: Fallout: New Vegas
Post by: Krevsin on May 31, 2015, 01:03:47 am
So I played through Project Brazil's first act last night. It was really well done.
Title: Re: Fallout: New Vegas
Post by: Lightningfalcon on May 31, 2015, 01:58:40 am
So I played through Project Brazil's first act last night. It was really well done.
Damn it.  Everytime someone mentions that mod I get excited for a moment thinking that it has been updated.
Title: Re: Fallout: New Vegas
Post by: Krevsin on May 31, 2015, 03:33:32 am
So I played through Project Brazil's first act last night. It was really well done.
Damn it.  Everytime someone mentions that mod I get excited for a moment thinking that it has been updated.
Yeah, it's been pretty quiet until about a month ago. Apparently they lost a lot of their team and cut out a lot of stuff so it looks like the project has been scaled down to a more manageable size as befits a smaller team.
Title: Re: Fallout: New Vegas
Post by: Neonivek on May 31, 2015, 03:43:40 am
Most Bethesda games do similar things with the "difficulty," by just making enemies more bullet spongey. There's no increase in AI or tactics, it just takes more bullets to take an enemy down. That's why I prefer mods like Project Nevada's Rebalance module, which more or less makes your health (and enemy health) static, based entirely off endurance rather than a combination of endurance and levels, as well as increasing damage all around. You're just as squishy as the things you're trying to shoot, making large engagements hectic at times.

This is also another reason why I think Fallout 3 is better than New Vegas

True enemies did get beefier in Fallout 3 ANYWAY (to a limit) but generally speaking when it wanted to challenge you it pitted you against more enemies with different weapons and tactics... and your rate of growth always outpaced the enemies' so even though you might be fighting 20 bandits, you can kill them in the same amount of time it took you to kill 3 earlier in the game.

As opposed to Fallout New Vegas... where they send the ultra elite squad of... 3 guys in togas who for some reason are many times more difficult then anything else in the game because New Vegas hates immersion... and you will fight them at the start of the game and you will fight them at the end of the game without difference.

Honestly Fallout 3 should be looked to as the exemplar for how to do scaling right... period.
Title: Re: Fallout: New Vegas
Post by: Astral on May 31, 2015, 04:59:30 am
Minus turning every enemy in previously low-leveled zones into their elite variants, such as Super Mutant Masters completely invading the Capital Wasteland. I feel the issue is worse in 3, where the limited subset of enemies means that once you hit a certain level, you end up getting whatever the maximum rank enemy can be, meaning you won't see any low level enemies anymore.

New Vegas did have some areas that are not leveled, so you would occasionally get places you could stomp through with no problem, or have places that you would have to come back to at another time, such as the Deathclaw beef gate at early levels preventing you from taking the easiest route to New Vegas.

All Bethesda games seem to have issues with level scaling, as they end up trying to keep everything on par with you, rather than having a range of acceptable things to throw at you. Which is why I'll never attempt another one on anything but PC, as the mods that make the game actually challenging without simply requiring more bullets (or arrows, or sword hits) aren't present on console.
Title: Re: Fallout: New Vegas
Post by: GiglameshDespair on May 31, 2015, 06:53:18 am

Honestly Fallout 3 should be looked to as the exemplar for how to do scaling right... period.
Fallout 3 leapt with difficulty at max levels with Broken Steel installed as Giant Albino Radscorpions and Ghoul Reavers. All supermutants became Overlords with automatic DR skipping damage (40, I think?). Reavers could detect you with maxed stealth and a stealthboy active. Albino radscorpions were the definition of bullet sponge.

Title: Re: Fallout: New Vegas
Post by: Sergius on May 31, 2015, 11:21:48 pm
New Vegas has leveled enemies in ranges, so in Area A there might be 3 different ranks of Viper Gang Members, in another Area B maybe the Deathclaws will be slightly beefier. But the areas have a "lower" and "higher" level that these will scale to. Area A only cares whether your level is 10 or 14 or in between (and will not scale higher or lower), Area B cares if your level is greater than 18-21, and so on. If you visit while you're level 1, you'll get the version 18 enemies, and if you're level 50 you'll get level 21 enemies.

And even then you get like bigger groups with more varied powers of enemies, not just every enemy is a Gang Leader.
Title: Re: Fallout: New Vegas
Post by: scriver on June 01, 2015, 04:10:00 am
Yeah, F3 as the best example on how to do leveling... No way I'd ever agree with that. Just counting Beth-engine games both New Vegas and Morrowind did levelling better. I'd add Skyrim to that list too, but most of my play in that is fairly low level, so I don't know.

As for the best game at handling level scaling? The first one that comes to mind is BG2.
Title: Re: Fallout: New Vegas
Post by: Flying Dice on June 01, 2015, 06:14:26 am
Skyrim's also got better level scaling (at least in comparison to Oblivion and FO3, heh); no swarms of bandits with full sets of top-tier armor and weapons around every corner once you hit the right level.

Of course I can't speak to the difficulty because the only character I've played up to really high levels was a sneak attacker that, in the usual TES fashion, one-shotted everything from bunnies to dragons; all of my others I tend to delete before level 30 because I really like that sweet spot at around level 10-20 where the melee combat mods mix with mostly-human enemies and no truly outrageous bullshit on either side.
Title: Re: Fallout: New Vegas
Post by: Neonivek on June 01, 2015, 11:09:23 am
All those games just put in big bad enemies or the same enemies magically stronger.

Only Fallout 3 ever had the idea of using the same enemies in larger swarms with you being able to deal with them.

Or heck the unfathomable idea of mixing enemy types.
Title: Re: Fallout: New Vegas
Post by: forsaken1111 on June 01, 2015, 11:14:22 am
All those games just put in big bad enemies or the same enemies magically stronger.

Only Fallout 3 ever had the idea of using the same enemies in larger swarms with you being able to deal with them.

Or heck the unfathomable idea of mixing enemy types.
No, actually Skyrim and the others will in fact spawn larger groups as well. I know this from personal experience.

I also know that a large group of the same low level enemies are not at all a threat to a mage highly trained in destruction magic.
Title: Re: Fallout: New Vegas
Post by: Neonivek on June 01, 2015, 11:15:14 am
It will spawn one guy in armor and two guys not in armor. Ooooh
Title: Re: Fallout: New Vegas
Post by: Bohandas on June 01, 2015, 01:26:25 pm
Skyrim is, in general, inferior to Fallout: New Vegas. I've played both games extensively and FNV is better
Title: Re: Fallout: New Vegas
Post by: Neonivek on June 01, 2015, 01:28:38 pm
Skyrim is, in general, inferior to Fallout: New Vegas. I've played both games extensively and FNV is better

I am not quite sure if I'd compare them...

Though to admit at least New Vegas kind of tries to make everything SEEM like they are meant to be together. Like you don't just find "random spot #756" like each place has its own story even if it is just a super market.

While Skyrim has "Random burial mound filled with zombies and skeletons for no raisen #amillion"
Title: Re: Fallout: New Vegas
Post by: Bohandas on June 01, 2015, 01:34:30 pm
FNV is also better in some technical aspects as well. The combat looks less stilted for one thing.
Title: Re: Fallout: New Vegas
Post by: Flying Dice on June 01, 2015, 01:47:41 pm
Eeeh. The combat is the main problem I had with NV and FO3, actually; even with a bunch of mods dedicated to making it feel smoother and faster, it still feels like a really crappy shooter. If I had my druthers it would have been much more like STALKER's shooting and movement mechanics. Not to mention that even with a really good computer you can't play stably with anything approaching a reasonable draw distance for enemies, objects, lighting, &c., and even if you could, even the most powerful scopes are pretty terrible.
Title: Re: Fallout: New Vegas
Post by: KingofstarrySkies on June 01, 2015, 02:38:49 pm
Nearly all of that is opinions, though, guys.
And say what you want about Skyrim-At least it keeps its tone throughout the whole game.

Skyrim is, in general, inferior to Fallout: New Vegas. I've played both games extensively and FNV is better
Because that's definitely a fact.
Title: Re: Fallout: New Vegas
Post by: Flying Dice on June 01, 2015, 03:37:02 pm
That's definitely an opinion. In my opinion, Skyrim is better because I can play it on medium-high settings with 200+ mods at a stable 60fps, while even on low settings and with <60 mods F:NV is choppy and slow, jumping around in the 10s-30s constantly, and CTDs about once an hour.
Title: Re: Fallout: New Vegas
Post by: Lightningfalcon on June 01, 2015, 03:53:43 pm
Actually, with maximum draw distance, you can get to what is basically your maximum effective range with snipers, in that beyond that distance you can't really get any kind of effective shot on target.
Title: Re: Fallout: New Vegas
Post by: Flying Dice on June 01, 2015, 06:29:03 pm
I know. My problem is that if I set actor draw to maximum it measurably decreases my already poor framerate, and I end up in situations where my shots don't connect because there was some barrel, tree, or whatever that didn't render (never mind stutter from framerate spikes), which means that I have to turn up other draw distance sliders, which further tanks my FPS. I don't even know what it is with NV that my computer hates, considering that I got excellent performance on higher settings with FO3, Skyrim, Oblivion, Morrowind, &c., but get terrible performance in both vanilla and bugfix+compatibility &c. modded NV.
Title: Re: Fallout: New Vegas
Post by: 10ebbor10 on June 02, 2015, 10:56:38 am
Not sure if this is the right place, but something appears to be happening.

http://fallout.bethsoft.com/
Title: Re: Fallout: New Vegas
Post by: Jarvis on June 02, 2015, 01:38:24 pm
http://fallout.bethsoft.com/
Only 19 hours to go guys!
Title: Re: Fallout: New Vegas
Post by: scriver on June 02, 2015, 02:57:29 pm
Eighteen!
Title: Re: Fallout: New Vegas
Post by: KingofstarrySkies on June 02, 2015, 06:35:23 pm
Something certainly never changes...
And I have a feeling it's war.
Title: Re: Fallout: New Vegas
Post by: Neonivek on June 02, 2015, 10:03:28 pm
Ok I do have to give Credit to Fallout as a series though

In spite it being a post-apoc game... Things actually happen in the world, things improve and are getting better.

It isn't a world beset with huge world shaking events constantly that you wonder how it existed until now.
Title: Re: Fallout: New Vegas
Post by: majikero on June 02, 2015, 10:09:18 pm
Lonesome Road says otherwise. I read somewhere that the writers had a massive hateboner against NCR and just wants to nuke it to keep it as post-apocalyptic and stop it from going into post-post-apocalyptic.
Title: Re: Fallout: New Vegas
Post by: KingofstarrySkies on June 02, 2015, 10:14:23 pm
Yeh. Very likely that NCR'll be dead.

Also, can we please have this take place somewhere other then America? I mean, I LOVED NV's Western feel...But we've got whole fekkin' PLANET of places to go!
Title: Re: Fallout: New Vegas
Post by: Darkmere on June 02, 2015, 10:14:59 pm
There's plenty of frontier shitholes like Chicago to do things like that with, if people weren't terrified of trying something new for once, ever. It's not like the entire world only exists in Nevada now.

Of course that could lead to tripe like point lookout, so maybe I should just keep quiet.
Title: Re: Fallout: New Vegas
Post by: KingofstarrySkies on June 02, 2015, 10:17:05 pm
Like, Alaska is the only place in the USA I'd be cool with at this point. 'Cause we need a shift in scenery. Snow is cool! :D
Title: Re: Fallout: New Vegas
Post by: Flying Dice on June 02, 2015, 10:27:18 pm
Not after that fucking FO3 DLC. The only good thing about it was glitching for the infinite-durability mid-tier weapons.

In all seriousness though, a lot of the Fallout atmosphere is directly tied to that Alter U.S.A. culture that persisted in the fragments of pre-War civilization, and going outside the country would probably be several steps farther than I'd trust the writers and artists with. Personally, I'd like to see urban Fallout done right (in other words, take just about everything that was done with downtown DC in FO3 and reverse it, get rid of the "loading screens every three blocks huehue" from NV, clean up the wonkiness of the crappy FPS controls and terrain some).
Title: Re: Fallout: New Vegas
Post by: KingofstarrySkies on June 02, 2015, 10:33:57 pm
I-i'd like some fucking green instead of endless brown :c
Title: Re: Fallout: New Vegas
Post by: NullForceOmega on June 02, 2015, 10:36:13 pm
If they would stick to the lore and the timescale, there should be a lot of green all over the place, but Bethsoft won't do that, because popular media says that post-apocalyptic means blasted wasteland, not recovering nature.
Title: Re: Fallout: New Vegas
Post by: KingofstarrySkies on June 02, 2015, 10:38:36 pm
I wonder if we'll get to find out the canon ending of FONV?
Title: Re: Fallout: New Vegas
Post by: NullForceOmega on June 02, 2015, 10:39:38 pm
Only if Obsidian's driving.
Title: Re: Fallout: New Vegas
Post by: Rolan7 on June 02, 2015, 10:50:59 pm
Clearly the canon Courier was a woman who supported Caesar's Legion, making everybody confused and a bit uncomfortable.

(I actually did that on my most recent run.  It was mostly glossed over, but they really didn't do her any favors.  I'm 90% sure her options at the end were leave or be chattel)
Title: Re: Fallout: New Vegas
Post by: Jarvis on June 02, 2015, 11:12:39 pm
I've always thought a nuclear winter wonderland would be a pretty interesting setting. It would be a nice change of scenery.
Spoiler (click to show/hide)
Title: Re: Fallout: New Vegas
Post by: Iceblaster on June 02, 2015, 11:22:05 pm
There's mods for that. (https://www.youtube.com/watch?v=oZe7EyFew54)
Title: Re: Fallout: New Vegas
Post by: Jarvis on June 02, 2015, 11:35:16 pm
Thanks. This looks pretty neat.
Title: Re: Fallout: New Vegas
Post by: Sergius on June 04, 2015, 09:02:49 am
Yeh. Very likely that NCR'll be dead.

Also, can we please have this take place somewhere other then America? I mean, I LOVED NV's Western feel...But we've got whole fekkin' PLANET of places to go!

I think they don't want to reveal that 60% of the remaining world was completely untouched by the war and they just go about business as usual while USA and the commies are a crater. </onlyhalfjoking>
Title: Re: Fallout: New Vegas
Post by: Elfeater on June 04, 2015, 09:09:02 am
Yeh. Very likely that NCR'll be dead.

Also, can we please have this take place somewhere other then America? I mean, I LOVED NV's Western feel...But we've got whole fekkin' PLANET of places to go!

I think they don't want to reveal that 60% of the remaining world was completely untouched by the war and they just go about business as usual while USA and the commies are a crater. </onlyhalfjoking>
What about a British "reconquest" of New England, provided England was also blown into the stone age.
Title: Re: Fallout: New Vegas
Post by: SOLDIER First on June 04, 2015, 09:22:30 am
I've always thought a nuclear winter wonderland would be a pretty interesting setting. It would be a nice change of scenery.
Spoiler (click to show/hide)
This Fallout hiatus is so boring. Almost makes you wish for a nuclear winter.
Title: Re: Fallout: New Vegas
Post by: KingofstarrySkies on June 04, 2015, 03:17:21 pm
oh shut up
COUGH FALLOUT: CANADA WHEN
Title: Re: Fallout: New Vegas
Post by: Neonivek on June 04, 2015, 03:36:39 pm
oh shut up
COUGH FALLOUT: CANADA WHEN

Ohhh? Do you know what Canadian 1950s culture was like? :P
Title: Re: Fallout: New Vegas
Post by: GiglameshDespair on June 04, 2015, 03:47:28 pm
Besides, Canada was taken over by the Americans in falloutverse anyway.
Title: Re: Fallout: New Vegas
Post by: KingofstarrySkies on June 04, 2015, 05:58:11 pm
...Your point being? What about that makes it impossible for it to be a fallout game? It was annexed, yes, so they probably have some Canadian Vaults. And in FO1, I believe, around the top of the map, you run into a fun little easter egg-A man tells you Canadian Raiders or somesuch are getting rowdy. They then appear from the north and attack.

And, being from Canada, I do, actually. It was quite similar to USA, Neon.
Title: Re: Fallout: New Vegas
Post by: Flying Dice on June 04, 2015, 06:28:19 pm
So, reinstalled NV and started over with a mod list nearly three times the size. Auto-config put all of the settings at max and I dumped as many high-res texture mods as I could on top of that, and the game runs like a charm now.

Fuck it, I'm beyond trying to figure out the logic, I'll just not change anything and hope that it doesn't throw a fit.
Title: Re: Fallout: New Vegas
Post by: forsaken1111 on June 04, 2015, 06:37:57 pm
So, reinstalled NV and started over with a mod list nearly three times the size. Auto-config put all of the settings at max and I dumped as many high-res texture mods as I could on top of that, and the game runs like a charm now.

Fuck it, I'm beyond trying to figure out the logic, I'll just not change anything and hope that it doesn't throw a fit.
Modlist?
Title: Re: Fallout: New Vegas
Post by: Cheedows on June 04, 2015, 06:39:45 pm
...it lags less with high res mods? Please do share as forsaken said.  :P
Title: Re: Fallout: New Vegas
Post by: Flying Dice on June 04, 2015, 06:46:45 pm
So, reinstalled NV and started over with a mod list nearly three times the size. Auto-config put all of the settings at max and I dumped as many high-res texture mods as I could on top of that, and the game runs like a charm now.

Fuck it, I'm beyond trying to figure out the logic, I'll just not change anything and hope that it doesn't throw a fit.
Modlist?
In no particular order:

Spoiler (click to show/hide)

Okay, I think that's it. Obviously also ten million compatibility patches. Still only ~25% the length of my Skyrim modlist.

...it lags less with high res mods? Please do share as forsaken said.  :P
It lags less because the game is a heaping pile of ass when it comes to working consistently, like its cousins, and has no rhyme or reason to it. I'm sure it's absolutely unrelated to the settings and high res textures, because I've tried those both before to no effect. It's not the stutter remover or other performance fixing mods either, because a few months ago I tested extensively with various combinations and nothing fixed the game. Now it decided to start working, and that's good enough for me.  :P

Wasn't really lag, either, obviously. Some sort of weird, inconsistent FPS spikes and general poor performance. IDK why.  :-X
Title: Re: Fallout: New Vegas
Post by: KingofstarrySkies on June 05, 2015, 02:06:44 am
Load order+Computer specs are always a useful thing.
Title: Re: Fallout: New Vegas
Post by: Astral on June 05, 2015, 04:53:21 am
One thing that may help, particularly with mods that make heavy use of NVSE, is New Vegas Anti Crash (http://images.akamai.steamusercontent.com/ugc/715291130378117132/8340F25CA4997414F0B7EDBC82B1A6A09CFAA5EF/). I noticed crashes quite a bit less often, and even when it does it ended up being a bit easier to get out of.
Title: Re: Fallout: New Vegas
Post by: Flying Dice on June 05, 2015, 10:10:36 am
Load order+Computer specs are always a useful thing.
My load order is about as lazy as possible. I ran BOSS, tried the game (it worked) and said "fuck it, I'll fiddle if it starts crashing". Also, ditched PR because holy fuck I forgot how much I hate those impossibly dark nights and don't want to view half the game through a filter.

Spoiler: But there you go (click to show/hide)

I play on a Lenovo y580, which apart from problems with getting really fucking hot, wonky graphics card switching, and a headphone jack that is easily knocked out of alignment, is pretty good as gaming laptops go.

Spoiler (click to show/hide)
Title: Re: Fallout: New Vegas
Post by: SOLDIER First on June 05, 2015, 12:28:35 pm
Quick thing: New Vegas Ultimate Edition (as well as everything Fallout-related) is on sale on Steam. NV: Ultimate is twelve bucks, 3: GOTY is also twelve bucks I believe, and it's all super cheap.
Title: Re: Fallout: New Vegas
Post by: KingofstarrySkies on June 05, 2015, 03:38:40 pm
*i have no interwebdollars*
I HATE EVERYTHING
Title: Re: Fallout: New Vegas
Post by: SOLDIER First on June 05, 2015, 03:45:37 pm
:(
Title: Re: Fallout: New Vegas
Post by: USEC_OFFICER on June 05, 2015, 08:13:12 pm
*i have no interwebdollars*
I HATE EVERYTHING

Ditto. But then again it's usually priced at $21, which is only a 8~9 dollar difference. So picking it up at a later time isn't going to be the most painful thing in the world.
Title: Re: Fallout: New Vegas
Post by: SOLDIER First on June 05, 2015, 08:17:38 pm
Also, obvious piece of advice: Don't go straight to The Strip from Goodsprings. There are Cazadores.
And Victor uses his grenade launcher liberally.
Title: Re: Fallout: New Vegas
Post by: BigD145 on June 05, 2015, 09:18:43 pm
Also, obvious piece of advice: Don't go straight to The Strip from Goodsprings. There are Cazadores.

