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    Saturday, November 16, 2019

    Fallout | They got it backwards with the Sole Survivor. The Sarcasm option

    Fallout | They got it backwards with the Sole Survivor. The Sarcasm option


    They got it backwards with the Sole Survivor. The Sarcasm option

    Posted: 15 Nov 2019 09:58 AM PST

    They portrayed the Sole Survivor as this guy who made sly references and sarcastic remarks that went over the heads of all the clueless idiots around him. He's the savvy one and they're all the the rubes.

    Really it should be the opposite. From everybody else's perspective the Sole Survivor should be the village idiot. Doesn't know what a ghoul is, what a synth is, doesn't know how to forage or survive (This would be more true with Nora than Nate), can't stand the taste of 200 year old food. Doesn't know what's edible. Doesn't know anything really starting out except how to shoot a gun, but not how to hunt monsters.

    Rather than being Chandler Bing, he'd be Gomer Pyle and if you think THOSE references are horribly dated, just imagine how 200 year old Nate or Nora would come off.

    submitted by /u/Smooth_Complaint
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    Breaking VATS in Fallout New Vegas

    Posted: 15 Nov 2019 07:50 AM PST

    I've played through this game way too many times, but even then, a purely VATS focused playthrough is something I've never actually done.

    I'm making this post to take suggestions on minor stat changes and on what weapons I should use.

    S - 3 (+1 Implant +2 Reinforced Spine)
    Strength won't be very necessary on this build. I'll still be able to use weapons with a 8 strength requirement with this base amount, and even then I think that might be overkill.

    P - 5 (+1 Implant)
    I'm only keeping this at 5 for Better Criticals.

    E - 5 (+1 Lonesome Road)
    This one is only useful for the Implants. That's it.

    C - 1
    It's shit. I'm not going to be using companions for my main damage output or anything so there's no use in putting any points into it.

    I - 9 (+1 Implant)
    Just for the extra skill points. A high Intelligence is always a nice thing to have.

    A - 9 (+1 Implant)
    This one is extremely obvious. It's all for the AP baby.

    L - 8 (+1 Implant +1 Lucky Shades)
    This one is simply for the Crits, which'll be somewhat useful to me considering the +5% Crit Chance boost I get from VATS anyway.

    Tag Skills:
    Guns
    Speech
    ? (Give me suggestions for a 3rd Tag skill)

    Traits
    Fast Shot
    For that sweet AP cost reduction.
    Kamikaze
    It has a fairly minor downside and more AP is definitely nice to have.

    Notable Perks:
    Action Boy
    Gunsligner
    Commando
    Sniper
    Concentrated Fire
    Grim Reaper's Sprint
    Nerves of Steel
    Math Wrath
    Mysterious Stranger
    Miss Fortune
    Plasma Spaz
    Sneering Imperialist(?)
    Finesse
    Light Touch
    Laser Commander(?)
    Weapon Handling(?)

    Weapons:
    The All American. Extremely versatile and has the lowest AP cost in the entire game.
    A Light Shining in the Darkness. A relatively low AP cost and a nice punchy damage.

    If you have any weapon suggestions, please tell me them.

    Apparel:
    Ulysses's Duster
    or
    Legion Duster

    Can't decide with this one. The Legion Duster has a nice +15 AP boost, but Ulysses's Duster has +5 Crit Chance. Please help me decide between the two.

    submitted by /u/ChristianMom29
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    There's a New Vegas mod that allows you to tell your companions to relax and they will play games at the casinos.

    Posted: 15 Nov 2019 05:19 PM PST

    https://www.nexusmods.com/newvegas/mods/50468?tab=description JIP Companions Command and Control allows your companions to sit in on a blackjack table or a slot machine..They will also sometimes just sit and relax on a table while watching people perform on stage and that is just one of the few options..

    You can also tell your companions to hack a computer or lockpick a chest/door and it makes the game more realistic in my opinion because bringing along a friend who knows more science and lockpick than your courier and not being able to tell them to help you is kinda weird. How do you know their stats? Well this mod just lets you do that by holding the middle mouse wheel/button on their portaits.

    There's more options that are pretty much present in the companion wheel but changed the UI so you can order them in real game time without making a conversation with them.

    This mod is legit..

    edit: more info

    submitted by /u/Dotaspasm
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    Real Estate opportunity for fallout lovers

    Posted: 16 Nov 2019 02:47 AM PST

    There is currently on sale an actual, real-life property consisting of an underground bunker and missile silos in Tucson, Arizona for the paltry sum of 395,000$. People from this subreddit should feel right at home. The blurb of the real estate agent is the following:

    BOLD opportunity to own a decommissioned underground Titan II missile complex. This property was once one of the most top secret of government assets and is now ready to fulfill a new mission. That mission is for you to define amongst the limitless scenarios. Secure storage facility? Underground bunker? Remarkable residence - literally living down under? The property is situated on a 12 + acre parcel with boundless views. Private yet not too remote. Quick easy access to Tucson and just 20 minutes for supplies. 3-D interactive tour coming soon. Shown only to qualified buyers with proof of funds or private financing. (Do not trespass or attempt to visit site without permission). For the curious but not the serious, check out the Titan Missile Museum in Sahuarita.

    https://www.zillow.com/homedetails/24665-S-Highway-79-Catalina-AZ-85739/2082082831_zpid/?view=public

    submitted by /u/N0Br41nZ
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    It's unfortunate that you can't tell Jack Cabot that you have seen the Zetan Aliens?

    Posted: 15 Nov 2019 08:22 PM PST

    >Be me

    >Doing THIS meme on this site

    >Making a joke about Fallout 4 that goes like this,

    >Getting Drunk at...that bar in Gooneighbor

    >(Can't remember it's actual name...The Last Plank?)