There are Deathclaws.
Title: Re: Fallout: New Vegas
Post by: Jarvis on June 05, 2015, 09:47:10 pm
Also, obvious piece of advice: Don't go straight to The Strip from Goodsprings. There are Cazadores.
If you have high Agility, have Stealth tagged, and use the Stealthboy in the Goodsprings Schoolhouse you can easily sneak around the cazadores and Deathclaws and reach Freeside at Level 2.
Title: Re: Fallout: New Vegas
Post by: SOLDIER First on June 05, 2015, 09:59:58 pm
Well, I could have possibly gotten past the Cazadores if 1. I used the guns or armor I had, or 2. Victor used his machine gun and not his stupid grenades. Dude, you just dug me out of a shallow grave a few days ago, please don't put me back in immediately.
Title: Re: Fallout: New Vegas
Post by: Arbinire on June 05, 2015, 10:15:37 pm
if you hug the wall from goodsprings, you'll be out of the way of the cazadors via the cliffs until you get to the khan's campsite.  From there you can hoof it past them and keep running till they quit following you.  Done this a few times when I wanted to do Honest Hearts right off the bat.
Title: Re: Fallout: New Vegas
Post by: ShoesandHats on June 08, 2015, 06:29:50 pm
Are there any mods to get the physics engine working a little more like Fallout 3? Flopping down vertically is all well and good when you get shot with a dinky little pistol, but whenever I use a melee weapon in NV it just feels like it's clipping through people. In Fallout 3, it felt like there was some impact when you clobbered someone with a baseball bat.
Title: Re: Fallout: New Vegas
Post by: Bohandas on June 08, 2015, 10:42:03 pm
Some melee weapons knock things back. Especially blades of the west and other weapons with the "mauler" special attack.
Title: Re: Fallout: New Vegas
Post by: Flying Dice on June 08, 2015, 11:15:20 pm
Project Nevada should do it. The Rebalance module -> Miscellaneous options has a slider for death physics, specifically a force multiplier. The PN default is 0.5x of vanilla, but you can put it as high as 10x the vanilla setting.

That won't do anything for the "feel" of hitting things, though, just make things turn into flesh-rockets on death instead of falling down like real newly-made corpses.
Title: Re: Fallout: New Vegas
Post by: Krevsin on June 09, 2015, 12:03:07 am
Also, obvious piece of advice: Don't go straight to The Strip from Goodsprings. There are Cazadores.
Get Sunny Smiles' varmint rifle and then snipe them from the safety of a cliff.
Title: Re: Fallout: New Vegas
Post by: KingofstarrySkies on June 09, 2015, 12:09:39 am
I remember my first time playing Vegas, I went through there.
Yes.
My FIRST TIME. So I had no idea what I was getting into.


AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
Title: Re: Fallout: New Vegas
Post by: SOLDIER First on June 09, 2015, 12:17:25 am
Why, is Sunny's different?
Title: Re: Fallout: New Vegas
Post by: Trapezohedron on June 09, 2015, 01:22:34 am
Yukichigai's VS. Mission Mojave.

I have all DLC + GRA.
Title: Re: Fallout: New Vegas
Post by: Krevsin on June 09, 2015, 02:23:33 am
Why, is Sunny's different?
No, but it's free and comes with plenty of ammo.
Title: Re: Fallout: New Vegas
Post by: SOLDIER First on June 09, 2015, 02:29:06 am
Oh, you mean the one she gives you. Thought you meant the one she has herself. :P
She gives you about a 100 rounds if you do the whole Gecko killing part.
Title: Re: Fallout: New Vegas
Post by: Metalax on June 09, 2015, 05:02:38 am
Oh, you mean the one she gives you. Thought you meant the one she has herself. :P
She gives you about a 100 rounds if you do the whole Gecko killing part.
More, if you drop the initial ammo when she asks you shoot the cans, she'll give you another 30 rounds. You end up with 147 rounds total from her if you agree to follow her along to the springs.
Title: Re: Fallout: New Vegas
Post by: GiglameshDespair on June 15, 2015, 06:20:34 pm
Is there a mod to start with power armour training?
Title: Re: Fallout: New Vegas
Post by: majikero on June 15, 2015, 06:21:07 pm
Just console it in.
Title: Re: Fallout: New Vegas
Post by: Elfeater on June 15, 2015, 06:27:50 pm
Is there a mod to start with power armour training?
Alternative start possbily?
Title: Re: Fallout: New Vegas
Post by: Rolan7 on June 15, 2015, 06:27:53 pm
This isn't exactly what you asked for, but the More Perks mod adds a lot of very nice perks and traits.  There's a perk called "autodidact" where you train yourself.  (level 12, 6 INT)
http://www.nexusmods.com/newvegas/mods/35979/

It's a good mod anyway.  But to answer your question, no need for a mod when you can just:
~
player.addperk 00058fdf

Achievements won't work until you relaunch the game.  Which is really weird since it doesn't flag the save file that I know of.
Title: Re: Fallout: New Vegas
Post by: GiglameshDespair on June 15, 2015, 06:29:19 pm
Is there a mod to start with power armour training?
Alternative start possbily?

Actually, couldn't get roleplayers alternative start to work.
Just wouldn't. Had the needed stuff, didn't have any clashes.
Just never worked.
Title: Re: Fallout: New Vegas
Post by: Darkmere on June 15, 2015, 08:25:12 pm
Just console it in.

This is the correct answer.
Title: Re: Fallout: New Vegas
Post by: KingofstarrySkies on June 16, 2015, 10:48:39 am
I remember just finding a holotape somewhere called 'Power Armor Training Manual" And then suddenly I was good.
Title: Re: Fallout: New Vegas
Post by: scriver on June 16, 2015, 11:12:48 am
Is there a mod to start with power armour training?
Alternative start possbily?

Actually, couldn't get roleplayers alternative start to work.
Just wouldn't. Had the needed stuff, didn't have any clashes.
Just never worked.

You need a patch to get it working with other mods that change the start script. In my case it was Project Nevada that messed it up, I believe I got the patch from PN's pages.
Title: Re: Fallout: New Vegas
Post by: Flying Dice on June 16, 2015, 11:15:31 am
Is there a mod to start with power armour training?
Alternative start possbily?

Actually, couldn't get roleplayers alternative start to work.
Just wouldn't. Had the needed stuff, didn't have any clashes.
Just never worked.

You need a patch to get it working with other mods that change the start script. In my case it was Project Nevada that messed it up, I believe I got the patch from PN's pages.

This is why you need to actually read the FAQs and installation instructions.  :P
Title: Re: Fallout: New Vegas
Post by: scriver on June 16, 2015, 11:20:44 am
It actually took me some time to track down the problem myself, iirc. RP Alt Start's own page was very vague about it.
Title: Re: Fallout: New Vegas
Post by: Flying Dice on June 16, 2015, 12:30:04 pm
Wait, wait, this was a conflict between RPAS and PN? Are you sure? Because I run both of them and I don't have any compatibility patches for the two, just Delay DLC and Tutorial Killer, and I never had any problems. Might be a loadorder problem.
Title: Re: Fallout: New Vegas
Post by: scriver on June 16, 2015, 12:55:03 pm
Now that you made me think it over some more, I think I might've mistaken it for my troubles with Project Brazil, which I recently tried out around the same time I installed RPAS. I can't find any patch for RPAS in my list either, but do see one for PBrazil, so it was probably that. (edit: it was for Mission Mojave, too, not Project Nevada. Damn all these similar names! :P )

I do remember having some issues with RPAS that I solved somehow, though. But I can't remember what it was any more.
Title: Re: Fallout: New Vegas
Post by: Flying Dice on June 16, 2015, 02:01:23 pm
Hah, yeah, I get PN and MM mixed up a lot too.  :P

Funny, though, it's the same story for MMUE and RPAS. IDK where the conflict is. If all else fails there's always the manual method of checking by uninstalling everything and then reinstalling by bits and pieces until you find something that causes the game to crash on startup. :I
Title: Re: Fallout: New Vegas
Post by: Sergius on June 16, 2015, 05:48:42 pm
I'm getting "random" crashes whenever I want to start a DLC. Except they're not random at all, I've narrowed down to hardcore mode (as have many people who just tell you to "turn it off"), except it's not necessary, I figured out that for some reason, if you're sleepy, or hungry or thirsty it will probably make the game crash.

So before embarking I have to go and make sure my needs are as close to 0 as possible.
Title: Re: Fallout: New Vegas
Post by: Sergius on June 22, 2015, 09:13:06 am
Heh, thread seems to have died down with all the hype for Fallout 4, that people have started talking about Fallout 3 and Vegas over there :P

Anyway.

I finally installed that Tale of Two Wastelands mod, and moved my almost-level-50 character over there (and now every scorpion is an Albino Bullet Sponge), and it's interesting to be able to compare them side to side in the same play session.

Not even going to talk quests or story or gameplay or stupid kiddie cave towns.

One thing I like more about Fallout 3 is how the DC wasteland looks. It definitely feels bigger, not just area wise but all those tall buildings that you can't enter, I missed that feeling of a city. However, the thing is really empty. When playing NV, when standing at any landmark, even with crap Perception (not sure if it helps or not) you can always see one or more unexplored landmarks that you can walk towards. In 3, if you don't have a Quest Mark, you have to pick an empty direction to walks towards, and hope that eventually a hollow triangle appears so that there's someplace to go. This can be considered good and bad tho, for those who think that magic compass markers are immersion breaking.

About impassable terrain: this irks me in both games, but in Fallout 3 is more blatant railroading. In New Vegas, they took a few "hilltops" and decided arbitrarily "thou shall not pass... unless you walk around it and thru the opening". But almost none of these areas are important for quests, most of the times they're like valleys or canyons where you can find a skillbook or some crap. And they did this because they meant for the terrain itself to be "too steep" but people would always find the small ledges to slowly inch upwards. I think it's stupid and pointless and no game has been ruined forever by the mods that remove these invisible walls. But at least the walls are hard-ish to reach.

The only part of the game where I felt this had a point was the Boomer base (so you had to go thru the artillery gauntlet). I never even tried climbing around it, for some reason... but if that's the case, it would be trivial to make some sort of makeshift wall around their area, like the Strip has, atop the mountain or something. Or even some crappy indestructible plywood fence.

Fallout 3 however... these are blatant checkpoints. They are meant to force you to go to the annoying subways. Mandatory spelunking, bleh. Many of these are even empty but you waste your time sneaking anyway just in case. And the impassable "rubble piles" are tiny mounds that can be climbed with little to no effort, then on the top you find out there's an invisible wall. And the only reason this stops being annoying is because you can fast travel and bypass them once you explored for the first time.

In short, I like the terrain of DC Wasteland better (city included), but Mojave feels more alive in many ways (way more pristine too, with proper yet sparse vegetation). Invisible walls are either stupid and pointless (NV), or stupid and blatantly railroading (3).

Also I hate the DR bullet sponge system of F3. It makes so that what gun you're using is irrelevant vs. how many DPS you can put out there. Damage Threshold does make you at least have to consider using large calibers for some targets, even tho you can still plink enemies to death of a thousand 10mm rounds (it has been argued that the original system of F1/2 was better, where DT was usually lower but could lower damage to 0 vs the NV system where 20% of damage goes thru regardless).
Title: Re: Fallout: New Vegas
Post by: TempAcc on June 22, 2015, 09:33:11 am
I liked the DC wasteland more because it felt more like "destroyed civilization" and less like "actual desert" like in NV, altough its completely warranted that the mojave looks like an actual desert, since it IS an actual desert :P

I generaly liked navigating the open, destroyed urban areas more then the mojave wilderness, there was just a special feeling to it, and it certainly did feel bigger, altough once you got into a subway station, it'd start to feel like an oblivion dungeon crawl, altough it did allow you to go to an entirely different place without taking an above ground path, and I thought that was a neat little detail. At some points this allowed you to choose which enemy you'd fight: above ground super mutants or subway ghouls.

The pitt was also pretty decent in that it added a decent degree of verticality to the game, something the fallout games were always lacking. Verticality does come into play in NV, but its often near settlements like a certain legion town, the khan's place, etc.

Both games suffered from invisible walls, but in NV the invisible walls didn't even make sense, like you mentioned yourself. At some points the game just decides that you cant cross this set of hills and have to go around it, even though it would lead you to the same place and all it does is make you take longer to get somewhere.
This is specially annoying when some missions point you to some cave or other such place in the hills, and then arbitrarily blocks your way there with invisible walls because the devs wanted you to get there through a specific path only. I remember going through this when doing the cazador part of the quests to get the dinner bell shotgun.
Title: Re: Fallout: New Vegas
Post by: Sergius on June 22, 2015, 09:40:17 am
Agreed, the horrible part in NV is actually trying to figure out which side of a crater can be entered, even if you already have the marker on your map. Then, you find a ruined shack, with a locked ammo box with 25 bullets. It was never (almost) anywhere important.
Title: Re: Fallout: New Vegas
Post by: TempAcc on June 22, 2015, 09:55:13 am
The most horrible example of this that I remember is that, in the great khans' settlement, there's kind of path leading uphill, in the back of the settlement, and it seems as if you can keep climbing and it'll lead to a path between the hills. The actual mission pointer was like, really close to that path, so I concluded that, logically, this must be the intended path to that destination, since its linked to a settlement the player can fast travel to.

Turns out that, right the the end of the path, things get just a little too vertical, but you can keep climbing with some effort, and then you hit the invisible wall. The invisible wall that shows cazadors happily flying on its other side! On a path that looks like it was created to allow you to reach that one place! But nop, turns out you have to make a massive detour, get out of the khan's settlement, go around a huge set of hills to the opposite side, then make your way to the cave through there.

Did I mention that the path with the invisible wall right at the end has cazadors along its lenght, making it seem like you're supposed to go through there? Bluh, that quest was annoying.
Title: Re: Fallout: New Vegas
Post by: ZebioLizard2 on June 22, 2015, 10:14:34 am
My problem with the DC wasteland is that it's still pretty much a full wasteland over 130+ Years with everyone scrounging leftovers from the broken buildings.

I mean only a few people have decided to even TRY to make some semblance of a constructed town rather then living in ruins.
Title: Re: Fallout: New Vegas
Post by: Krevsin on June 22, 2015, 11:23:59 am
I dislike how fallout 3's cities feel. Not the usual "Megaton is dumb, huh-huh" stuff, but the fact that nobody seems to grow food for... anything, really.

Now for Rivet City and Canterbury Commons, you could make a case of them being trading towns mostly relying on importing food from other places.

The problem is, there is nowhere producing food. Sure, there's hunting and gathering and Rivet City seems to have some degree of food production, but that seems to be confined to lab-scale operations, not enough to feed a substantial amount of the populace. So either all of these people (all the cities, the brotherhood, the outcasts, the slaves Temple of the Union, the unaccountable amounts of raiders and scavengers strewn throughout the ruins) are getting everything they need from hunting (unlikely given how dense the wildlife seems) or the DC ruins had enough clean, storable, long shelf-life supplies to last its quite booming population for more than a century. Again, seems unlikely.
Title: Re: Fallout: New Vegas
Post by: TempAcc on June 22, 2015, 11:28:41 am
I can agree with pretty much all of that.
Well, there's megaton and other settlements, altough they're more like villages then anything. I think its mostly an issue of poor presentation on bethesda's part. Megaton should've been much larger and more developed, having farms and actual commerce instead of just being a huge hole in the groun with a few people living here and there, and the local slavers should've been way more stablished, kinda like the pitt and etc. Megaton could've had its own militia and serve as the hub of some NCR-esque faction, and so could Rivet City, considering the kind of stuff they have available.

There were elements that would justify a more developed capital wasteland, but bethesda just chose to not explore them, probably because their initial scope for fallout 3 was already realized and they didnt want to take too much time to released it. Its too bad none of the DLCs have adressed that issue. Instead of proper civilization in the capital wasteland, we got scary swamp rednecks, aliens and virtual reality. This is mostly why the pitt was the only dlc that made some sort of sense.
Title: Re: Fallout: New Vegas
Post by: Sergius on June 22, 2015, 11:36:13 am
Those are good points. For example, they make a huge deal about there being some vegetation in Harold's grove thing. So... there's no vegetation... anywhere else. So people eat rocks apparently. And expired Fancy Lads Snack Cakes. Which are... infinite or something? Maybe they breed on their own when people ain't looking at them.

EDIT: Another suspicious bit about both games is that you never actually see a squirrel. Yet it's a source of meat for 3 different products... and it's not like people are afraid to call rat meat by its name. Same as iguanas. One theory is that radiation has mutated these animals so that they only exist and breed as cooked foods.
Title: Re: Fallout: New Vegas
Post by: Krevsin on June 22, 2015, 11:41:13 am
I can agree with pretty much all of that.
Well, there's megaton and other settlements, altough they're more like villages then anything. I think its mostly an issue of poor presentation on bethesda's part. Megaton should've been much larger and more developed, having farms and actual commerce instead of just being a huge hole in the groun with a few people living here and there, and the local slavers should've been way more stablished, kinda like the pitt and etc. Megaton could've had its own militia and serve as the hub of some NCR-esque faction, and so could Rivet City, considering the kind of stuff they have available.

There were elements that would justify a more developed capital wasteland, but bethesda just chose to not explore them, probably because their initial scope for fallout 3 was already realized and they didnt want to take too much time to released it. Its too bad none of the DLCs have adressed that issue. Instead of proper civilization in the capital wasteland, we got scary swamp rednecks, aliens and virtual reality. This is mostly why the pitt was the only dlc that made some sort of sense.
I agree. On the Rivet City part at least, I never felt like Megaton should be a powerful faction. The only thing they could've done is make it a more lively trading post, with an actual marketplace and that would illustrate the "we're an important trading stop" part just dandy.

But yeah, there is a hillarious place illustrating this problem perfectly just outside Megaton, in that bombed-out city. It's a house nicknamed "abandoned ranch". There are no visible brahmin or herd animals anywhere, so the moniker must be correct, right?
Well, if you enter it you find a woman who claims she is trying to make it out on her own, tired of being a prostitute. In the middle of literal nothing. What is she going to do? Scavenge? From where? The school overrun by raiders? The super-duper mart also overrun by raiders and also quite a ways away (The distances are scaled down for gameplay's sake)? Is she going to magically grow some brahmin for her to ranch or create corn from nothing?

The only place I can even remotely remember that actually has some agricultural value is just outside Canterbury Commons, a grazing grounds with a herd of brahmin.
Title: Re: Fallout: New Vegas
Post by: Rolan7 on June 22, 2015, 12:01:12 pm
Eh, I always thought that was just part of the setting: So few people survived the bombs above-ground that, yes, it was possible for a few hundred people to live off scavenged snack cakes and other ironically well-preserved junk food (and canned goods) for several generations.  In urban areas, anyway.  The tribals have crops, because of course there wouldn't be nearly as much over-preserved food in the boonies.

It kinda touched a nerve with me in Fallout 2.  Every act of consumption was depleting the legacy of food left over from before the war.  Like using finite items in a RPG.  There was plenty for a few generations, yeah, but it made me hate places like New Reno.  Nobody cared about sustainability because they were sitting on hundreds of years worth of expendables.  Nobody cared about the future.

(Except tribals, but they had their own problems)

Fallout 3 captured that fairly well I think.  Like the world was over, and just taking a little while to finally sputter out and die.  A glimmer of hope was the focus of the main questline, as it should be.

New Vegas...  Felt like a completely different setting in that regard, and for a long time I strongly resented that.  Too much hope and sustainability.  It grew on me, though.  Instead of inevitable resource depletion ending the world for good, it was more a story of the new world and what ideals would thrive in it.

Edit:
I mean, the Fallout Tactics environmental music sums up what I liked about the early titles:
https://www.youtube.com/watch?v=-7GcBrqEk_k&list=PLS1Q-j5f8Wvz3YVls1suUNy8tRPTb1_ZO&index=19
It's like wailing banshees.
Title: Re: Fallout: New Vegas
Post by: Rakonas on June 22, 2015, 12:09:16 pm
F:NV is exactly the product of Fallout 2. It's been 100 years or whatever and what started in Shady Sands has started to make things hopeful again. I don't think you can really claim Fallout 3's lack of people/work as how it should be when it's been so long since the war, and Fallout 1 the first place you go to already has agriculture.
Title: Re: Fallout: New Vegas
Post by: Rolan7 on June 22, 2015, 12:12:13 pm
F:NV is exactly the product of Fallout 2. It's been 100 years or whatever and what started in Shady Sands has started to make things hopeful again. I don't think you can really claim Fallout 3's lack of people/work as how it should be when it's been so long since the war, and Fallout 1 the first place you go to already has agriculture.

Agreed about F:NV.  I didn't like the tone shift at first, but it was a logical and true sequel to the events of Fallout 2.  Impressively so.
Title: Re: Fallout: New Vegas
Post by: Krevsin on June 22, 2015, 12:17:50 pm
The problem is that scavenging a city, no matter how well-stocked it is is never sustainable for longer than a few decades and hunting out a single area makes the wildlife more sparse and the population size less sustainable. Fallout 3 isn't desolate by any means, you can't move for all the raiders infesting the outskirts of DC.

It's not a major issue by any means, it's just a pet peeve of mine.
Title: Re: Fallout: New Vegas
Post by: ZebioLizard2 on June 22, 2015, 12:18:15 pm
I think the problem is that Fallout 3 looked like it was 20+ years after the war, rather then something like 100+

They changed the date and suddenly it made little sense.
Title: Re: Fallout: New Vegas
Post by: Sergius on June 22, 2015, 12:34:31 pm
The problem is that Bethesda wanted to make Fallout 1 again, with a different story. That's why people complained about the lore being ignored, but more importantly, it pretended that this was all a new world that you're exploring for the first time, so there wasn't any progress, any major settlements other than Junktown Megaton, and people were back to scavenging for scrap metal to build walls and eating junk food. It tried to reset everything to square one.
Title: Re: Fallout: New Vegas
Post by: ZebioLizard2 on June 22, 2015, 01:05:25 pm
Except it would still be 100+ years after the war.

So even then it still looks pretty wrong.

Unless of course there's a philosophical idea that those in Washington D.C, even their future descendants can't do anything while those in more robust area's are able to build up and create a new nation from the ashes while those in an area such as D.C are unable to let go of the past and thus are unable to let themselves be brought up from the ruins.

But I might be overthinking it a bit.  :D
Title: Re: Fallout: New Vegas
Post by: kilakan on June 22, 2015, 01:16:22 pm
I remember reading awhile ago that previous rebuilding attempts were repeatedly thwarted by super mutant attacks and other raiders.  Keep in mind that in DC there's a half dozen super mutant Behemoths wandering around, one of those alone could probably destroy most new towns.  As well unlike in New Vegas there's no army trying to protect the area and relatively few people, any sort of concerted effort would be hard to manage with how few hands there actually are.
Title: Re: Fallout: New Vegas
Post by: Sergius on June 22, 2015, 01:18:31 pm
That's what I meant. It feels wrong because they moved forward in the timeline, but they wanted to start from scratch.

It goes something like this:
2077 - Great War
2161 - Fallout 1: Dweller (first ever?) comes out of a Vault and finds out some (quite a lot, actually) of people just survived the bombs and made crude settlements. He helps one such village (Shady Sands) which later becomes something much bigger. This is 86 years after the bombs.
2241 - Fallout 2: Lots of "civilization", Shady Sands grew to be a freakin' country, New Reno is huge and populated (probably grew slowly thru the years, may have not existed as such during Fallout 1), turns out the whole official US Government was all fine and dandy in their safe oil platform (Enclave). Also we have Kung Fu City, which is kinda big.
2277 - Fallout 3: Look, everything's bombed and we have tiny pockets of humans pushing dust around and worshipping an unexploded bomb. Wat

It's not like the different parts of the US can be THAT isolated from each other that these guys have *just* started coming out of caves 116 years after the first game, and a whole 200 years after the bombs fell... :P
Title: Re: Fallout: New Vegas
Post by: Rolan7 on June 22, 2015, 01:49:40 pm
They are isolated, though...  Only the Brotherhood of Steel and Harold made the journey from West to East, that I recall.  The West is isolated from the Midwest, much less the East.  I think it makes sense that the highly urban East coast would develop differently, particularly in DC.  The plants are all dead (except for a mythical grove few people believe in).  Why or how would they try to develop the wasteland?  They have centuries of food from scavenging.  And they emphasize technology, so the vault systems could eventually sustain them indefinitely.

And yet they try to purify the wasteland's water supply *anyway*, though it's a crazy pipe dream.
Title: Re: Fallout: New Vegas
Post by: Krevsin on June 22, 2015, 01:58:18 pm
And then there's the old "but DC might've gotten bombed worse because DC" thing.
Title: Re: Fallout: New Vegas
Post by: Virtz on June 22, 2015, 02:20:05 pm
They are isolated, though...  Only the Brotherhood of Steel and Harold made the journey from West to East, that I recall.  The West is isolated from the Midwest, much less the East.  I think it makes sense that the highly urban East coast would develop differently, particularly in DC.  The plants are all dead (except for a mythical grove few people believe in).  Why or how would they try to develop the wasteland?  They have centuries of food from scavenging.  And they emphasize technology, so the vault systems could eventually sustain them indefinitely.

And yet they try to purify the wasteland's water supply *anyway*, though it's a crazy pipe dream.
How are they isolated? Why not just move along the coast, away from the super mutants? And if the super mutants really pose that much of a threat, then how are there single houses scattered around with people doing dumb shit like gathering nuka cola bottles?

Or how are there any settlements at all? I don't think Sheriff Simms would be up to the challenge of downing a behemoth (the thing that wasted a bunch of BoS people right in front of you). Neither would pretty much any other settlement you encounter in FO3. Maybe Rivet City, but that's mostly because there's only one way of entering it and they have a drawbridge.

Like I think they should've either gotten their shit together and made a city that's actually defendable and developed (like Rivet City but less crappy), or have gotten totally wiped out, with super mutants occupying nearly everything (like they did in FO1 if you fumbled around too long). The in-between state doesn't really make sense, I find.

Also, there's plants. Else how would any wildlife be alive? You can't have an eco-system of only meat eaters. It just leads me to believe people in FO3 are too stupid to farm crops or something. It's like Idiocracy: The Game.
Title: Re: Fallout: New Vegas
Post by: Sergius on June 22, 2015, 02:22:42 pm
I don't think there's been any official "isolated" reason. Isolated and "far away" aren't the same thing, there has to be a physical reason preventing people to cross over during 100+ years. I seriously doubt there is some kind of wall or even some sort of impassable radiation between coasts.
Title: Re: Fallout: New Vegas
Post by: Rolan7 on June 22, 2015, 02:32:21 pm
We were talking about the East being isolated from the Midwest and West, not individual Eastern towns.

It has been a long time since I played but uh...  I don't remember any plants except in Harold's glade.  I remember it being a big deal for that reason.  What wildlife do you mean?

As for the super mutants, they *are* starting to wipe everyone out maybe.  But most of the settlements are fortified or have natural defenses, and the invasion starts out weak.  It's kinda meta, but in canon terms the super mutants are a growing threat which threatens the survivors, but can't overwhelm the holds just yet.

I don't think there's been any official "isolated" reason. Isolated and "far away" aren't the same thing, there has to be a physical reason preventing people to cross over during 100+ years. I seriously doubt there is some kind of wall or even some sort of impassable radiation between coasts.
I mean, the Brotherhood did.  At least one remarkable person did.  They're not *absolutely* isolated, it's just an incredibly long and dangerous journey for no clear reward.  Explorers did it, but caravans didn't.  It'd be like undergoing the Oregon Trail through a wasteland full of mutants, and with no free (useful) land waiting for you.

Edit: In fact who needs caravans, the Capital Wasteland has benevolent BoS scribes eager to share the best technology of the west.  That doesn't magically change the fact that the area is a *wasteland*, devoid of life, with massively radiated water and an ongoing invasion.  Isolation isn't the issue, it's just a bombed-out crapsack setting.  Fortunately we can magically fix the water and beat back the mutants, because heroism.
Title: Re: Fallout: New Vegas
Post by: Sergius on June 22, 2015, 02:38:55 pm
I'm not talking about how one person can make a long journey from one end of the world to the other.

I'm talking about there being multiple "maps" in between, everything probably about as densely populated as either the Mojave or the Fallout 1/2 area, or Washington DC which seems to have been more heavily bombed than any other "empty" space in between. Meaning that adjacent settlements would trade and be indirectly connected to every other settlement across the whole map, making a grid of villages, tribes, whatever, even if disorganized. So the idea that a spot of the entire continent just stayed frozen for 200 years while we have entire countries/federations/etc. being established during those 200 years, and big cities like New Reno getting even crudely repopulated (Reno didn't have any magic anti missile laser turrets either) is not very believable.

Caesar's Legion is east of the Mojave, no idea what area they occupy, but even that is some sort of "civilization" sprouting up. In DC we have a wasteland where a dozen people have just figured out that they can place a few sheets of scrap metal around an unexploded bomb and call it a town. Or have been living in there for 200 years with no change whatsoever.
Title: Re: Fallout: New Vegas
Post by: Rolan7 on June 22, 2015, 02:45:16 pm
If Caesar's Legion is any indication, the Midwest is low-tech tribal.  Less high-tech scrounging from cities, less radiation, probably less mutants to fight.  Makes sense that they would go agrarian and primitive like they did.  I don't see how the East is supposed to develop some sort of advanced culture from those tribals coming over the mountains.  Particularly since those tribals would die fast in the highly radiated, mutant-strewn Capital Hellhole.
Title: Re: Fallout: New Vegas
Post by: forsaken1111 on June 22, 2015, 02:50:12 pm
Keep mind that this "100 years" some people think is sufficient to rebuild civilization, that is only like, max, 3 generations. How much can you get done in 3 generations of Banished? Because that is generally the level of technology most people have to work with.

Some people, like Vault City or New Vegas, had surviving technology to give them a kickstart
Title: Re: Fallout: New Vegas
Post by: kilakan on June 22, 2015, 02:52:37 pm
Also since the nuke that landed in the center of the DC area you play in is unexploded (megaton) one could assume that the areas around DC did have their bombs go off.  This would mean that anyone trying to leave DC would be travelling through an even more irradiated wasteland and few have the sort of gear to do that aside from the Brotherhood of steel and those immune (harold)
Title: Re: Fallout: New Vegas
Post by: Virtz on June 22, 2015, 02:53:00 pm
We were talking about the East being isolated from the Midwest and West, not individual Eastern towns.

It has been a long time since I played but uh...  I don't remember any plants except in Harold's glade.  I remember it being a big deal for that reason.  What wildlife do you mean?

As for the super mutants, they *are* starting to wipe everyone out maybe.  But most of the settlements are fortified or have natural defenses, and the invasion starts out weak.  It's kinda meta, but in canon terms the super mutants are a growing threat which threatens the survivors, but can't overwhelm the holds just yet.

I don't think there's been any official "isolated" reason. Isolated and "far away" aren't the same thing, there has to be a physical reason preventing people to cross over during 100+ years. I seriously doubt there is some kind of wall or even some sort of impassable radiation between coasts.
I mean, the Brotherhood did.  At least one remarkable person did.  They're not *absolutely* isolated, it's just an incredibly long and dangerous journey for no clear reward.  Explorers did it, but caravans didn't.  It'd be like undergoing the Oregon Trail through a wasteland full of mutants, and with no free (useful) land waiting for you.
Does it actually say anywhere there's nothing between the East and West coast worthy of note? Cause New Vegas kinda contradicts that. There's loads of tribes and stuff in the nevada desert, to the east of like a dozen cities from Fallout 1 and 2. And you'd think the East Coast would be the less barren coast.

As for animals, well, anything that isn't human. Molerats, deathclaws, radants, radscorpions, brahmin, those anthropomorphic mudcrabs. They have to eat something that isn't just meat. Else they'd have died out by then. And considering how big they are, they must find a lot of it.

The super mutants are such a growing threat the plot of the game just shoves them aside for the Enclave and never remembers again. That leads me to believe they're more of an afterthought and not really the cause of anything in particular. Plus, as I said, just about none of the settlements look ready for a behemoth. Like it'd walk all over Megaton, Tenpenny, The Republic of Dave, that one dumb town with the super heroes, the shacks on the highway, Little Lamplight, etc..

Megaton wasn't ready for my stupid ass at level 2 when I just started shooting everyone.

Keep mind that this "100 years" some people think is sufficient to rebuild civilization, that is only like, max, 3 generations. How much can you get done in 3 generations of Banished? Because that is generally the level of technology most people have to work with.

Some people, like Vault City or New Vegas, had surviving technology to give them a kickstart
200. It's 200 years. And places like Shady Sands were built 100 years after the war.

EDIT: And there's like a dozen vaults all around. Don't tell me they were too stupid to grab a GECK out of one of them.
Title: Re: Fallout: New Vegas
Post by: Tellemurius on June 22, 2015, 03:15:20 pm
Keep mind that this "100 years" some people think is sufficient to rebuild civilization, that is only like, max, 3 generations. How much can you get done in 3 generations of Banished? Because that is generally the level of technology most people have to work with.

Some people, like Vault City or New Vegas, had surviving technology to give them a kickstart
200. It's 200 years. And places like Shady Sands were built 100 years after the war.

EDIT: And there's like a dozen vaults all around. Don't tell me they were too stupid to grab a GECK out of one of them.
Few got GECKs in the area, maybe 3-4 had functioning GECKs but even then the Vault either might not opened up or got fucked up.
Title: Re: Fallout: New Vegas
Post by: Sergius on June 22, 2015, 03:16:33 pm
Keep mind that this "100 years" some people think is sufficient to rebuild civilization, that is only like, max, 3 generations. How much can you get done in 3 generations of Banished? Because that is generally the level of technology most people have to work with.

Some people, like Vault City or New Vegas, had surviving technology to give them a kickstart

It's 200 years since the War. 100-ish since the first game, where people in the west coast were already at DC current development levels. And by development I mean making a tiny town out of scrap metal sheets or squatting in a ship.

EDIT: Also, Shady Sands was a lovely town that got founded a mere 65 years after the apocalypse.

EDIT2: Ah, well, they did have a GECK for that, but they're not the only town around.
Title: Re: Fallout: New Vegas
Post by: Neonivek on June 22, 2015, 03:56:14 pm
I am sure the toxic soil is perfect for growing large fruitful farms necessary for large populated cities.

New Vegas for example survives purely on nonsense for nourishment (actually I have no idea what the people of New Vegas eat... there aren't any real functional farms... for the longest time I thought there was some sort of food generator made by Mr. House)
Title: Re: Fallout: New Vegas
Post by: Rakonas on June 22, 2015, 04:00:44 pm
If Caesar's Legion is any indication, the Midwest is low-tech tribal.  Less high-tech scrounging from cities, less radiation, probably less mutants to fight.  Makes sense that they would go agrarian and primitive like they did.  I don't see how the East is supposed to develop some sort of advanced culture from those tribals coming over the mountains.  Particularly since those tribals would die fast in the highly radiated, mutant-strewn Capital Hellhole.

This doesn't mean anything. Even humans long before civilization had long-distance trade. It makes little sense to say that word and ideas wouldn't spread across the country along with trade. Pittsburgh is pretty far from DC, and then Pittsburgh is a similar distance from Chicago, and then so on across the country. There are long distance radios, local traders/merchants, and wealthy individuals. The east coast somehow stuck living off of scavenged junk food is pretty ridiculous. People have no reason to stay in DC if there's literally no plants and no trade. Either the place should have some form of agriculture keeping people there or there's trade (like the travelling in dlcs)
Title: Re: Fallout: New Vegas
Post by: Rolan7 on June 22, 2015, 04:23:49 pm
They have vaults and ruined buildings full of food and technology.  All they lack is agriculture, which they don't have any need or possibility to develop.  They have no reason to trek west, the direction the FEV mutants came from, just to develop low-tech agriculture.

Sure, maybe tribals came over the mountains.  They wouldn't have anything to share!  The Capital Wasteland survivors are already experts at surviving in their habitat.

"Hrr, maybe put this seed in ground?"
"No tribal we tried that, the water is literally poison.  Now get the hell into our fortified walls and have some snack cakes, we have thousands."

"Hi, we're the Brotherhood of Steel!  Have our technology!"
"This helps but we still can't actually *grow* anything.  Though we'll start researching it anyway, because we're living pretty well off all these caches.  Maybe in a decade and with a GECK..."

"Hi, we're like the earlier FEV mutants except we're giant humanoids with rudimentary intelligence.  Hurr."
"Well, crap.  Good thing we have walls and high tech weaponry to survive, for now, particularly with the Brotherhood's help."

Does it actually say anywhere there's nothing between the East and West coast worthy of note? Cause New Vegas kinda contradicts that. There's loads of tribes and stuff in the nevada desert, to the east of like a dozen cities from Fallout 1 and 2. And you'd think the East Coast would be the less barren coast.
The tribes of Caesar's Legion (which hardly count as Midwest) were isolated, agrarian tribes.  Until an educated young man from the coast came through and reforged them into a mockery of the Roman Empire.

And the East Coast has a lot more buildings and resources...  It was just bombed a lot more, because it had more buildings and people.  Now it still has the resources and some of the buildings, but most of the people were successfully killed by the bombs.  As intended.

As for animals, well, anything that isn't human. Molerats, deathclaws, radants, radscorpions, brahmin, those anthropomorphic mudcrabs. They have to eat something that isn't just meat. Else they'd have died out by then. And considering how big they are, they must find a lot of it.

There's apparently some sickly grass, and occasional bushes.  Fortunately, in this setting radiation does some amazing things.  Ghouls live off of it, FEV mutants (animals and human) are immune to it and might live off it too (particularly the screwy east coast versions, where the FEV is weird).  All it really takes is one radiovore near the bottom of the food chain, like radscorpions.  Or even Brahmin.
Title: Re: Fallout: New Vegas
Post by: Tellemurius on June 22, 2015, 05:12:07 pm
I am sure the toxic soil is perfect for growing large fruitful farms necessary for large populated cities.

New Vegas for example survives purely on nonsense for nourishment (actually I have no idea what the people of New Vegas eat... there aren't any real functional farms... for the longest time I thought there was some sort of food generator made by Mr. House)
I think you missed it cause the NCR setup farms outside of New Vegas, you find them when walking through. They have a complete irrigation system and everything. Think there was a sub quest where you actually had to spike the irrigation to kill the crops.
Title: Re: Fallout: New Vegas
Post by: Neonivek on June 22, 2015, 05:14:59 pm
I am sure the toxic soil is perfect for growing large fruitful farms necessary for large populated cities.

New Vegas for example survives purely on nonsense for nourishment (actually I have no idea what the people of New Vegas eat... there aren't any real functional farms... for the longest time I thought there was some sort of food generator made by Mr. House)
I think you missed it cause the NCR setup farms outside of New Vegas, you find them when walking through. They have a complete irrigation system and everything. Think there was a sub quest where you actually had to spike the irrigation to kill the crops.

How many acres? I doubt it is more then a few small plots. Not to mention that even then the soil quality is terrible as it is.
Title: Re: Fallout: New Vegas
Post by: Elfeater on June 22, 2015, 05:28:52 pm
I am sure the toxic soil is perfect for growing large fruitful farms necessary for large populated cities.

New Vegas for example survives purely on nonsense for nourishment (actually I have no idea what the people of New Vegas eat... there aren't any real functional farms... for the longest time I thought there was some sort of food generator made by Mr. House)
I think you missed it cause the NCR setup farms outside of New Vegas, you find them when walking through. They have a complete irrigation system and everything. Think there was a sub quest where you actually had to spike the irrigation to kill the crops.

How many acres? I doubt it is more then a few small plots. Not to mention that even then the soil quality is terrible as it is.
There were farms right by New Vegas with irrigation, quite a bit of farmland north of New Vegas, assorted farms scattered in the south too.
Title: Re: Fallout: New Vegas
Post by: Flying Dice on June 22, 2015, 05:29:41 pm
I am sure the toxic soil is perfect for growing large fruitful farms necessary for large populated cities.

New Vegas for example survives purely on nonsense for nourishment (actually I have no idea what the people of New Vegas eat... there aren't any real functional farms... for the longest time I thought there was some sort of food generator made by Mr. House)
I think you missed it cause the NCR setup farms outside of New Vegas, you find them when walking through. They have a complete irrigation system and everything. Think there was a sub quest where you actually had to spike the irrigation to kill the crops.

How many acres? I doubt it is more then a few small plots. Not to mention that even then the soil quality is terrible as it is.

I'd say about the same total walkable space as the interior of Westside, if I had to guesstimate. And keep in mind that the overworld is pretty space-compressed, given relative distances between towns. In real life Primm is something like 30 miles from Las Vegas, but in the game you can walk that trip in 5-15 minutes. That farm system, scaled up to 1:1, would probably be several square miles of farmland at the very least.
Title: Re: Fallout: New Vegas
Post by: Rakonas on June 22, 2015, 05:42:03 pm
In Vegas you see merchants selling food and bar owners distilling alcohol from grain. The agriculture is clearly large scale but local growing requires water. There's also the suggestion of food importing because caravans.
Title: Re: Fallout: New Vegas
Post by: Fniff on June 22, 2015, 06:27:24 pm
New Vegas does have a convenient lake with pretty clean water, if I remember correctly. The water in the Capital wasteland is so radioactive you need a whole purification system just to make it drinkable.
I'm surprised D.C isn't filled with more ghouls if radiation is so common. The average lifespan under those conditions and all the monsters would make a mayfly look like a sea turtle by comparsion.
Title: Re: Fallout: New Vegas
Post by: Rakonas on June 22, 2015, 06:57:06 pm
Ignoring how it doesn't make any scientific sense that the water is that radioactive, how the hell is a purification center supposed to purify the water upstream? It's essentially at the very mouth of the Potomac so if water somehow flowed upwards it would be salt water anyway. I don't want to get into that sort of 'unrealistic' argument though.

I just think that a major city without any work or production is at its core bad storytelling/world building. DC exists entirely for the player instead of having any semblance of things working out on their own.
Title: Re: Fallout: New Vegas
Post by: Arbinire on June 22, 2015, 10:20:08 pm
https://en.wikipedia.org/wiki/Strontium-90

I'm sorry, shit would definitely not be irradiated that long. 

Edit: Also as to soil quality, one of the key things The Followers yaw on about is teaching the locals things like irrigation, crop rotation, and proper fertilization.  Obsidian put a LOT of thought into how the people in their wastes would live, survive, and even thrive.
Title: Re: Fallout: New Vegas
Post by: ZebioLizard2 on June 22, 2015, 11:06:36 pm
To be fair it's not just the Radiation, it's the fact that the radiation tends to be infused with FEV as well, typical radiation does not tend to turn people into Ghouls.
Title: Re: Fallout: New Vegas
Post by: Rolan7 on June 22, 2015, 11:35:07 pm
Also radiation is very different in this setting than in reality.  It's one reason everything is nuclear-powered.  Heck, I don't think ghouls are a result of FEV...  Just magic radiation doing weird nonsense.  A lot of them were turned when the bombs dropped, long before the FEV started spreading.  AFAIK.
Title: Re: Fallout: New Vegas
Post by: Krevsin on June 23, 2015, 12:13:47 am
If the soil is toxic, you don't get farmland, you don't get cattle, you don't even get wildlife. It all dies off.

Some crops are quite water intensive, but unless the rain is radioactive (which means death for everything even with magiradiation due to prolonged exposure, but even then plants would outlast humans), the only way for the DC area to be entirely devoid of crops is if the rain levels are low enough for it to turn into what amounts to a steppe. And even then you can have greenhouses and water collection tanks. Megaton seems to do perfectly well with their water pump.

And even in an arid environment, you can have cattle herds. There is grass enough throughout the DC area. But the only herds I've seen are outside Canterbury commons and nobody seems to care whether they live or die. There isn't even anyone there to guard them.
Title: Re: Fallout: New Vegas
Post by: ZebioLizard2 on June 23, 2015, 12:26:52 am
Also radiation is very different in this setting than in reality.  It's one reason everything is nuclear-powered.  Heck, I don't think ghouls are a result of FEV...  Just magic radiation doing weird nonsense.  A lot of them were turned when the bombs dropped, long before the FEV started spreading.  AFAIK.

You are right, I had forgotten there's only one known F.E.V ghoul and that was Harold...And considering what eventually happened to him, I don't think he could be considered a standard ghoul either.
Title: Re: Fallout: New Vegas
Post by: KingofstarrySkies on June 23, 2015, 12:53:58 am
200 years is a lot of time for the radiation to get out of the soil. How else are the plants all around the wasteland growing? :3
Title: Re: Fallout: New Vegas
Post by: GiglameshDespair on June 23, 2015, 07:17:20 am
Also radiation is very different in this setting than in reality.  It's one reason everything is nuclear-powered.
Yup.

It's why applying things like

https://en.wikipedia.org/wiki/Strontium-90

I'm sorry, shit would definitely not be irradiated that long. 


this is pretty pointless, as Fallout does not follow the same laws of science as we do. Radiation doesn't make ants grow giant, either, but it does in Fallout. It follows 1950 bad movie science rather than the laws of physics. Buildings wouldn't be standing either, after a couple of a hundred years. But a recovered world with no ruins, mutants or radiation wouldn't be much of a Fallout game.
Title: Re: Fallout: New Vegas
Post by: forsaken1111 on June 23, 2015, 07:20:44 am
We're in a world where we have robots and hovering drones and handheld lasers but technology hasn't progressed much beyond vacuum tubes. It's pretty clearly only loosely based in reality.
Title: Re: Fallout: New Vegas
Post by: Krevsin on June 23, 2015, 08:29:48 am
It still makes no sense that nobody seems to be producing food  :P
Title: Re: Fallout: New Vegas
Post by: forsaken1111 on June 23, 2015, 08:31:34 am
Makes as much sense as anything else really. It's all contrived writing to arrive at a specific setting. Every book and movie does it.

"Herp derp we drilled amber to get dino DNA from bugs so we can have parks with a t-rex!"
Title: Re: Fallout: New Vegas
Post by: Rolan7 on June 23, 2015, 08:36:26 am
The farmlands in New Vegas are bigger than they appear.  Same thing happens in Oblivion and Skyrim - certain elements of the world are massively squashed for gameplay reasons.

And I still think there's plenty of scavengable preserved food in the Capital Wasteland to maintain the survivors for generations more...  But I did recently read that they have hydroponics operations in some of the holds (Rivet City at the least).  I wouldn't be surprised if the magic radiation ended food spoilage, too.
Title: Re: Fallout: New Vegas
Post by: TempAcc on June 23, 2015, 08:42:39 am
The only unrealistic thing about Fallout NV farms are that they are mostly unguarded. You'd think farms would be important places in the mojave. Altough there are mods that address this by putting NCR patrols around the farms.
Title: Re: Fallout: New Vegas
Post by: Krevsin on June 23, 2015, 08:53:50 am
Makes as much sense as anything else really. It's all contrived writing to arrive at a specific setting. Every book and movie does it.

"Herp derp we drilled amber to get dino DNA from bugs so we can have parks with a t-rex!"
You cannot suspend a person's disbelief to make them believe that having a stable food source for eating, the most common thing humans do, is somehow not important for a society. It's called bad worldbuilding.

It's not like there is no food in FO3, it's just that no-one seems to be making any. Save for the pen in front of Canterbury Commons and the lab of Rivet City. I mean all All I'm asking for is for someone in the game to acknowledge the fact there are no farms anywhere and tell me where their food is coming from.
Title: Re: Fallout: New Vegas
Post by: forsaken1111 on June 23, 2015, 08:57:29 am
This seem's as good an explanation as any
https://www.reddit.com/r/AskScienceFiction/comments/1f965i/fallout_where_does_all_of_this_ammo_and_food_come/ca98oc2
Title: Re: Fallout: New Vegas
Post by: Virtz on June 23, 2015, 08:58:05 am

Ok. I think you are trying to wrap sense around things that are never explained that way. Like you're putting more thought into it than Bethesda ever did.

Who in the game said there's thousands of old foods lying around for the taking? That there's anything left to scavenge at all after 200 years seems like a simplification for the sake of gameplay more than anything (so that the player has anything to gain from scavenging outside of raider bases).

The soil is not poison. There are animals that live off it.

They do not have fortified walls nor high-tech weapons, they have garbage that a behemoth could headbutt out of the way. And places like The Republic of Dave just have a chainlink fence. As I said, the only place that looks remotely defensible is Rivet City. They don't look all that concerned about defending themselves.

There are places in the West Coast such as the Boneyard (Los Angeles) that got bombed to hell yet have people living in them by FO1. The effects of nuclear bombs are not that widespread and longlasting, even in the FO universe.

They do have GECKs in the East. They have a dozen vaults spread around, each with 2 GECKs. There's only like 4 vaults ever that didn't get a GECK. All they have to do is go in and take one. Instead they're sitting around like morons, too busy collecting vintage nuka cola bottles.

Also radiation is very different in this setting than in reality.  It's one reason everything is nuclear-powered.  Heck, I don't think ghouls are a result of FEV...  Just magic radiation doing weird nonsense.  A lot of them were turned when the bombs dropped, long before the FEV started spreading.  AFAIK.
Not really. The FEV spread when a bomb directly hit the West Tek research facility (http://fallout.wikia.com/wiki/West_Tek_research_facility) (later known as The Glow). Although it's somewhat disputed whether ghouls are a result of plain 50s pop-scifi radiation or radiation mixed with FEV. The latter makes more sense (and is stated as canonical in the Fallout Bible), but the former is what the original creator envisioned.
Title: Re: Fallout: New Vegas
Post by: Sergius on June 23, 2015, 08:58:29 am
The argument that DC and major cities are "so highly irradiated" holds no water, because nobody's arguing that there should be major farms right in the middle of the Mall. Lots of farmland around, specially near the eastern seaboard. Just getting slightly far away from the cities you should have more-or-less un-bombed farm area (who would target acres and acres of nearly empty ground?) even if it's not all green and fertile after the war it's going to beat a desert. If people are so stubborn that they want to settle in the worst area possible, the more reason trading with crude farms a few miles to the west should be a big thing.
Title: Re: Fallout: New Vegas
Post by: forsaken1111 on June 23, 2015, 09:04:07 am
Yeah the existence of the GECKs does create a problem. Each one is supposed to magically terraform the area around them into a living ecosystem. So where are these amazing living areas where the GECKs were triggered?

In Fallout 3? when you get a GECK if you try to trigger it, it kills you during the terraforming process. Maybe that's why nobody has used them?
Title: Re: Fallout: New Vegas
Post by: Sergius on June 23, 2015, 09:08:41 am
That was a bit of a retcon. Originally GECK was just a fusion generator and a few holotapes and seeds, maybe some additional equipment to help farming. Bethesda decided they wanted Project Genesis. KHAAAAN(s)!

That's why I wouldn't say that Vault City or Shady Sands magically turned the ground fertile like a bomb, since it was written pre-retcon. Maybe some sort of Rad-Away infused fertilizer?
Title: Re: Fallout: New Vegas
Post by: forsaken1111 on June 23, 2015, 09:13:21 am
A fusion generator and some seeds doesn't let you build a big damn city though. That takes a ton of material, time, labor, and heavy construction equipment. More than could reasonably stored in a vault, in my opinion.
Title: Re: Fallout: New Vegas
Post by: TempAcc on June 23, 2015, 09:16:46 am
Well, vault city did arise from a vault, so they probably used the vault's equipment for doing things. The GECK had instructions for tons of things, from cement to water purification devices, altough vault city probably just used the vault's water purification systems.
Title: Re: Fallout: New Vegas
Post by: Sergius on June 23, 2015, 09:17:53 am
A fusion generator and some seeds doesn't let you build a big damn city though. That takes a ton of material, time, labor, and heavy construction equipment. More than could reasonably stored in a vault, in my opinion.

The GECK doesn't make you build cities. I don't know what you mean or why it should. It has instructions on how to make "sandcrete" for walls. The generator is enough to run a small city. The seeds are to kickstart some farming.

Here's some info on Avellone's take on the GECK: http://fallout.wikia.com/wiki/Fallout_Bible_6#Life_with_the_GECK

Again, nobody's arguing that there should be entire New Yorks built from the ground up everywhere.

Title: Re: Fallout: New Vegas
Post by: forsaken1111 on June 23, 2015, 09:21:53 am
The GECK doesn't make you build cities. I don't know what you mean or why it should.
I was specifically referencing Vault City in Fallout 2. The actual vault when you get into it is fairly tiny, no larger than any other vault and doesn't seem to contain any heavy construction equipment or accommodation for legions of workers and yet there's a huge city outside who's success is attributed to them having a GECK. It even has laser turrets and such.
Title: Re: Fallout: New Vegas
Post by: Sergius on June 23, 2015, 09:27:09 am
I wouldn't call the city huge. This isn't space compressed like Fallout 3. We're talking about 103 inhabitants living (official population) in 15 or so adobe houses, ranging from tiny "2x2" huts to two or three major buildings like the government building.

(http://hydra-media.cursecdn.com/fallout.gamepedia.com/thumb/b/b8/Vault_City.JPG/330px-Vault_City.JPG?version=8157951735f83f747dd220fdeb04c71b)
Title: Re: Fallout: New Vegas
Post by: Sergius on June 23, 2015, 09:32:25 am
As a reference, The Hub was much bigger and more densely populated, was made without any magic GECK. And it even had a couple farms!

http://fallout.wikia.com/wiki/Irwin%27s_Farm
Title: Re: Fallout: New Vegas
Post by: forsaken1111 on June 23, 2015, 09:41:06 am
It was pretty large in comparison to some other settlements, and rather advanced. Wasn't the Hub just a rebuilt section of a prewar city while Vault City was new construction?

I admit I may be misremembering.
Title: Re: Fallout: New Vegas
Post by: Sergius on June 23, 2015, 09:49:03 am
Vault City was pretty small and sparse. Its main characteristic was that it was advanced and high-tech, not big. The only super-tech that allowed new buildings to be made was adobe or "sandcrete" or whatever, which for some reason nobody else thought of using - maybe because there's so much scrap metal just lying around for walls (sandcrete might be a high-tech version of cement or whatever). And that the inhabitants were pretty isolationist. There were no skyscrapers or anything like that in Vault City. It was tiny huts made out of some arguably "advanced" mud.

I'm pretty sure 200 years is enough for one person to figure out how to make a stone/brick/clay/mud house without advanced Vault tech?

The Hub was pre-war buildings, yes. But the farm(s) around it was new. And this was just 60-something years after the War. You can see the crops right there in the screenshot.
Title: Re: Fallout: New Vegas
Post by: Rolan7 on June 23, 2015, 09:58:11 am
The GECK is supposed to have a "replicator" in addition to the power source.  It also has instructions for building a more permanent settlement from deconstructed vault systems, and sand.

The "two per vault" thing is weird.  The computer in Vault 8 does say that, apparently.  It's in the context of a bit of a joke - apparently Vault 13 was supposed to receive a whole box of water chips but got an extra GECK instead. 

Which is weird since it should have had three...  But after Fallout 1 the Vault Dweller leads a group out of Vault 13 and founds Arroyo.  80 years later they're worshiping the *idea* of a GECK, but they certainly never had one.  They're kinda idiots to be honest, maybe the Enclave was on to something there.

Anyway, the "two per vault" statement only comes from the Vault 8 computer that I can tell.  It's hard to explain, since all other evidence points to GECKs being rare as hell.  I only know of three successfully used - Vault City, Arroyo post-FO2, and the *one* found (or ever mentioned!) in the Capital Wasteland.

I guess one could assume that all Western vaults did have two, but nearly all were wastefully looted and the instructions/seeds discarded.  Heck maybe that's what those stationary "fission batteries" are, the big ones being used to power streetlights and such.  No sign of the "replicators", but it's something.

Also radiation is very different in this setting than in reality.  It's one reason everything is nuclear-powered.  Heck, I don't think ghouls are a result of FEV...  Just magic radiation doing weird nonsense.  A lot of them were turned when the bombs dropped, long before the FEV started spreading.  AFAIK.
Not really. The FEV spread when a bomb directly hit the West Tek research facility (http://fallout.wikia.com/wiki/West_Tek_research_facility) (later known as The Glow). Although it's somewhat disputed whether ghouls are a result of plain 50s pop-scifi radiation or radiation mixed with FEV. The latter makes more sense (and is stated as canonical in the Fallout Bible), but the former is what the original creator envisioned.

Huh interesting, thanks!
I definitely misremembered the fortification level of some of those FO3 towns.  Some don't have the magic stop-anything rubble walls, and would be pretty vulnerable.
Title: Re: Fallout: New Vegas
Post by: forsaken1111 on June 23, 2015, 10:00:37 am
All this talk about fallout and rebuilding... now I want a strategic-level game where you are rebuilding the wastes. Like Europa Universalis 4 engine but fallout setting
Title: Re: Fallout: New Vegas
Post by: Krevsin on June 23, 2015, 10:06:36 am
A fusion generator and some seeds doesn't let you build a big damn city though. That takes a ton of material, time, labor, and heavy construction equipment. More than could reasonably stored in a vault, in my opinion.
Dunno, a fusion generator is an immense source of power which you can use to power all sorts of machinery and lighting. Likewise, having seeds that are rad and everything-proof makes your farming very effective at producing food.

As for the manual labour, a 1000 work-ready people with effective leadership and who are well-supplied is pretty much a godsend if you're trying to set up a society from scratch. You could have a fully functioning and defensible settlement within a month. Provided you stay near your vault, that is.

Vault-tec experiments notwithstanding, vaults would pretty much foolproof a way of establishing a civilization after the end of the current one.

This seem's as good an explanation as any
https://www.reddit.com/r/AskScienceFiction/comments/1f965i/fallout_where_does_all_of_this_ammo_and_food_come/ca98oc2
These are good reasons, but my main problem is that all of these are assumptions rather than things actually presented to us in the game.

Like I said, this is a pet peeve of mine. I like the world to at least have the basics covered.
Title: Re: Fallout: New Vegas
Post by: Sergius on June 23, 2015, 10:16:59 am
All this talk about fallout and rebuilding... now I want a strategic-level game where you are rebuilding the wastes. Like Europa Universalis 4 engine but fallout setting

I wouldn't mind something slightly smaller scale (or at least more zoomed in) without going as far as an RTS. There are some games that seem to walk the line between those. Something like The Settlers maybe.
Title: Re: Fallout: New Vegas
Post by: forsaken1111 on June 23, 2015, 10:25:22 am
Dunno, a fusion generator is an immense source of power which you can use to power all sorts of machinery and lighting.
I was going to comment on the possible generation capacity of a fusion generator which fits in a small suitcase but this is science fiction so it doesn't necessarily need to make sense.

I wouldn't mind something slightly smaller scale (or at least more zoomed in) without going as far as an RTS. There are some games that seem to walk the line between those. Something like The Settlers maybe.
Hm. I could see that working in some ways. Are you thinking more of a game like Children of the Nile where the focus is always on the city and you send expeditions 'off map' to accomplish objectives and sometimes deal with invaders?
Title: Re: Fallout: New Vegas
Post by: Tellemurius on June 23, 2015, 10:39:35 am
All this talk about fallout and rebuilding... now I want a strategic-level game where you are rebuilding the wastes. Like Europa Universalis 4 engine but fallout setting

I wouldn't mind something slightly smaller scale (or at least more zoomed in) without going as far as an RTS. There are some games that seem to walk the line between those. Something like The Settlers maybe.
Well theres Fallout Shelter to look forward in the future which is a weak mobile game but lets you run a vault. Other than that theres not alot of management games where you are stuck in some crater trying to rebuild whats left. Closest I can come up are either a colony management game or zombies.
Title: Re: Fallout: New Vegas
Post by: Sergius on June 23, 2015, 10:56:01 am
Closest I've found is this mod for some game called Darkest Hour:

https://www.youtube.com/watch?v=dYaBk7IAA1A
Title: Re: Fallout: New Vegas
Post by: Bremen on June 23, 2015, 11:02:51 am
IIRC there's a Fallout mod for a game called Dwarf Fortress, you may have heard of it  ;D
Title: Re: Fallout: New Vegas
Post by: Tellemurius on June 23, 2015, 12:17:15 pm
Closest I've found is this mod for some game called Darkest Hour:

https://www.youtube.com/watch?v=dYaBk7IAA1A

There used to be a Fallout mod on Civilization 3 but that went defunct years ago. So far that was the closest I found for survival as you had to clean up the lands and building took forever without the right tech. There is another Fallout mod for Civ 4 BTS here: http://www.moddb.com/mods/fallout-tame-the-wastes (http://www.moddb.com/mods/fallout-tame-the-wastes) but thats more empire building than survival.
Title: Re: Fallout: New Vegas
Post by: ShoesandHats on June 23, 2015, 04:28:23 pm
There actually is a Fallout mod for EU4, if my memory serves.

What might be preventing me from starting a new game? The game itself launches fine, the menu shows up, but when I click 'new game', nothing happens. I tried verifying the game cache on Steam, but it didn't help. Here's my load order, if that makes any difference:

Code: [Select]
GameMode=FalloutNV

FalloutNV.esm=1
DeadMoney.esm=1
HonestHearts.esm=1
OldWorldBlues.esm=1
LonesomeRoad.esm=1
CaravanPack.esm=1
TribalPack.esm=1
GunRunnersArsenal.esm=1
MercenaryPack.esm=1
ClassicPack.esm=1
ELECTRO-CITY - CompletedWorkorders.esm=1
AWorldOfPain(Preview).esm=1
oHUD.esm=1
More Traits.esm=1
Project Nevada - Core.esm=1
Project Nevada - Equipment.esm=1
More Perks.esm=1
Project Nevada - Rebalance.esp=1
ELECTRO-CITY - Highways and Byways.esm=1
Project Nevada - Cyberware.esp=1
More Perks for Companions.esm=1
NevadaSkies.esm=1
AWOPDeadMoney.esm=1
More Perks for Dead Money.esm=1
More Perks for Honest Hearts.esm=1
FCOMaster.esm=1
More Perks for Old World Blues.esm=1
Interior Lighting Overhaul - Core.esm=1
More Traits Update.esp=1
DYNAVISION 3.esp=1
More Perks for Companions Update.esp=1
FCO - GlowingOne.esp=1
ContinueAfterEnding.esp=1
More Perks for Old World Blues Update.esp=1
EVE FNV - ALL DLC.esp=1
Ragdolls.esp=1
More Perks Update.esp=1
More Perks for Honest Hearts Update.esp=1
ILO - PipBoy Light.esp=1
More Perks for Dead Money Update.esp=1
Project Nevada - Honest Hearts.esp=1
NevadaSkies - Darker Nights.esp=1
Project Nevada - Dead Money.esp=1
Project Nevada - Gun Runners' Arsenal.esp=1
Project Nevada - Lonesome Road.esp=1
Better Game Performance.esp=1
Interior Lighting Overhaul - Ultimate Edition.esp=1
CONELRAD 640-1240.esp=1
NCR Rearmament v1.5 (Lore).esp=1
WeaponModsExpanded.esp=1
IMPACT.esp=1
WMX-DLCMerged.esp=1
Project Nevada - WMX.esp=1
AWOPDeadMoneyVendorPatch.esp=1
christinecos.esp=1
Project Nevada - Old World Blues.esp=1
The Mod Configuration Menu.esp=1
WMX-EVE-AllDLCMerged.esp=1
AWOP-IMPACT-WMX-EVE AllDLCMerged.esp=1
UnlimitedCompanions.esp=1
WMX-ArenovalisTextures.esp=1
WMX-POPMerged.esp=1
NevadaSkies - Basic Edition.esp=0
NevadaSkies - TTW Edition.esp=0
NevadaSkies - Ultimate DLC Edition.esp=1
Title: Re: Fallout: New Vegas
Post by: Astral on June 23, 2015, 11:12:23 pm
Presumably you've already run LOOT to sort any potential load order issues, correct?

I personally can't see much wrong with it as is, though I can't run LOOT with your load order unfortunately... the things that bug me (which may potentially mean they need to be sorted) are the More Traits and More Perks being all over the place in terms of load order.

You might also be missing an esp/esm file somewhere, meaning some mod is looking for an original to build off of, or it got put in front of what it's looking for in the load order. LOOT would help with locating that, as would FNVEdit. About 4 times out of 5 any crash on startup issues are a result of needing to play hide and go seek with a missing file, in my experience.

I'm not familiar with about a quarter to half the mods in there, so I can't honestly say for certain what it is. WMX-POPMerged.esp stands out for some reason, as well.
Title: Re: Fallout: New Vegas
Post by: ShoesandHats on June 23, 2015, 11:45:52 pm
Nevermind, it had to do with the 4GB loader. I fixed it.
Title: Re: Fallout: New Vegas
Post by: ShoesandHats on June 28, 2015, 10:10:34 pm
I'm using the same load order, and for some reason a lot of the NPCs (around Goodsprings, at least) have weirdly high DT. I can barely scratch most of them, including the Powder Gangers you fight at the end of Ghost Town Gunfight. Is this an issue with Project Nevada, or...? Most random mooks seem normal, though, like the Powder Gangers near Jean Skydiving.
Title: Re: Fallout: New Vegas
Post by: Bohandas on July 06, 2015, 02:13:55 am
Does anyone else think that the DLCs seem weirdly tacked-on.

As in, it's not like they merely didn't try to hide the fact that they're tacked on (which would be understandable), but it's almost like they actually tried to call attention to it. Not only does everything occur in a different map, not only do the denizens and quests in one map not acknowledge the existence of the people and things on the other map (for example, you can't even broach the subject of having the King's dog repaired in Big MT even though they invented the damn thing), but in most cases you can't even travel freely between the DLC map and the vanilla game world until the DLC's main quest is completed, thus causing a feeling of disconnection between the DLC and the rest of the game. Plus, you can't take your companions along even if there's no sensible reason - in game or out - why you shouldn't be able to.
Title: Re: Fallout: New Vegas
Post by: Krevsin on July 06, 2015, 02:36:28 am
Probably because modifying the core game map to acknowledge the events of the DLC would take inordinate amounts of money and time and would basically end up forcing the studio into remaking the gameworld again.

Broken Steel tried to do something like that for FO3, but that basically amounted to a couple of new quests in the overworld, some new radio chatter and barrels of water strewn about all over the place.
Title: Re: Fallout: New Vegas
Post by: scriver on July 06, 2015, 02:56:43 am
I was about to say the same thing. I do agree that there could have been a little more acknowledgement in the DLC though. For example, I can't remember exactly how much you could talk to Crazy Beard Dude about Veronica and the state of the BoS, but I do remember that it felt somewhat unsatisfactory. Likewise, Veronica does have a few lines of dialogue concerning her father and lover, but it really feels weird how the writing suddenly demands she doesn't want to know about them, or hell, go to the Desert Smoky Place and see her ex, considering that these are basically some major elements and questions of her life and her past that you basically "solved" while she was off-screen. So I don't know which I think would have been worse, having this kind of not-enough acknowledgment, or having no effects at all.

I do like that the DLCs are all interwoven with each other through their characters as well as the OC storylines, though.
Title: Re: Fallout: New Vegas
Post by: Astral on July 06, 2015, 05:42:32 am
There are also plenty of subtle references that, if I remember correctly, were woven in to the main story and world even before the DLCs themselves came out. Not something you would pick up on a first play through, but definitely the sorts of things that make more sense once you've gone through it at least once or twice. References to New Canaan, the Sierra Madre, Big MT and The Divide pop up here and there, and you can find some interesting tidbits if you really look for them. The fact that they synergize with each other (in a manner of speaking; sometimes it feels like you're picking up the pieces, or perpetually late to the party) makes it more engaging as well, since you get to find the origin of some of the crazy stuff you get in Dead Money from Old World Blues, and track Elijah's path after the fact.

As mentioned above, the fact that they mesh with the main game world and the central conflict is pretty neat, but it's slightly disappointing that regardless of how you handle them, they have no real effect outside of giving you some experience, loot and ending sequences for each one, wrapped up tidily in its own little package. Only Lonesome Road ended up having anything that extended outside of its main play area, but the fact that you bombed the NCR or Legion (or both, or neither, but they just amount to bonus dungeons either way), or potentially got Ulysses to basically accept your way of thinking, had no effect on the main story or the ending sequence whatsoever.
Title: Re: Fallout: New Vegas
Post by: UXLZ on July 06, 2015, 10:28:04 am
Quote from: Grizzly
Ooh that's too many. I managed to keep it under 100 by just saying fuck it & adopting PN.
Also, wrong thread mate. NV

The game will hopefully remain stable since probably about half of the mods are purely aesthetic (meshes, textures, etc.) and I'm not going overboard making everything 4K.
PN is included in the guide.

I edited the other post, relevant now. :v
Title: Re: Fallout: New Vegas
Post by: Bohandas on July 06, 2015, 11:17:36 am
Probably because modifying the core game map to acknowledge the events of the DLC would take inordinate amounts of money and time and would basically end up forcing the studio into remaking the gameworld again.

Ok. But what's the point of the contrived excuses to keep you from moving freely between the mod map and the core gameworld? That's the main thing that I was trying to point out; the part that seems to be deliberately calling attention to the fact that the DLCs are tacked on.
Title: Re: Fallout: New Vegas
Post by: KingofstarrySkies on July 06, 2015, 01:10:10 pm
There are also plenty of subtle references that, if I remember correctly, were woven in to the main story and world even before the DLCs themselves came out. Not something you would pick up on a first play through, but definitely the sorts of things that make more sense once you've gone through it at least once or twice. References to New Canaan, the Sierra Madre, Big MT and The Divide pop up here and there, and you can find some interesting tidbits if you really look for them. The fact that they synergize with each other (in a manner of speaking; sometimes it feels like you're picking up the pieces, or perpetually late to the party) makes it more engaging as well, since you get to find the origin of some of the crazy stuff you get in Dead Money from Old World Blues, and track Elijah's path after the fact.

As mentioned above, the fact that they mesh with the main game world and the central conflict is pretty neat, but it's slightly disappointing that regardless of how you handle them, they have no real effect outside of giving you some experience, loot and ending sequences for each one, wrapped up tidily in its own little package. Only Lonesome Road ended up having anything that extended outside of its main play area, but the fact that you bombed the NCR or Legion (or both, or neither, but they just amount to bonus dungeons either way), or potentially got Ulysses to basically accept your way of thinking, had no effect on the main story or the ending sequence whatsoever.
I honestly was shocked and slightly horrified when I found out how much of the horrible shit around the Mojave and its surrounding areas was caused by the Think Tank. Which is why I put them down like the monsters they are. There's science, and then there's terrorism. Sierra Madre was a nightmare.
Title: Re: Fallout: New Vegas
Post by: Astral on July 06, 2015, 01:17:45 pm
I honestly was shocked and slightly horrified when I found out how much of the horrible shit around the Mojave and its surrounding areas was caused by the Think Tank. Which is why I put them down like the monsters they are. There's science, and then there's terrorism. Sierra Madre was a nightmare.

As a usually evil/pragmatic courier, I let them live to do !!!SCIENCE!!! in my name. I wonder how you would have gotten the truly evil non-standard game over, though:

Spoiler (click to show/hide)

Unfortunately it was cut. Probably because it didn't mesh with the goofy theme of the DLC as a whole.
Title: Re: Fallout: New Vegas
Post by: Rolan7 on July 06, 2015, 02:23:11 pm
That's amazing.  Even as a non-canon "might have been".
I loved the Big MT, and I'm looking forward to finally playing Dead Money soon.  Particularly since I've been eager to meet Elijah.
Title: Re: Fallout: New Vegas
Post by: Bohandas on July 06, 2015, 02:31:18 pm
I'm looking forward to finally playing Dead Money soon.

Prepare to be disappointed.
Title: Re: Fallout: New Vegas
Post by: Sergius on July 06, 2015, 02:34:45 pm
Kill the Think Tank? Madness! Where else am I going to get my 2 free scrap and 10 bottlecaps every few days?
Title: Re: Fallout: New Vegas
Post by: Bohandas on July 06, 2015, 02:49:52 pm

As a usually evil/pragmatic courier, I let them live to do !!!SCIENCE!!! in my name. I wonder how you would have gotten the truly evil non-standard game over, though:

Quote
...and the human cattle of NCR were re-educated into believing they existed in perpetuity in a nation-wide version of someplace called "Tranquility Lane."...


Unfortunately it was cut. Probably because it didn't mesh with the goofy theme of the DLC as a whole.

You know, I've been playing Fallout 3 and I -thought- Tranquility Lane looked like one of Big MT's creations.
(Speaking of which, does anyone know if Dr.Braun from FO3 is in any way inspired by the villain from Kung-Pow: Enter the Fist, who also randomly changed his name to "Betty")

EDIT:
Also, I still haven't gotten a full answer about what you all think they were thinking when they decided to not let you freely travel between the main map and the DLC maps
Title: Re: Fallout: New Vegas
Post by: SOLDIER First on July 06, 2015, 03:20:29 pm
You were missing several organs in the Big MT, the Courier probably wanted to "finish up" with Ulysses, I guess you had the bomb collar like everyone else in Dead Money, and...
IDK about Zion.
Title: Re: Fallout: New Vegas
Post by: Flying Dice on July 06, 2015, 04:10:52 pm
You were missing several organs in the Big MT, the Courier probably wanted to "finish up" with Ulysses, I guess you had the bomb collar like everyone else in Dead Money, and...
IDK about Zion.
You wanted to kill every single one of those assholes before you left.
Title: Re: Fallout: New Vegas
Post by: Sergius on July 06, 2015, 05:21:19 pm
You were missing several organs in the Big MT, the Courier probably wanted to "finish up" with Ulysses, I guess you had the bomb collar like everyone else in Dead Money, and...
IDK about Zion.

Nah, actually, Lonesome Road made a big deal about being able to go back to the Mojave for a breather whenever the player felt like it before resuming the journey.
Title: Re: Fallout: New Vegas
Post by: Teneb on July 06, 2015, 05:32:37 pm
You were missing several organs in the Big MT, the Courier probably wanted to "finish up" with Ulysses, I guess you had the bomb collar like everyone else in Dead Money, and...
IDK about Zion.
You wanted to kill every single one of those assholes before you left.
I think it's outright stated that the way you used to get to Zion became impassable (can't remember what. Landslide? Something else? Dunno.) and you don't know the route out. In fact, I think you can just kill Joshua and... Daniel?, take the map and get out.

The DLCs tie into the main game mostly due to explaining how various things came to be. In fact, most of it can be traced to one to all of these, depending on the issue: The Courier, Ulysses and/or The Think Tank.

Spoiler: Details (click to show/hide)
Title: Re: Fallout: New Vegas
Post by: Bohandas on July 06, 2015, 05:51:55 pm
You were missing several organs in the Big MT, the Courier probably wanted to "finish up" with Ulysses, I guess you had the bomb collar like everyone else in Dead Money, and...
IDK about Zion.

Yes, but what I mean is why did the developers feel the need for these contrived things?

(BTW IIRC with Zion the excuse was that return via the original route was blocked by a landslide or something)
Title: Re: Fallout: New Vegas
Post by: Tnx on July 06, 2015, 06:45:14 pm
Anyone play with the Real Time Settler mod?  Is it funner with FO3 or NV?  Any recommended mod pairings with RTS mod?
Title: Re: Fallout: New Vegas
Post by: Darkmere on July 06, 2015, 06:52:30 pm
Anyone play with the Real Time Settler mod?  Is it funner with FO3 or NV?  Any recommended mod pairings with RTS mod?

Good luck to you. The idea was neat, but the implementation, at least the version I had, was janky as hell on its own. Other mods made it collapse under its own weight. Try normal first, then once you have a clean save point, add mods one at a time until you're absolutely sure they're stable.
Title: Re: Fallout: New Vegas
Post by: Rolan7 on July 06, 2015, 06:54:16 pm
Yes, but what I mean is why did the developers feel the need for these contrived things?

(BTW IIRC with Zion the excuse was that return via the original route was blocked by a landslide or something)

Removing player choice is always tricky and opinions will differ, but I didn't mind being locked in the Big MT.  I actually forgot that I could leave Lonesome Road because it felt particularly silly to backtrack from there.  Both areas were cut off from the rest of the Wasteland - both mechanically and thematically.  Jumping back to Vegas to sell off loot and grab supplies would have interfered with that feeling.  "Why aren't the NCR or Legion here?  Why aren't the enemies here in the main area?"  They were designed as separate, self-contained episodes (plus tie-ins) rather than map extensions.
Title: Re: Fallout: New Vegas
Post by: Tnx on July 06, 2015, 07:15:28 pm
Anyone play with the Real Time Settler mod?  Is it funner with FO3 or NV?  Any recommended mod pairings with RTS mod?

Good luck to you. The idea was neat, but the implementation, at least the version I had, was janky as hell on its own. Other mods made it collapse under its own weight. Try normal first, then once you have a clean save point, add mods one at a time until you're absolutely sure they're stable.

What about the Wasteland Defense Mod?
Title: Re: Fallout: New Vegas
Post by: Rolan7 on July 06, 2015, 07:37:27 pm
My brother showed me that mod (or one very much like it).  Ran well and he had a lot of fun with it.  He used it with a mod that lets you rebuild and run the Bison Steve Casino in Primm, and he fortified the outside as his base.  He also got a mod for cluster mininukes, heh.
Title: Re: Fallout: New Vegas
Post by: Flying Dice on July 06, 2015, 07:43:56 pm
Wasteland Defense is pretty solid. I liked turning that raised area around the water-pumping station east of NV (under the highway) into a fortress.
Title: Re: Fallout: New Vegas
Post by: Darkmere on July 06, 2015, 09:09:20 pm
My brother showed me that mod (or one very much like it).  Ran well and he had a lot of fun with it.  He used it with a mod that lets you rebuild and run the Bison Steve Casino in Primm, and he fortified the outside as his base.  He also got a mod for cluster mininukes, heh.

The guy that made the Bison Steve mod also made a Schoolhouse house mod for goodsprings that was fully voiced, very convenient, and had a pretty neat quest chain for it. I'm plugging it even though my basic assumption is everyone else who plays the game just wants a house with everything possible in it that gives you free cheat implants or whatever.

But I liked the schoolhouse.
Title: Re: Fallout: New Vegas
Post by: Astral on July 06, 2015, 10:56:22 pm
  I actually forgot that I could leave Lonesome Road because it felt particularly silly to backtrack from there. 
I personally forgot this as well, but it's a point of the DLC that you could have, in Ulysses' words, turned back at any time, preventing or ignoring what he was going to do. Had the Courier not interfered, would the targeted locations have been nuked regardless? Or would Ulysses have gone ahead with nuking a lot more than what we see with the ending we choose? And despite all of this, with him calling you out on breaking everything in the first place, he ended up being the one to break the events of the other DLCs in his own way (Telling Elijah about the Sierra Madre, breaking the Think Tank out of their loop, etc). Very hypocritical, but it's disappointing that you can't call him out on it.

Anyone play with the Real Time Settler mod?  Is it funner with FO3 or NV?  Any recommended mod pairings with RTS mod?
Played with it, was about as shallow as a puddle in terms of mechanical depth, but had some interesting ideas that I'm sure factored into the Fallout 4 implementation coming up soon. Basically limited you by caps or Pre-War Books, in terms of what you could build, as scrap and methods to get it were plentiful.

I prefer the Searchlight Airport as a place to build in, preferably alongside something like this (http://www.nexusmods.com/newvegas/mods/39364/?) that allows you to clean Camp Searchlight's radiation. Lumber is sparse, so you will need to get a lumber mill going at some point, but there is plenty of flat space to organize a town in. I've got every member of my town armed to the teeth with weapons that I didn't sell, and some unique named weapons on the soldiers as well. I made a mini mod of my own that removes the radscorpion spawn points as well. It usually generates a bit of conflict from time to time due to scavengers making their way to the town, which is populated by feral ghouls.

A little bit of using the systems available in RTS can result in a very serviceable base, such as by fixing the chain link fence with concrete barriers, adding some guards with sniper rifles on towers, and barricading the entrance with turrets, as it ends up with a base that has only a single entry and exit point. That doesn't stop the random invasions from spawning inside, but it at least makes sense and looks nice with a bit of work.
Title: Re: Fallout: New Vegas
Post by: Bohandas on July 07, 2015, 02:56:52 am
I actually forgot that I could leave Lonesome Road because it felt particularly silly to backtrack from there.

How so? In addition to not having a contrived excuse for not being able to come and go freely, it's also explicitly a closer location.

---------------

ALSO, what's the deal with not being able to bring companions with us to the DLC locations? We didn't even get a proper contrived excuse for that rule.
Title: Re: Fallout: New Vegas
Post by: Rolan7 on July 07, 2015, 03:11:38 am
Because it specifically is set up as a long journey.  A Lonesome Road.  Bilbo didn't travel pop back to the Shire after reaching Rivendell or Murkwood.  Just seemed thematically inappropriate to do so in that DLC, which is ironic since it was allowed for once.
Title: Re: Fallout: New Vegas
Post by: Bohandas on July 07, 2015, 03:13:58 am
Because it specifically is set up as a long journey.  A Lonesome Road.  Bilbo didn't travel pop back to the Shire after reaching Rivendell or Murkwood.  Just seemed thematically inappropriate to do so in that DLC, which is ironic since it was allowed for once.

There isn't any sense of urgency to it until the last act though.
Title: Re: Fallout: New Vegas
Post by: Rolan7 on July 07, 2015, 03:16:10 am
It's funny, that's true of the Hobbit as well.  Smaug and the treasure weren't going anywhere.
Don't mind me though, just chatting when I should be asleep.  Gonna go try that now.
Title: Re: Fallout: New Vegas
Post by: Bohandas on July 07, 2015, 03:28:07 am
It's funny, that's true of the Hobbit as well.  Smaug and the treasure weren't going anywhere.
Don't mind me though, just chatting when I should be asleep.  Gonna go try that now.

Not so. They had to reach the mountain by Durin's Day or else they'd either have to wait another whole year to find the secret entrence or attempt to enter through the front and risk alerting the dragon to their presence
Title: Re: Fallout: New Vegas
Post by: UXLZ on July 07, 2015, 04:18:26 am
Well, finally finished modding the game after about three days. Finally modlist has 241 folders in Mod Organizer (including merged ESPs and base game stuff like the DLC files.)

Tried it up and... It didn't work. That's because I missed something in the guide, thankfully it was an easy fix. There were error registries in a particular ESP that I needed to delete. I managed to narrow it down to one file and now it will hopefully work.
Title: Re: Fallout: New Vegas
Post by: Krevsin on July 07, 2015, 06:35:49 am
I actually forgot that I could leave Lonesome Road because it felt particularly silly to backtrack from there.

How so? In addition to not having a contrived excuse for not being able to come and go freely, it's also explicitly a closer location.

---------------

ALSO, what's the deal with not being able to bring companions with us to the DLC locations? We didn't even get a proper contrived excuse for that rule.
Yeah, that "no companions" really bothered me as well. There's no reason why the Courier couldn't take one of his companions to the Divide, Sierra Madre or New Canan. The only one I sorta understand is the big MT with the whole "This satellite teleports you and only you there". But that concession leaves the gates open for similar contrived explanations for the other DLCs (hey, maybe that caravan company didn't want to contract more than one person, maybe Ulysses wanted the Courier to come alone and not bring the cops or this Republic gets it, and maybe Veronica just stood there and watched me get paralyzed by the radio and then nicked all my caps to go have a wild night out in Vegas and had a Hangover-tier adventure in trying to get the money back before I came back)


The reason why it felt silly to leave the Divide before the end is mostly due to the way the DLC is structured, you can see the developers intended the player to play through it in one go, what with the way the plot is fed to you.

I actually found Lonesome Road to be the most dissapointing DLC of them all. Sure, the plot is nice and worldbuildy, but the whole affair feels too much like a standard FPS, focusing way too much on combat and combat-related gimmicks (Hey, blow up these here nukes to blow up enemies and progress!). Also the tunnelers were far too overpowered for my tastes.

Dead Money could said to have similar faults, but I felt the whole thing had a much more Bioshock-y feel to it and I really liked the atmosphere. It was, for me at least, unplayable with "hardcore" mode turned on because my goddamn companions kept dying and then I'd die as well and god damn it that whole affair was annoying. Also the Ghost People were interesting fluff-wise but were kinda boring as enemies after the first three.


Y'know, now that I think about it, all the DLC had one thing in common, they all had stupidly overpowered enemies, the roboscorpions, the ghost people, the tunnelers, and a buncha tribals capable of taking out a person in full T-45d power armor.
Title: Re: Fallout: New Vegas
Post by: GiglameshDespair on July 07, 2015, 06:58:44 am
I never found the ghost people to be overly dangerous. Sure, they were threatening, but not exactly noticeably so. The focus was meant to be on you sneaking around them, anyway; the ghost people have 0 perception for a reason. Anyway, you got gassed and carried away by Dog, so presumably he only carried one person to the Seirra Madre.

New Canan doesn't have an excuse, no.

Perosnally I'm inclined to just roll with it. Having the possibility of an additional companion would force quite drastic alterations to Dead Money, and Lonesome road is, well... lonesome.
Title: Re: Fallout: New Vegas
Post by: KingofstarrySkies on July 07, 2015, 08:12:38 am
Only DLC I didn't like was Honest Hearts. Felt lazy and uninspired.
Title: Re: Fallout: New Vegas
Post by: Sergius on July 07, 2015, 09:21:37 am
the ghost people have 0 perception for a reason

0 perception actually means that it's impossible to not be seen by them, so the only way to sneak is out of Line of Sight, even with 100 stealth.
Title: Re: Fallout: New Vegas
Post by: Tnx on July 10, 2015, 12:08:19 pm
Are there any mods that improve the UI?  I want it to have more items shown (so less text I guess?) and if possible, a button to "give all" items to a container.  It'd be nice if the A button for take all was re-mappable as well.  I see that MTUI mod is the most popular, but apparently it breaks the game when I have Project Nevada and MCM.
Title: Re: Fallout: New Vegas
Post by: redwallzyl on July 10, 2015, 12:38:21 pm
Are there any mods that improve the UI?  I want it to have more items shown (so less text I guess?) and if possible, a button to "give all" items to a container.  It'd be nice if the A button for take all was re-mappable as well.  I see that MTUI mod is the most popular, but apparently it breaks the game when I have Project Nevada and MCM.
Try dardified UI
Title: Re: Fallout: New Vegas
Post by: Bohandas on July 10, 2015, 01:23:00 pm
Only DLC I didn't like was Honest Hearts. Felt lazy and uninspired.
Lazier and more uninspired than Dead Money, (which was made entirely out of cheap gimmicks to artificially increase the difficulty)?
Title: Re: Fallout: New Vegas
Post by: Astral on July 10, 2015, 01:55:47 pm
Nominally speaking, how would you have personally made the DLC in such a way that it wouldn't have been, in your eyes, full of cheap gimmicks and artificial difficulty?
Title: Re: Fallout: New Vegas
Post by: NullForceOmega on July 10, 2015, 01:59:13 pm
First you pick a level range that you feel the story best fits, then create an experience based exclusively upon that chosen level range.  The trap that the DLCs for Fallout NV (and FO3) fell into was that they tried to make them equally challenging to beginning and end-game characters, but that is invariably a bad choice, as it requires 'gamifying' their design.
Title: Re: Fallout: New Vegas
Post by: Darkmere on July 10, 2015, 02:02:54 pm
In short, destroy the do-what-you-want element of the sandbox game and put the whole thing on artificial rails?
Title: Re: Fallout: New Vegas
Post by: Virtz on July 10, 2015, 02:11:45 pm
In short, destroy the do-what-you-want element of the sandbox game and put the whole thing on artificial rails?
Nothing artificial about something being too strong for you at the time and then being easy once you're much stronger than it.
Title: Re: Fallout: New Vegas
Post by: SOLDIER First on July 10, 2015, 02:11:51 pm
So. Firing Archinedes I was fun. Too bad now I can't kill NCR troopers to keep my karma neutral or Boone will leave...
Title: Re: Fallout: New Vegas
Post by: Darkmere on July 10, 2015, 03:00:19 pm
In short, destroy the do-what-you-want element of the sandbox game and put the whole thing on artificial rails?
Nothing artificial about something being too strong for you at the time and then being easy once you're much stronger than it.

Except that defeats the entire purpose of the open-world RPG. Instead of doing things however you like, there's now one path that's balanced, with everything else being frustrating or boring. If I wanted that, I'd play a JRPG or... you know, a genre that wasn't known for being the exact opposite of what I wanted.
Title: Re: Fallout: New Vegas
Post by: Gunner-Chan on July 10, 2015, 03:03:47 pm
That logic actually makes morrowind not an open world RPG. Or darklands, wasteland, or even the two older fallouts.

I think the Bethesda scaling has influenced your brain.
Title: Re: Fallout: New Vegas
Post by: UXLZ on July 10, 2015, 03:08:00 pm
^ She's right.

The point of an open world game is that you can go anywhere, not necessarily that you can actually do everything from level one. I mean, hell, does the fact that you can't take on Deathclaws straight out of Goodsprings with a vault suit 9mm pistol mean that the game isn't open-world? This is just taking that a bit further, completely eliminating scaling which is how it should be.
Title: Re: Fallout: New Vegas
Post by: Tellemurius on July 10, 2015, 03:33:48 pm
I remember running straight to Solstheim at level 5 and I learned first hand how low level I was doing the Island quests and seeing a werewolf the first time. Much running away and save scumming. Next one was level 10 and going one on one with Almalexia, not even a second of pulling out my spear......
Title: Re: Fallout: New Vegas
Post by: SOLDIER First on July 10, 2015, 03:36:15 pm
I went to Solstheim at about... 17? I think? After many dungeons of one/two shotting Draugr and Restless or higher Draugr, respectively, I was completely unused to the Ash Spawn not going down instantly. Don't even get me started on Burnt Spriggan...
Title: Re: Fallout: New Vegas
Post by: Fikes on July 10, 2015, 03:37:32 pm
Is Wasteland Defence considered the best town building mod?
Title: Re: Fallout: New Vegas
Post by: Tellemurius on July 10, 2015, 03:50:37 pm
Is Wasteland Defence considered the best town building mod?
Considering that its the only one available for Vegas, meh.
Title: Re: Fallout: New Vegas
Post by: redwallzyl on July 10, 2015, 05:55:27 pm
been playing for awhile. i remembered why i love this game so much.  spent all my money on super expensive guns and ammo from the gun runner robot. unfortunately i don't have any left for armor not that they sell that and i have a ludicrously hiked damage mod that i should probably switch to the more realistic one. anyway brand new anti material rifle meet deathclaws! ima gonna clear the quarry! 8)
Title: Re: Fallout: New Vegas
Post by: Teneb on July 10, 2015, 05:57:56 pm
So. Firing Archinedes I was fun. Too bad now I can't kill NCR troopers to keep my karma neutral or Boone will leave...
It's nearly impossible to keep neutral karma (or even negative!) if you don't know what to avoid. Random ghouls in the wasteland will often give insane amounts of karma. There is a tunnel near the boomer base where you could possibly go from very low to very high karma, just from what those ghouls give.

I am pretty sure it's a bug. Good thing karma has zero effect on anything in NV. If I remember right, in 3 karma only mattered for the hitmen that were sent after you and the perk to collect "bounties".

EDIT: Just remembered that in 3 some companions were karma-bound. Still kind of an useless mechanic.
Title: Re: Fallout: New Vegas
Post by: Gunner-Chan on July 10, 2015, 06:05:42 pm
I am pretty sure it's a bug. Good thing karma has zero effect on anything in NV.

It actually affects the ending slides for some of the routes (At least for independant vegas I know it matters). Which means unfortunately due to the way the game is set up, if you wanna be a completionist at all you're pretty much locked into the good karma slides.
Title: Re: Fallout: New Vegas
Post by: SOLDIER First on July 10, 2015, 06:08:17 pm
Keeping neutral karma is easy! I just have to open the console and slap a "show player.Av karma" in there and murder people/steal/eat corpses until it's <250.
Title: Re: Fallout: New Vegas
Post by: Bohandas on July 11, 2015, 01:20:27 am
...but the whole affair feels too much like a standard FPS, focusing way too much on combat and combat-related gimmicks (Hey, blow up these here nukes to blow up enemies and progress!).

Plus the explosions from the so-called "nukes" were ridiculously small, even if we assume that the explosions are to the same distorted scale as the roads.

Y'know, now that I think about it, all the DLC had one thing in common, they all had stupidly overpowered enemies, the roboscorpions, the ghost people, the tunnelers, and a buncha tribals capable of taking out a person in full T-45d power armor.

At least the first three were kind of plausible in-world. The super resilient tribals don't make sense any way you look at it; there was a similar problem with the Point Lookout DLC for Fallout 3. And you left out the most overpowered enemy of all, the security holograms from Dead Money, which couldn't be attacked at all.
Title: Re: Fallout: New Vegas
Post by: Elfeater on July 11, 2015, 01:50:49 am
If you get the pulse gun from the vault (34 I think...?) you can breeze through Old World Blues.
Title: Re: Fallout: New Vegas
Post by: Bohandas on July 11, 2015, 01:57:27 am
If you get the pulse gun from the vault (34 I think...?) you can breeze through Old World Blues.

Or if you're a melee character you can kick serious ass with the melee pulse weapons that OWB itself provides
Title: Re: Fallout: New Vegas
Post by: Krevsin on July 11, 2015, 02:25:05 am
...but the whole affair feels too much like a standard FPS, focusing way too much on combat and combat-related gimmicks (Hey, blow up these here nukes to blow up enemies and progress!).

Plus the explosions from the so-called "nukes" were ridiculously small, even if we assume that the explosions are to the same distorted scale as the roads.

Y'know, now that I think about it, all the DLC had one thing in common, they all had stupidly overpowered enemies, the roboscorpions, the ghost people, the tunnelers, and a buncha tribals capable of taking out a person in full T-45d power armor.

At least the first three were kind of plausible in-world. The super resilient tribals don't make sense any way you look at it; there was a similar problem with the Point Lookout DLC for Fallout 3. And you left out the most overpowered enemy of all, the security holograms from Dead Money, which couldn't be attacked at all.
But those sorta made sense. You can't attack light after all. And of course yoou can just run past them so they are never a serious issue.
Title: Re: Fallout: New Vegas
Post by: SOLDIER First on July 11, 2015, 02:38:04 am
If you get the pulse gun from the vault (34 I think...?) you can breeze through Old World Blues.
I honestly have no idea why, but NRG Weppinz are laughably bad in OWB, for me. Even with 75+ in the skill. And Elijah's advanced LAER.
With a plasma pistol it takes an inordinately large amount of shots to kill lobotomites, much less the Cyberdogs. Or Robobrains. Or Mister Gutsies, or the skellington suits... Don't even get me started on Mobius' goddamn scorpions...
Title: Re: Fallout: New Vegas
Post by: Elfeater on July 11, 2015, 02:48:43 am
I unno, Im using the Nevada mod which rebalances it, havent done OWB but i might soonish with it.
Title: Re: Fallout: New Vegas
Post by: Bohandas on July 11, 2015, 02:56:25 am
If you get the pulse gun from the vault (34 I think...?) you can breeze through Old World Blues.
I honestly have no idea why, but NRG Weppinz are laughably bad in OWB, for me. Even with 75+ in the skill. And Elijah's advanced LAER.
With a plasma pistol it takes an inordinately large amount of shots to kill lobotomites, much less the Cyberdogs. Or Robobrains. Or Mister Gutsies, or the skellington suits... Don't even get me started on Mobius' goddamn scorpions...

Were you actually hitting them? The plasma weapons in FNV remind me of Ignignokt's gun from Aqua Teen Hunger Force, where the projectile moves so slowly that people can just calmly step out of the way.
Title: Re: Fallout: New Vegas
Post by: SOLDIER First on July 11, 2015, 02:58:54 am
They're okay at medium range (static or directly approaching targets) and close range (less time for the enemy to "dodge"), I've noticed. Also VATS.
Lots of VATS.
Title: Re: Fallout: New Vegas
Post by: Rolan7 on July 11, 2015, 03:02:45 am
Gauss rifle took care of most things pretty well.  I used the Hyperbreeder Alpha from GRA for short range stuff, but it almost felt like cheating.  Except against the nightstalkers, they were fast and oddly tough.  Almost as bad as the tunnelers in LR.  The scorpions were dangerous but slow moving.

Been a while since I played OWB though.
Title: Re: Fallout: New Vegas
Post by: KingofstarrySkies on July 11, 2015, 03:27:20 am
I just use mods so I can have a sodding companion with me so Niner can unload with a FUCKING TOMMYGUN.
Title: Re: Fallout: New Vegas
Post by: hops on July 12, 2015, 05:58:27 am
At least the first three were kind of plausible in-world. The super resilient tribals don't make sense any way you look at it; there was a similar problem with the Point Lookout DLC for Fallout 3. And you left out the most overpowered enemy of all, the security holograms from Dead Money, which couldn't be attacked at all.
You're supposed to destroy their emitters, dude.
Title: Re: Fallout: New Vegas
Post by: GiglameshDespair on July 12, 2015, 06:05:09 am
And you left out the most overpowered enemy of all, the security holograms from Dead Money, which couldn't be attacked at all.

That was kind of the point, that you couldn't just unload a shotgun into them and call it a day.
Title: Re: Fallout: New Vegas
Post by: KingofstarrySkies on July 12, 2015, 07:49:24 am
Eeeh, Holograms were the only enemy I truly despised in Dead Money because it felt like I was being strung along and forced to do things in one or two ways because if I didn't the holobutts would zap me.
Title: Re: Fallout: New Vegas
Post by: Execute/Dumbo.exe on July 12, 2015, 08:17:13 am
Eeeh, Holograms were the only enemy I truly despised in Dead Money because it felt like I was being strung along and forced to do things in one or two ways because if I didn't the holobutts would zap me.
The EndGame section of Dead-Money was the worst, though, with those holograms there, it took me half an hour and countless quickloads before I cheesed the entire section by finding the annoyingly hidden hologram projectors (That required a straight up 100 repair, by the way, good thing I was horrendously overleveled for that DLC or I would have been screwed!) instead of the 'actual' way which involved this bullshit step by step plan that required very specific actions, and because the computers needed to be those good old green-screen monitors,  I had a great time figuring out what 'water valve guard' compared to 'east buttocks patrol' meant.
Title: Re: Fallout: New Vegas
Post by: Bohandas on July 12, 2015, 09:21:28 am
At least the first three were kind of plausible in-world. The super resilient tribals don't make sense any way you look at it; there was a similar problem with the Point Lookout DLC for Fallout 3. And you left out the most overpowered enemy of all, the security holograms from Dead Money, which couldn't be attacked at all.
You're supposed to destroy their emitters, dude.

Yeah, but until you find the emitters they can't even be stunned or slowed down
Title: Re: Fallout: New Vegas
Post by: Krevsin on July 12, 2015, 09:31:39 am
Eeeh, Holograms were the only enemy I truly despised in Dead Money because it felt like I was being strung along and forced to do things in one or two ways because if I didn't the holobutts would zap me.
The EndGame section of Dead-Money was the worst, though, with those holograms there, it took me half an hour and countless quickloads before I cheesed the entire section by finding the annoyingly hidden hologram projectors (That required a straight up 100 repair, by the way, good thing I was horrendously overleveled for that DLC or I would have been screwed!) instead of the 'actual' way which involved this bullshit step by step plan that required very specific actions, and because the computers needed to be those good old green-screen monitors,  I had a great time figuring out what 'water valve guard' compared to 'east buttocks patrol' meant.
I just ran past them.
Worked like a charm.
Title: Re: Fallout: New Vegas
Post by: Bohandas on July 12, 2015, 10:57:50 am
Eeeh, Holograms were the only enemy I truly despised in Dead Money because it felt like I was being strung along and forced to do things in one or two ways because if I didn't the holobutts would zap me.

Personally I thought the entire DLC felt like that
Title: Re: Fallout: New Vegas
Post by: Teneb on July 12, 2015, 01:11:06 pm
Eeeh, Holograms were the only enemy I truly despised in Dead Money because it felt like I was being strung along and forced to do things in one or two ways because if I didn't the holobutts would zap me.
The EndGame section of Dead-Money was the worst, though, with those holograms there, it took me half an hour and countless quickloads before I cheesed the entire section by finding the annoyingly hidden hologram projectors (That required a straight up 100 repair, by the way, good thing I was horrendously overleveled for that DLC or I would have been screwed!) instead of the 'actual' way which involved this bullshit step by step plan that required very specific actions, and because the computers needed to be those good old green-screen monitors,  I had a great time figuring out what 'water valve guard' compared to 'east buttocks patrol' meant.
I just ran past them.
Worked like a charm.
The thing about holograms is that people treat them as enemies. They are not enemies, they are obstacles. They are as much an enemy as the radios.

I feel like I'm one of the few people who actually liked Dead Money. It had a feeling of true scavenging and struggling to survive.
Title: Re: Fallout: New Vegas
Post by: Gunner-Chan on July 12, 2015, 01:57:03 pm
Dead money was good because it was actually a completely different experience to the rest of the game, which none of the other DLCs tried. All the complaints I see about it usually boil down to it not being as open or it being difficult.

Both of which make sense, you're supposed to feel restricted, the entire area is supposed to be hilariously deadly. So I really don't get what people honestly wanted from that dlc for all the complaints.
Title: Re: Fallout: New Vegas
Post by: Krevsin on July 12, 2015, 02:20:14 pm
Dead money was good because it was actually a completely different experience to the rest of the game, which none of the other DLCs tried. All the complaints I see about it usually boil down to it not being as open or it being difficult.

Both of which make sense, you're supposed to feel restricted, the entire area is supposed to be hilariously deadly. So I really don't get what people honestly wanted from that dlc for all the complaints.
Personally the only thing that annoyed me was the goddamn companions dying on Hardcore and then me dying as well because FML.
Title: Re: Fallout: New Vegas
Post by: Darkmere on July 12, 2015, 02:43:08 pm
Yeah, I liked dead money a lot. Everything about it felt oppressive, especially in hardcore mode, and you actually had to use your brain for a little bit until you got your bearings. Everything felt oppressive and hostile as it should without being over-the-top ruinous like Lonesome Road. I still remember the holograms pleading for mercy from Sinclair after his plan went awry. Plus, holorifle is best rifle.

Nothing competes with Old World Blues, but Dead Money was second. Lonesome Road had neat toys and parts of the environment were great (missile silo mostly). Honest Hearts only had Joshua Graham, who was a great character but couldn't carry it on his own.
Title: Re: Fallout: New Vegas
Post by: UXLZ on July 12, 2015, 02:52:42 pm
What's the recommended play order for DLC anyway?
Title: Re: Fallout: New Vegas
Post by: Teneb on July 12, 2015, 03:07:53 pm
What's the recommended play order for DLC anyway?
Lonesome Road is "meant" to be done when you've complete all the other DLC and right before the battle for Hoover Dam (you get extra dialogue because of all the choices and reputation up to this point). Old World Blues makes more sense after Dead Money, due to you actually knowing who Christine and Elijah are. Honest Hearts is whenever as long as it is before Lonesome Road.
Title: Re: Fallout: New Vegas
Post by: Sergius on July 12, 2015, 04:17:16 pm
BTW, holograms can't even open doors to get to you.
Title: Re: Fallout: New Vegas
Post by: SOLDIER First on July 12, 2015, 04:32:23 pm
Yeah, at the end of Lonesome Road
Spoiler (click to show/hide)

I think I might do Dead Money with a Guns character. Is that a bad idea?
Title: Re: Fallout: New Vegas
Post by: GiglameshDespair on July 12, 2015, 04:37:10 pm
Not really.
Both of the common guns are good. The police pistol does more damage, shoots and reloads faster than the .357, the automatic rifle is really powerful, you can find shotguns in a few places...

Guns are perfectly valid.
Title: Re: Fallout: New Vegas
Post by: Gunner-Chan on July 12, 2015, 04:41:49 pm
Both of the guns skill weapons you can get in dead money are stronger than you really need for the DLC, and practically overpowered for back in vegas. If you use a certain popular weapons mod enhancing mod, the automatic rifle in fact becomes nearly the best weapon in the game fully loaded out and built for.
Title: Re: Fallout: New Vegas
Post by: JimboM12 on July 12, 2015, 04:53:18 pm
Don't care what you plebs say: gonna stick with my trusty old modded Recycler Rifle till the day you pry it outta my cold, dead hands. I use Project Navada + Weapon Mods Expanded (WMX) with some addons for compatibility and Mission Mojave for bug fixin. The built in -2 DT from the ammo that's infinite carried me so far, more so when going for stealth crits. Laser Commander perk plus the weapon mods carried me even further. I cried the day I set it aside in my inventory to use more powerful energy gunses in the DLC + Endgame.
Title: Re: Fallout: New Vegas
Post by: KingofstarrySkies on July 12, 2015, 05:17:49 pm
I take it back, the thing I hated most in Dead Money was the goddamn radio paranoia bullshit. There's tension and then there's just flat out "Haul ass or you're gonna fucking explode and get instant killed douchebag"
Title: Re: Fallout: New Vegas
Post by: Teneb on July 12, 2015, 06:43:47 pm
Yeah, at the end of Lonesome Road
Spoiler (click to show/hide)

I think I might do Dead Money with a Guns character. Is that a bad idea?
Spoiler (click to show/hide)
Title: Re: Fallout: New Vegas
Post by: SOLDIER First on July 12, 2015, 06:54:58 pm
Well, I was kinda close. :P
Title: Re: Fallout: New Vegas
Post by: Execute/Dumbo.exe on July 13, 2015, 01:11:34 am
Eh, I found DM surprisingly easy, some good scavenging leads to me having way too much of every single drug I wanted, the weird dudes in suits were pretty simple to kill (unarmed 100 beartrap fist will do that to you), and (once again) I never died to those radios except for about a billion times at the endpoint of the game.
The Holograms were pretty easy, too, sneak past 'em or disable their emitters (again, apart from the endgame).
The companions were nice, though, I felt they were pretty good, apart from Ghoulie, who was pretty bad.
 
Title: Re: Fallout: New Vegas
Post by: Sensei on July 13, 2015, 01:19:56 am
It all depends how late in the game you are. I had played through the game, then later got the ultimate edition, and made a new character on which I mostly just played the expansion packs (starting with OWB as soon as it's available at level 10) and found them decently hard, and each one left me at the exact level to start the next one.
Title: Re: Fallout: New Vegas
Post by: SOLDIER First on July 13, 2015, 02:13:45 am
Uppercutting people's heads off is fun, I've noticed.
(And I like the tinted viewpoint from sunglasses and stuff.)
Thanks, Project Nevada!
Title: Re: Fallout: New Vegas
Post by: Elfeater on July 13, 2015, 03:04:27 am
Uppercutting people's heads off is fun, I've noticed.
(And I like the tinted viewpoint from sunglasses and stuff.)
Thanks, Project Nevada!
The tint is great, but my switching between it and third person gives me a headache, since third person doesnt have said tint.
Title: Re: Fallout: New Vegas
Post by: scriver on July 13, 2015, 03:57:17 am
It's kind of funny that because if the the tint wearing sunglasses in the night actually makes you see better.
Title: Re: Fallout: New Vegas
Post by: SOLDIER First on July 13, 2015, 04:03:13 am
Ouch. Entering Zion and
Spoiler (click to show/hide)
Title: Re: Fallout: New Vegas
Post by: Darkmere on July 13, 2015, 04:37:47 am
Ouch. Entering Zion and
Spoiler (click to show/hide)

Spoiler (click to show/hide)
Title: Re: Fallout: New Vegas
Post by: Flying Dice on July 13, 2015, 06:13:34 am
On the other hand, it's a nice and early warning as to the overall quality of HH. The most fun I had with that DLC was an hour or two gibbing the guide NPC with every one of the three dozen or so weapons I had.
Title: Re: Fallout: New Vegas
Post by: Krevsin on July 13, 2015, 07:21:51 am
Uppercutting people's heads off is fun, I've noticed.
(And I like the tinted viewpoint from sunglasses and stuff.)
Thanks, Project Nevada!
What annoys me about that is the scratches and dents that many things have.

Now in reality, your preception would adjust and you could ignore those scratches and dents. In the game you can't and it ends up being supremely awkward to play.
Title: Re: Fallout: New Vegas
Post by: Bohandas on July 13, 2015, 09:27:46 am
I take it back, the thing I hated most in Dead Money was the goddamn radio paranoia bullshit. There's tension and then there's just flat out "Haul ass or you're gonna fucking explode and get instant killed douchebag"

Not only was it annoying, it didn't even make sense.
Title: Re: Fallout: New Vegas
Post by: Sergius on July 13, 2015, 09:50:30 am
Eh, I found DM surprisingly easy, some good scavenging leads to me having way too much of every single drug I wanted, the weird dudes in suits were pretty simple to kill (unarmed 100 beartrap fist will do that to you), and (once again) I never died to those radios except for about a billion times at the endpoint of the game.
The Holograms were pretty easy, too, sneak past 'em or disable their emitters (again, apart from the endgame).
The companions were nice, though, I felt they were pretty good, apart from Ghoulie, who was pretty bad.

Domino was such an asshole that I think his bad ending is actually sparing him. I've never been so happy to "fail" a quest.

Just the requirement to not kill him just makes you want him dead more.
Title: Re: Fallout: New Vegas
Post by: scriver on July 13, 2015, 10:04:00 am
I take it back, the thing I hated most in Dead Money was the goddamn radio paranoia bullshit. There's tension and then there's just flat out "Haul ass or you're gonna fucking explode and get instant killed douchebag"

Not only was it annoying, it didn't even make sense.

You are using the same radio frequency on your neckbomb. When you get too close to a transmitting radio, it floods your neckbomb's receiver. Neckbomb does not receive correct signals from Beardman's transmitter. Neckbomb blows up.

Or something.
Title: Re: Fallout: New Vegas
Post by: Elfeater on July 13, 2015, 10:13:50 am
I take it back, the thing I hated most in Dead Money was the goddamn radio paranoia bullshit. There's tension and then there's just flat out "Haul ass or you're gonna fucking explode and get instant killed douchebag"

Not only was it annoying, it didn't even make sense.

You are using the same radio frequency on your neckbomb. When you get too close to a transmitting radio, it floods your neckbomb's receiver. Neckbomb does not receive correct signals from Beardman's transmitter. Neckbomb blows up.

Or something.
But if it was the same frequency... wouldn't it not matter?
Title: Re: Fallout: New Vegas
Post by: Sergius on July 13, 2015, 10:27:57 am
Wait...

Aren't radios receivers, not transmitters?
Title: Re: Fallout: New Vegas
Post by: SOLDIER First on July 13, 2015, 10:30:13 am
 I would think of it like a bunch of people talking to a nuclear technician (bomb collar) at once, so he can't hear the correct person (Beardman) telling him not to launch the bomb (destroy the Courier's head, a second time).
Title: Re: Fallout: New Vegas
Post by: Sergius on July 13, 2015, 10:32:45 am
I would think of it like a bunch of people talking to a nuclear technician (bomb collar) at once, so he can't hear the correct person (Beardman) telling him not to launch the bomb (destroy the Courier's head, a second time).

But radios don't talk, they just listen.

(they "talk" in soundwaves but that's not the same as radio signal, and I don't think the collars operate with microphones)
Title: Re: Fallout: New Vegas
Post by: forsaken1111 on July 13, 2015, 10:35:08 am
I would think of it like a bunch of people talking to a nuclear technician (bomb collar) at once, so he can't hear the correct person (Beardman) telling him not to launch the bomb (destroy the Courier's head, a second time).

But radios don't talk, they just listen.

(they "talk" in soundwaves but that's not the same as radio signal, and I don't think the collars operate with microphones)
What do you mean? A radio can also transmit if it was designed to do so. "Radio" is a really imprecise word which can mean a transmitter, receiver, or both. I have several two-way radios which can talk with each other.
Title: Re: Fallout: New Vegas
Post by: Tnx on July 13, 2015, 10:35:45 am
I just found out that some seemingly useless items can be turned in to NPCs to be converted into useful crafting mats (mugs and dinner plates Muggy in OWB).  Are there any other "junk" items I should be saving/looking out for when looting?
Title: Re: Fallout: New Vegas
Post by: Sergius on July 13, 2015, 10:43:32 am
I would think of it like a bunch of people talking to a nuclear technician (bomb collar) at once, so he can't hear the correct person (Beardman) telling him not to launch the bomb (destroy the Courier's head, a second time).

But radios don't talk, they just listen.

(they "talk" in soundwaves but that's not the same as radio signal, and I don't think the collars operate with microphones)
What do you mean? A radio can also transmit if it was designed to do so. "Radio" is a really imprecise word which can mean a transmitter, receiver, or both. I have several two-way radios which can talk with each other.

But these are clearly one-way radio speakers, not two-radio transmitters. I'm obviously talking about the Dead Money ones.
Title: Re: Fallout: New Vegas
Post by: forsaken1111 on July 13, 2015, 10:46:23 am
Alright then, I didn't realize it was explicitly stated that they're only receivers
Title: Re: Fallout: New Vegas
Post by: Sergius on July 13, 2015, 10:46:52 am
BTW, the collar doesn't seem to need a continuous signal to tell it NOT to blow up, just a detonation signal, otherwise it would go off every time any of the victims gets out of range or blocked, which is what actually happens when you go inside the Casino, and when you run away from Elijah/other collared people inside the Casino after triggering.
Title: Re: Fallout: New Vegas
Post by: scriver on July 13, 2015, 01:04:34 pm
Wait...

Aren't radios receivers, not transmitters?

Yeah, that's right. I guess obsidian made the same thought-fart I did? Great minds think alike, and all that.

BTW, the collar doesn't seem to need a continuous signal to tell it NOT to blow up, just a detonation signal, otherwise it would go off every time any of the victims gets out of range or blocked, which is what actually happens when you go inside the Casino, and when you run away from Elijah/other collared people inside the Casino after triggering.

I believe there was some mumbo jumbo about the gala event triggering explicitly having changed something about the bomb collars, though.
Title: Re: Fallout: New Vegas
Post by: Metalax on July 13, 2015, 02:22:17 pm
I just found out that some seemingly useless items can be turned in to NPCs to be converted into useful crafting mats (mugs and dinner plates Muggy in OWB).  Are there any other "junk" items I should be saving/looking out for when looting?

A number of other characters in the sink of OWB will exchange trash items for craft supplies
Spoiler (click to show/hide)

Also, if you have dead-money,
Spoiler (click to show/hide)
Title: Re: Fallout: New Vegas
Post by: Sergius on July 13, 2015, 06:11:32 pm
Wait...

Aren't radios receivers, not transmitters?

Yeah, that's right. I guess obsidian made the same thought-fart I did? Great minds think alike, and all that.

BTW, the collar doesn't seem to need a continuous signal to tell it NOT to blow up, just a detonation signal, otherwise it would go off every time any of the victims gets out of range or blocked, which is what actually happens when you go inside the Casino, and when you run away from Elijah/other collared people inside the Casino after triggering.

I believe there was some mumbo jumbo about the gala event triggering explicitly having changed something about the bomb collars, though.

Nah, pretty sure Elijah just says that the walls are too thick or something very mundane like that, and that's why the signal can't transmit between transition points.
Title: Re: Fallout: New Vegas
Post by: scriver on July 14, 2015, 01:42:00 am
Oh, you mean Eliar? :P

But no, I was thinking about Christine, she's the one who says it. If I'm not remembering completely wrong. I'm not particularly sure of it at this point.
Title: Re: Fallout: New Vegas
Post by: Astral on July 14, 2015, 02:24:35 am
Elijah had no good reason to tell you exactly how the bomb collars worked or how he modified them as such. There is a certain willing suspension of disbelief that goes into Dead Money, much like nearly every other part of the game, including the lore and background. Picking apart an aspect of the DLC simply because it was different and difficult makes about as much sense as complaining about giant mutated ants, or people turning into dessicated corpses that heal from radiation. Nothing requires you to complete that DLC, anyway.

I just found out that some seemingly useless items can be turned in to NPCs to be converted into useful crafting mats (mugs and dinner plates Muggy in OWB).  Are there any other "junk" items I should be saving/looking out for when looting?

Old World Blues was the best type of crafting base, since you could turn junk into useful materials, such as metal and duct tape from clipboards, electronics from toasters, wonderglue and syringes from mugs, giving everything but wrenches for weapon repair kits.  Don't forget basically every type of plant, which can be turned into Soylent Salient Green that can subsequently be turned into more useful types of plants, which combined with the syringes can mean easy stimpacks.
Title: Re: Fallout: New Vegas
Post by: Gunner-Chan on July 14, 2015, 02:33:26 am
That's something I always thought was funny about old world blues. It's hub/base/whatever quite literally took notes from all the awesome but somewhat overpowered Morrowind housing mods.

Only you at least had to slowly unlock the functionality.
Title: Re: Fallout: New Vegas
Post by: Tnx on July 14, 2015, 02:47:18 am
Thanks for the replies.  My next question was going to be about housing and you sorta answered my question Astral.  I'm currently using the "Vault 42" housing mod, and it has a nifty auto sorting chest as well as a script that accesses all the junk in your storage when you craft/cook/load ammo.  Are there mods to upgrade the Old World Blues base to have that functionality that you guys know of?
Title: Re: Fallout: New Vegas
Post by: Trapezohedron on July 14, 2015, 03:25:59 am
Personally swear by this mod (http://www.nexusmods.com/newvegas/mods/37884/?) since forever for my house stuff. For other clutter processing, I just tend to go to the sink to do jobs there, then haul stuff back to that house.

To answer your question, the closest thing I can find concerning a "better" Sink is this. (http://www.nexusmods.com/newvegas/mods/56162/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fnewvegas%2Fajax%2Fmoddescription%2F%3Fid%3D56162%26preview%3D&pUp=1)
Title: Re: Fallout: New Vegas
Post by: scriver on July 14, 2015, 05:09:03 am
Yeah, New Guy's suggestion for a home is the one I use. Lots of functionality, weapon display, mannequins, places to put your own trophies, automatic mementos from performed quests. Definitely my favourite.
Title: Re: Fallout: New Vegas
Post by: Sergius on July 14, 2015, 09:28:40 am
Elijah had no good reason to tell you exactly how the bomb collars worked or how he modified them as such. There is a certain willing suspension of disbelief that goes into Dead Money, much like nearly every other part of the game, including the lore and background. Picking apart an aspect of the DLC simply because it was different and difficult makes about as much sense as complaining about giant mutated ants, or people turning into dessicated corpses that heal from radiation. Nothing requires you to complete that DLC, anyway.

The actual behavior of the collar bombs once you get inside the Casino reflects what whoever tells you about the erratic behavior. It makes no sense that Elijah lies to you telling you that he's powerless to detonate the collars now, and that you can pretty much just get out of range before the timers run out, which is exactly what you need to kill the other collar-slaves AND get rid of him. If he was lying, he would tell you that the collars are totally working as expected so no funny business.

"Casino's woken up, paying attention to us. Good. Wondering what happened to your team...? Looks like they got moved to other floors. Interesting, maybe that's why... hmmm, yes... yes. Perhaps the casino recognized specific guests... or guests with a voice or look close enough for them to be... assigned to that floor. We'll see. Had hoped with the power restored, the systems would fully awaken... especially the sound archives. But no... your teammates' collars on each floor are interfering with the systems. It's the white noise filters embedded in their construction... they're blocking the casino speakers, the music. You'll need to recalibrate... or destroy... each collar. To do that, you need to get close, re-set the signal - or blow their heads off. I'll leave the choice up to you - my preference? End them now. They're of no use. After all, it's safe to kill them now, provided you make it quick. You see, the collars don't work inside the Sierra Madre... well, between floors. Else, I'd set off the collars, be done with it. So find them, deal with them, as long as you're fast and can get off the floor after killing them. The floors... whatever they lined this place with, interferes with the collar frequency... so if you kill them, you should have some time to run. Uh... just not sure how long, may not be consistent. More... less... whatever, it doesn't matter. What we need is in the basement, we need to go to the top first and ride our fortunes down. After we deal with your team on the other floors."

Evil mastermind lies to you by telling you that... he can no longer kill any of you, so be a good sport and murder yourselves kthxbye. XOXO


(Also, just to add more nonsense... the collar "white noise filter" is apparently also a broadcast that interferes with other equipment. Okaay... Wouldn't it been nice if the filters... filtered the damn radio interference that makes them blow up by accident?)
Title: Re: Fallout: New Vegas
Post by: scriver on July 14, 2015, 10:07:36 am
Do not question the crazy bearded man!

:v
Title: Re: Fallout: New Vegas
Post by: Bohandas on July 14, 2015, 04:40:33 pm
The thing is that it had the potential to make sense. If they had simply changed the old-fashioned radios in Dead Money to ham-radios that actually had transmitters and that the game already has a model for then it would have made so much more sense.
Title: Re: Fallout: New Vegas
Post by: scriver on July 14, 2015, 05:26:08 pm
But then what wouldn't make sense would be why a casino/resort is full of ham radios.
Title: Re: Fallout: New Vegas
Post by: Flying Dice on July 14, 2015, 07:15:49 pm
Because highways near the area had heavy traffic with lots of entertaining truckers and police chases?  :))
Title: Re: Fallout: New Vegas
Post by: SOLDIER First on July 18, 2015, 12:45:20 am
Okay, I take back anything good I might have said about Dead Money.
To shorten the story exponentially:
[Muggy Voice] Do you know how many times I haven't been crippled by bear traps or gas bombs? NOT FUCKING MANY![/Muggy Voice] I've spent a goddamn fortune in chips on Doctor's Bags. Sonofabitch.
Also fighting ghost people with guns is actually kind of hard. It takes three headshots to kill by crippling (even though I have the perk from Dog that instakills them [thanks Dog <3]) and that's on non-Trappers. Trappers deserve a special hell. Plus, there's the fact that it takes three shots to kill enemies when you have finite ammo, Ghost People love crippling you in melee combat, their stupid weird movement and jumping makes hitting specific areas nigh impossible outside of VATS...
As said before, radios aren't an issue... Except when you're crippled. In both legs. Giving you effectively half movement speed.
Don't get me started on their stupid instadetection either, because I fixed their bug. They have 1 PER now, and I've checked with the console, and I still get bum rushed every time I fight them. At least the Sierra Madre proper isn't filled with them... Right?
Title: Re: Fallout: New Vegas
Post by: Sergius on July 18, 2015, 10:12:06 am
They're annoying, but usually when I shoot them in the head they fall, because critical sneak damage. If there's a second one I usually have to shoot him more. They're pretty sparse, the only time I remember getting "ganged" on by them was during the gala event in that villa thing where something like 6 of them appear. But you're on a balcony shooting down, so you get a few cheap shots before they move under your balcony forcing you to jump down to target them. Still, more annoying than dangerous.
Title: Re: Fallout: New Vegas
Post by: KingofstarrySkies on July 18, 2015, 12:53:56 pm
Bloody Mess saved my ass during that.
Title: Re: Fallout: New Vegas
Post by: Darkmere on July 18, 2015, 01:12:57 pm
I seem to remember using explosives or the holorifle on them. Chunks and ash can't reanimate. Domino left a bunch of mines and grenade traps hanging around his walk-in, again if memory serves.
Title: Re: Fallout: New Vegas
Post by: GiglameshDespair on July 18, 2015, 01:59:20 pm
Or just use the beartrap fists and destroy everything.
Title: Re: Fallout: New Vegas
Post by: Execute/Dumbo.exe on July 18, 2015, 06:25:03 pm
UNARMED, BITCHES.
Bear trap fists also work because about half of the Ghost Men you meet carry them, cross the natural extra damage to limbs with a couple of VATS uppercuts or crosses (which do extra damage to limbs if I remember correctly) and bam, one dead Ghost Person without having even knocked it down.
Title: Re: Fallout: New Vegas
Post by: Bohandas on July 26, 2015, 11:25:55 am
Does anyone know if there are any mods out there that allow for skills over 100 and SPECIAL stats over 10. The only one I can find is Xtra Special (http://www.nexusmods.com/newvegas/mods/37231/?) and that's a piece of shit because it changes the way the skills work and does a bunch of other unwanted bullshit instead of just uncapping them and making their effects continue to progress in the same fashion as normal.
Title: Re: Fallout: New Vegas
Post by: Flying Dice on July 26, 2015, 12:00:58 pm
Does anyone know if there are any mods out there that allow for skills over 100 and SPECIAL stats over 10. The only one I can find is Xtra Special (http://www.nexusmods.com/newvegas/mods/37231/?) and that's a piece of shit because it changes the way the skills work and does a bunch of other unwanted bullshit instead of just uncapping them and making their effects continue to progress in the same fashion as normal.

Second response from googling "new vegas special uncapper": Perks, traits, chems, and equipment that push a Primary Attribute score above 10 will now provide bonuses up to a score of 15. (http://www.nexusmods.com/newvegas/mods/36354/?)

It's Kobu's, apparently, and I'll vouch, since I use a lot of his/her other mods to help fix little things.
Title: Re: Fallout: New Vegas
Post by: Bohandas on July 26, 2015, 12:44:17 pm
Thank you :)
Title: Re: Fallout: New Vegas
Post by: Flying Dice on July 26, 2015, 12:47:09 pm
No problem at all, considering that I've just downloaded it myself.  :P
Title: Re: Fallout: New Vegas
Post by: Bohandas on July 26, 2015, 02:37:41 pm
Upon testing it does not appear to work. I loaded up a character with 9 strength, and took some buffout and carrying capacity only went up by 10

EDIT:
Nevermind. Got it working. (Still, be warned that you may have to reload a coupe of times to get it to initialize properly)

EDIT:
Now I'm convinced that there must also be some way to edit this to make it work in Fallout 3 as well. Any ideas? I've already changed the required master and removed all references to the survival skill that I could find.
Title: Re: Fallout: New Vegas
Post by: Flying Dice on July 26, 2015, 03:58:03 pm
Yeah, they noted that the SPECIAL display will still only show a maximum of 10.

I'd guess that you'd have to go through and do the same as you did with Survival, take out any references to NV-only content, change ones where shared content is identified differently, and add any relevant content references from FO3 (like the different unique power armors, for example).
Title: Re: Fallout: New Vegas
Post by: SeriousConcentrate on July 26, 2015, 05:17:06 pm
Couldn't you use Tale of Two Wastelands and play the FO3 content with the mod that way? Also PTW.
Title: Re: Fallout: New Vegas
Post by: Blaze on July 27, 2015, 08:36:25 am
With my internet being lousy as it is, I decided to play New Vegas again. This time, as a unarmed-built character.

It's actually going fairly well, I started with Skilled and Logan's Loophole; fooled around, finished Honest Hearts for that nice light armor to match with light armor perks. Just finished Old World Blues (To take skilled again and swap out LL).

On one hand, I'm pumped up with damage/crit boosting perks, letting me one-shot most things that aren't a super-mutant master or a deathclaw. The final boss of OWB went down in about... 6 seconds. Main weapon is a deathclaw gauntlet (Project Nevada makes them craftable).

On the other hand, I'm taking far too much damage against enemies with guns. Even with two toughness perks (+6 DT total), Signature Weapon Defensive Boost (+10 DT), Reinforced Spine (+2 DT), Big Brained (+10% DT), and Signature armor (+12 DT, +25% DR bonuses along with 15 base armor DT)

Is there something I'm missing here? I can shred smaller groups or bosses within seconds, but hanging around outside Freeside is dangerous due to having Fiends spawn in groups of 10-15.

Also, if someone could point out a shield mod, like a regular shield, not an energy one. Preferably something that doesn't take long to download. I'd be grateful.
Title: Re: Fallout: New Vegas
Post by: Teneb on July 27, 2015, 08:47:15 am
For durability, I guess you could invest in either stealth or sturdier armour. Maybe even powered one.

Weapons-wise, my favorite unarmed one is the super-heated saturnite fist from OWB, mainly due to the insane speed and ability to set stuff on fire. Mostly the speed though.
Title: Re: Fallout: New Vegas
Post by: Tellemurius on July 27, 2015, 09:13:46 am
With my internet being lousy as it is, I decided to play New Vegas again. This time, as a unarmed-built character.

It's actually going fairly well, I started with Skilled and Logan's Loophole; fooled around, finished Honest Hearts for that nice light armor to match with light armor perks. Just finished Old World Blues (To take skilled again and swap out LL).

On one hand, I'm pumped up with damage/crit boosting perks, letting me one-shot most things that aren't a super-mutant master or a deathclaw. The final boss of OWB went down in about... 6 seconds. Main weapon is a deathclaw gauntlet (Project Nevada makes them craftable).

On the other hand, I'm taking far too much damage against enemies with guns. Even with two toughness perks (+6 DT total), Signature Weapon Defensive Boost (+10 DT), Reinforced Spine (+2 DT), Big Brained (+10% DT), and Signature armor (+12 DT, +25% DR bonuses along with 15 base armor DT)

Is there something I'm missing here? I can shred smaller groups or bosses within seconds, but hanging around outside Freeside is dangerous due to having Fiends spawn in groups of 10-15.

Also, if someone could point out a shield mod, like a regular shield, not an energy one. Preferably something that doesn't take long to download. I'd be grateful.
Got to remember that Project Nevada gives NPCs a boost to damage and the Fiends are fucking hard even with a DT of 24.

If you want to do this unarmed I recommend piling up some drugs for fights. Doing a combo of Med-x, Slasher, and Battle brew will get your DR upto 85
Title: Re: Fallout: New Vegas
Post by: KingofstarrySkies on July 27, 2015, 12:45:20 pm
Melee Characters are of the hard to play. I had to disable realistic headshots because I was BECOMING CANNON FODDER.
get 'im, niner
Title: Re: Fallout: New Vegas
Post by: Rolan7 on July 27, 2015, 12:58:05 pm
I actually didn't have much trouble from bullets as a 10 endurance unarmed character in FO:NV.  I did have the more-perks mod, which maybe let me improve my DR more.  I also had high Survival for healing and buffs, but I didn't have to use them much.

I was taking down most targets in 1-2 swings of that special mantis lord gauntlet, whatever it's called.  I also had 3-4 intelligence (just above the moron-dialogue threshold) because why else would a woman be serving the Legion.  That was an interesting and strange playthrough.
Title: Re: Fallout: New Vegas
Post by: majikero on July 27, 2015, 01:42:09 pm
I use the skirmisher mod for throwing weapons and melee. Mainly throwing though. I kinda know why spears are so rare in vanilla. As long as it's withing your throwing range, it has a 95% chance to hit with VATS. As long as you can toss it when they're trying to aim at you, you can pop off heads every time.
Title: Re: Fallout: New Vegas
Post by: Blaze on July 27, 2015, 04:37:11 pm
When it comes right down to it, I'm actually a lot more powerful than I really should be. I triple-dipped Skilled for +15 all skills, have perks every level (10x Intense Training), Signature Armor, Signature Weapon, and having a really limited skill-set leaves a lot of space for perks. Project Nevada's Deathclaw gauntlet has an obscene 5x crit multiplier too.

Of course, this comes at a cost of -40% xp, but that's not really a problem when there's so many enemies.

I haven't really touched throwing, I do use grenades on occasion though. I suppose I could mix it in, but I only really encountered a useful amount of throwing weapons in Dead Money.
Title: Re: Fallout: New Vegas
Post by: majikero on July 27, 2015, 07:46:56 pm
Skirmisher mod adds craftable throwing spears and knives, and perks to make better throwing spears and knives. Also hatchets but no one really likes the throwing hatchets.

There's also throwing stars if you want to be a ninja.
Title: Re: Fallout: New Vegas
Post by: redwallzyl on August 09, 2015, 05:25:40 pm
anyone else experiencing problems with windows 10 in the pip boy menu?
Title: Re: Fallout: New Vegas
Post by: Vendayn on August 09, 2015, 11:55:48 pm
anyone else experiencing problems with windows 10 in the pip boy menu?

I'm installing FONV again, so I'll report back.

Also, anyone see this?

http://www.nexusmods.com/newvegas/mods/59344/?

Looks like a better version of DUST.
Title: Re: Fallout: New Vegas
Post by: scriver on August 10, 2015, 07:03:32 am
Quote from: That mod
Sure, sure, we've all seen survival simulators made before. Hell, I invented the concept more or less with Obscurum - Unnatural Selection

...
Title: Re: Fallout: New Vegas
Post by: KingofstarrySkies on August 10, 2015, 07:11:23 am
DOES NOT COMPUTE
DOES NOT COMPUTE
Title: Re: Fallout: New Vegas
Post by: forsaken1111 on August 10, 2015, 07:13:46 am
guys he invented the whole concept of survival simulators
Title: Re: Fallout: New Vegas
Post by: Rolan7 on August 10, 2015, 09:32:31 am
Heretic, he created the very concept of survival.
Title: Re: Fallout: New Vegas
Post by: Darkmere on August 10, 2015, 10:36:03 am
Let's not lose track of what's important here. I invented games (you're welcome), so he's really just impinging on my IP rights.
Title: Re: Fallout: New Vegas
Post by: PTTG?? on August 10, 2015, 01:32:32 pm
Let's not lose track of what's important here. I invented games (you're welcome), so he's really just impinging on my IP rights.

Woah woah woah, I'm going to need to see your licensing fees asap. I invented the concept of inventing concepts.
Title: Re: Fallout: New Vegas
Post by: GiglameshDespair on August 10, 2015, 01:37:14 pm
Let's not lose track of what's important here. I invented games (you're welcome), so he's really just impinging on my IP rights.

Woah woah woah, I'm going to need to see your licensing fees asap. I invented the concept of inventing concepts.
Well I invented the concept of concepts, so you'll be hearing from my lawyer.
Title: Re: Fallout: New Vegas
Post by: Arbinire on August 10, 2015, 02:07:09 pm
Let's not lose track of what's important here. I invented games (you're welcome), so he's really just impinging on my IP rights.

Woah woah woah, I'm going to need to see your licensing fees asap. I invented the concept of inventing concepts.
Well I invented the concept of concepts, so you'll be hearing from my lawyer.

To be fair, I discovered inventing, and while that doesn't entitle me to royalties, gotta acknowledge me on all future inventions.
Title: Re: Fallout: New Vegas
Post by: Vendayn on August 10, 2015, 04:42:25 pm
My experience with Obscurum in my initial 6 hours of playing

I start in a small store. I exit. Its dark as hell. I hear explosions. I look around with VATs and see many radscorpions. I also see a couple enemy human NPCs. The radscorpions kill one, but then a bunch of human npcs come storming by killing the rest and have their eyes on me. I have a couple guns, and a grenade. I throw...whoops I blew myself up. Yeah never been best grenade thrower :P I'm just as bad at throwing in real life :P So in an apocalypse, never give me grenades :P

I start again back at the store. I exit and...radscorpions to the face.

I start again and finally take out one radscorpion and the human npcs distract the others. I take off like hell and run off. In the dark. Where I can't see at all. And I do have one of those flares, but if I use it I'm a neon lit up sign and everything would see me. So I decide to not use it...and then landmine to my legs :(

This time, I decide to wait in the store till day light. Though I do manage to take out a radscorpion. I mostly stay back and let the scorpions take on the humans. So I wait and wait. Finally its day. I exit and then go right back into the store.

I liked night time better :P

Also what I saw, no spoilers for you :P But there were so many....

Also all the character races you can choose, they are pretty creepy...maybe I get creeped out easily...but mod seems to have a lot of horror aspects to it.

And so for 4 hours (real life hours) I've barricaded myself in the store and can't leave lol. Fun :P Well I can...but I don't want to...too scary :P

I probably chose the hard start lol.

As for my thoughts. I got bored of DUST super quick, which is only thing "sorta" similar for Fallout NV. This mod is a lot better, especially at least for me, its rather creepy.
Title: Re: Fallout: New Vegas
Post by: Sergius on August 10, 2015, 09:40:59 pm
So, it seems Project Brazil is in a big hurry to finish the mod before Fallout 4 comes out.
Title: Re: Fallout: New Vegas
Post by: KingofstarrySkies on August 10, 2015, 09:42:50 pm
They've got, what, four months?
Title: Re: Fallout: New Vegas
Post by: Sergius on August 10, 2015, 09:46:03 pm
Well according to them that's like 6 months ahead of schedule.
Title: Re: Fallout: New Vegas
Post by: Bohandas on August 17, 2015, 11:09:15 am
All this talk about fallout and rebuilding... now I want a strategic-level game where you are rebuilding the wastes. Like Europa Universalis 4 engine but fallout setting

I wouldn't mind something slightly smaller scale (or at least more zoomed in) without going as far as an RTS. There are some games that seem to walk the line between those. Something like The Settlers maybe.
Well theres Fallout Shelter to look forward in the future which is a weak mobile game but lets you run a vault. Other than that theres not alot of management games where you are stuck in some crater trying to rebuild whats left. Closest I can come up are either a colony management game or zombies.

Fallout Shelter was a profound disappointment. Turns out it's one of those shitty Farmville-style games where stuff happens even when it's turned off. I was hoping for something closer to SimCity, or Dungeon Keeper, or Dwarf Fortress. or Tropico.

EDIT;
In retrospect, I suppose the fact that I acquired it through Google Play should have been a big tip-off that it was a piece of shit.
Title: Re: Fallout: New Vegas
Post by: Tellemurius on August 17, 2015, 11:23:20 am
Did any of you actually expected Fallout Shelter to be a full blown AAA game on mobile? Its everything they described at E3, Bethesda was more surprised to the fact it actually made money.
Title: Re: Fallout: New Vegas
Post by: Bohandas on August 17, 2015, 11:32:04 am
A what game????
Title: Re: Fallout: New Vegas
Post by: Tellemurius on August 17, 2015, 11:34:52 am
A what game????
Oh come on don't tell me you never heard of the term Triple A title before.
Title: Re: Fallout: New Vegas
Post by: Bohandas on August 17, 2015, 11:38:52 am
Only in regard to auto repairs and badly designed quality ratings, never as a game industry abbreviation.

At any rate, I didn't expect it to be a "full-blown" anything, but at the same time I didn't expect it to be one of those shitty games where everything takes a long-ass time and it's impossible to pause even by closing the program; two defects don't make a feature!
Title: Re: Fallout: New Vegas
Post by: KingofstarrySkies on August 17, 2015, 11:43:23 am
...From what I'm hearing, Fallout Shelter doesn't have any waittimes, or at least not many. Building things is automatic and happens on the spot. Yes, it's incredibly shallow, but still. Credit where credit is due.

And go google Triple A titles.
Title: Re: Fallout: New Vegas
Post by: Bohandas on August 17, 2015, 11:56:14 am
To be fair, the wait times were something I heard about from reviewers. I didn't actually experience them firsthand because I immediately uninstalled the game once it became apparent that closing the application didn't pause the action.
Title: Re: Fallout: New Vegas
Post by: KingofstarrySkies on August 17, 2015, 11:59:43 am
That's a bit shallow. :/
Title: Re: Fallout: New Vegas
Post by: Elfeater on August 17, 2015, 12:09:10 pm
To be fair, the wait times were something I heard about from reviewers. I didn't actually experience them firsthand because I immediately uninstalled the game once it became apparent that closing the application didn't pause the action.
It pauses consumption of resources after a little bit.
Title: Re: Fallout: New Vegas
Post by: Tellemurius on August 17, 2015, 01:21:34 pm
Yea you can go back to the game and technically your resources will still be there as consumption freezes, however wasteland excursions will still continue along with any births and growths. I know it runs my phone slow but goes away in 5 minutes as the game is offloaded from my ram.
Title: Re: Fallout: New Vegas
Post by: Rolan7 on August 17, 2015, 01:31:07 pm
Sideswiping it off the recent task list should end it, right?
Title: Re: Fallout: New Vegas
Post by: Tellemurius on August 17, 2015, 01:34:56 pm
Sideswiping it off the recent task list should end it, right?
That can, some notifications can come through but that stops after a while too.
Title: Re: Fallout: New Vegas
Post by: Sergius on August 17, 2015, 02:30:18 pm
The only reason to "pause" the game would be to avoid getting people killed while exploring, and you can just recall everyone if that's an issue, then forget about the game for a week if you want. People don't eat or consume anything while idle, only the production/training timers go down.

There aren't many things that give money which is the real bottleneck (the only timers that matter are the Wasteland and training rooms, nearly everything else takes about 1 minute on fully staffed rooms). To get money you need to either Rush lots, maximize Luck everywhere and/or get people to explore.

Sideswiping it off the recent task list should end it, right?
That can, some notifications can come through but that stops after a while too.

As far as I know all swiping the recent list does is remove it from the list. The OS decides when an app gets shut down, depending on idle time or memory requirement for running something else, unless the app itself shuts down when you back out of it. You can also hit "back" to Main Menu, then "back" to Quit the game in FS.

I have Notifications disabled in this game, so they don't bug me.
Title: Re: Fallout: New Vegas
Post by: forsaken1111 on August 17, 2015, 03:49:51 pm
To be fair, the wait times were something I heard about from reviewers. I didn't actually experience them firsthand because I immediately uninstalled the game once it became apparent that closing the application didn't pause the action.
What are you even talking about? Nothing happens while it's closed. My wife hadn't opened her app in a month on her ipad so I made her check. Nothing going on at all. You jumped to a silly conclusion and are blathering about it on the internet as if it were fact. Get real information or just keep your bullshit to yourself.

The only thing that happens 'offline' is wasteland exploration and you can recall those guys first.
Title: Re: Fallout: New Vegas
Post by: Tellemurius on August 17, 2015, 04:08:08 pm
The only reason to "pause" the game would be to avoid getting people killed while exploring, and you can just recall everyone if that's an issue, then forget about the game for a week if you want. People don't eat or consume anything while idle, only the production/training timers go down.

There aren't many things that give money which is the real bottleneck (the only timers that matter are the Wasteland and training rooms, nearly everything else takes about 1 minute on fully staffed rooms). To get money you need to either Rush lots, maximize Luck everywhere and/or get people to explore.

Sideswiping it off the recent task list should end it, right?
That can, some notifications can come through but that stops after a while too.

As far as I know all swiping the recent list does is remove it from the list. The OS decides when an app gets shut down, depending on idle time or memory requirement for running something else, unless the app itself shuts down when you back out of it. You can also hit "back" to Main Menu, then "back" to Quit the game in FS.

I have Notifications disabled in this game, so they don't bug me.
At least for Kitkat and Lollipop the Recent list showed all apps sent to background and closes them when swiped.

I had people still die during expeditions while idle so I guess this game runs off on time advancement.
Title: Re: Fallout: New Vegas
Post by: Sergius on August 17, 2015, 05:00:07 pm
At least for Kitkat and Lollipop the Recent list showed all apps sent to background and closes them when swiped.

That's not how Android works.

It actually leaves the app running in the background (you can check in App Info, the "Force Stop" button is enabled), but now you have to click the icon in your launcher instead and it will go back to the main screen, since the Activity that was cached now doesn't have a direct link to it. So it just takes longer to get to your last open vault. Meanwhile, the old screen is still waiting for the garbage collect thingy to decide it wants to close it.

I had people still die during expeditions while idle so I guess this game runs off on time advancement.

Yes, that's why I said this, which you quoted:

The only reason to "pause" the game would be to avoid getting people killed while exploring, and you can just recall everyone if that's an issue
Title: Re: Fallout: New Vegas
Post by: Tellemurius on August 17, 2015, 05:47:55 pm
At least for Kitkat and Lollipop the Recent list showed all apps sent to background and closes them when swiped.

That's not how Android works.

It actually leaves the app running in the background (you can check in App Info, the "Force Stop" button is enabled), but now you have to click the icon in your launcher instead and it will go back to the main screen, since the Activity that was cached now doesn't have a direct link to it. So it just takes longer to get to your last open vault. Meanwhile, the old screen is still waiting for the garbage collect thingy to decide it wants to close it.
If you want I'll send you the logcat of the app termination :P.


edit: as for the pausing quote well, it was meant to be a supportive response.
Title: Re: Fallout: New Vegas
Post by: Sergius on August 17, 2015, 09:19:46 pm
Cool, thought you had missed it.

Anyway, I find this is a mostly chill little casual game without all the "pay2skip" crap (in fact buying tons of lunchboxes means you skip the actual game so you "finish" way too quickly  ::) but there aren't any "waiting times" that you actually pay to skip like exploration or production). But it never intended to be anything more than that, so I don't understand the massive disappointment. I mean, if you think those kinds of games are dumb already then what's with the high hopes?
Title: Re: Fallout: New Vegas
Post by: KingofstarrySkies on August 18, 2015, 01:24:03 am
Iiiiii really didn't expect much more than a silly little simple game. And I got that! :D
I enjoy it, if only because I like building vaults.
Title: Re: Fallout: New Vegas
Post by: Vendayn on December 08, 2015, 04:52:00 pm
I started playing new Vegas again, without mods even. Still tons of fun! It's a real rpg, not a far cry/mass effect fps like fallout 4 lol.

Anyone else go back to fallout 3 or nv? I was pretty disappointed in fo4, got bored super quick and I don't like fps games. More into rpgs and strategy games. Seems on nexus, a lot more people going back to new vegas, judging by mod votes and downloads.

Hope obsidian can make a new fallout, they'd hopefully make another good one.
Title: Re: Fallout: New Vegas
Post by: forsaken1111 on December 08, 2015, 05:42:23 pm
Pretty happy with FO4 myself, but hopefully you find someone who agrees so you feel better.
Title: Re: Fallout: New Vegas
Post by: majikero on December 08, 2015, 05:54:10 pm
Well, no one ever said Bethesda is any good at writing stories.

NV is a good RPG, if that RPG has has no background scenery. You'll never remember any place in NV if not for the characters in said places. Also the ending helpfully reminds you what happens with said characters after you're done with them. It really makes you feel that everything you did, what stories you went and see, what questlines you completed really matters.

FO4 has nothing of that and ignores everything that happens outside of the main questline. And that main quest is totally crap in writing.
Title: Re: Fallout: New Vegas
Post by: Neonivek on December 08, 2015, 05:56:03 pm
Well the main quest isn't garbage

But it is very basic... without the bravado, tie in, or epicness to really pull it off.

Ignoring the really obvious twist the game thinks is so clever even though you can see it from a mile away... does Bethesda think we have brain damage?
Title: Re: Fallout: New Vegas
Post by: majikero on December 08, 2015, 06:06:25 pm
What you describe is called crap writing. A basic story is no excuse because its the storyteller's job to make it engaging. It's like a million different writers wrote each storyline and then ignore each other's existence.
Title: Re: Fallout: New Vegas
Post by: Neonivek on December 08, 2015, 06:09:39 pm
fair enough :P

I just thought it was more bland and boring then crap and awful.