    >Ghouly Motherfucker walks up to me

    >"You want a job?"

    >"What is this job?"

    >"I'm not telling, you do job or not?"

    >"I do job."

    >"See you later!"

    >Arrives at the job house, very shiny, Men of Iron guarding the outside, Codsworth approves.

    >I go inside, Ghouly Motherfucker, and science man who looks like Dr.Kliener from Half-Life 2 asks me to take a seat.

    >"Yo, do you believe in aliens?"

    >Be my character, wearing a Hubologist robe, carrying 5 Alien weapons, an Alien blaster from base game, an Alien Shock Baton from Creation Club, an Alien Disintegrator from Creation Club, an Alien Atomizer from Creation Club, and a better Alien Blaster from the Hubologists.

    >"Picks the NO option."

    >My character does not believe in Aliens.

    submitted by /u/RealJakeSpacePirate
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    Help this courier, I'm new to the commonwealth! (New fallout 4 survival player)

    Posted: 15 Nov 2019 07:21 AM PST

    I used to play fallout new vagas on a crappy laptop, and played its version of "survival" mode (Hardcore), and just about a month ago bought myself a ps4 and a copy of Fallout 4 (Game of the year addition) for my 19th birthday. I did a normal playthrough on normal difficulty setting and beat the main story but with basically none of the real dlc's yet. I just started a survival playthrough and am about level 5 right now and just ran my way to get diamond city out of the way. Other than that I did not do too much other than help the minute men get to sanctuary. Any tips for me to get started or anything in general? I am thinking about a melee build with the whole weight system in survival,but want to hear thoughts before I get too into it! Please help!

    submitted by /u/yianking
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    The music from Fallout 4

    Posted: 16 Nov 2019 01:02 AM PST

    Seriously though, am I the only one that thinks that the main theme and the whole soundtrack is really good? like the music developed exclusively for fallout (so like the ambient music and main theme)

    submitted by /u/cannonboi228790
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    Any one know why going near Greenetech Genetics causes frames to drop? (PS4)

    Posted: 15 Nov 2019 08:22 AM PST

    Heyo, I'm currently on the third playthrough of Fallout 4, just got to Hunter/Hunted and traveled to C.I.T Ruins, everything is fine up until I get half-way to Greenetech then my frames drop to 1 per 10 seconds. I tried to go around, near Cambridge Crater but the same thing happened. Walking from Bunker Hill, however, was fine, I dropped down to what I would say is 15 frames per second but i was able to make it into Greenetech, after that things went smoothly. Any one know why this happens or is it another one of Bethesda's "It just works" moments.

    submitted by /u/Evincia
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    Replay of Fallout 4

    Posted: 16 Nov 2019 02:21 AM PST

    I'm replaying fallout 4 and wondered what stuff there is to do around Sanctuary Hills? Don't want to go much further south than Oberland Station atm due to being low level/no good weapons.

    submitted by /u/PokemonFangirl1998
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    Is it worth buying a PS3 just to play New Vegas and Fallout 3?

    Posted: 15 Nov 2019 07:40 PM PST

    I have a PS4, but I feel like PS Now is just way too much money to spend to play only two games that I really want to play. I also don't have a great computer; it's really slow. Would my best bet to buy a PS3 (approx $50) and both of the games (approx $20) for a final price of $70-ish?

    submitted by /u/_geisterfahrer
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    Was danse always a (spoiler)

    Posted: 16 Nov 2019 01:06 AM PST

    Obviously, spoiler.

    Was danse always a synth? We know that danse comes from the capitol wastelands chapter of the BOS. Could it at all be possible that Danse originally joined as a human, then was swapped by the institute? Possibly on the journey to boston?

    submitted by /u/eyeflaps
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    What are the best starting builds for Fallout New Vegas? Each build with a different purpose.

    Posted: 16 Nov 2019 03:33 AM PST

    Nuka-World: Just curious, which territories did you assign to each gang?

    Posted: 15 Nov 2019 05:47 PM PST

    Really just interested what people went for, and particularly interested if anyone was so cruel as to deny The Pack the territory that was made for them; Safari Adventure. It's a match made in heaven and they'd be in their element there.

    Myself I've assigned Kiddie Kingdom to the Disciples.. I mean the place is kinda' fucked up especially with all the ferals so I thought it made sense for that reason. Just realised the painted ferals might appeal to The Pack though.

    I assigned the factory to the Operators, because it's a symbol of capitalism and they are quite literally cut-throat capitalists.

    Safari Adventure is The Pack obviously. Just.. absolutely makes sense.

    I'm about to go to Dry Rock Gulch and give that to The Pack as well, because they have a tribal thing goin' on, lil' bit of Native American stylistic influence perhaps.. and western as a genre has a link with Native Americans, although I've not read anything about there being anything like that there and I'm sure there isn't.. but it just seems like the right fit. ..maybe I'm biased because I like The Pack and I love westerns... well yeah, that's it. I admit it.

    The Galactic whatever.. could be anyone really. I'm going with The Operators because I don't want to show favouritism to one gang.. even though I've said I like The Pack best.. and I don't like the Disciples. ..maybe I should just give it to The Pack to really piss the other two off actually haha!

    Did any of you cut a gang out? (zero territories) Does this cause anything unique to happen? Like they go to war with you or something?

    submitted by /u/Electric_Logan
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    NPC Console command issues [FNV]

    Posted: 16 Nov 2019 03:25 AM PST

    I'm trying to mess around with (specifically) the Lonesome Drifter using console commands, but the game doesn't let me. It keeps saying "SCRIPTS: Script 'SysWindowComplileAndRun', line 1: Missing parameter count. Compiled script not saved!". Like idk what that means so any help would be appreciated

    submitted by /u/AnyPercentFuckOff
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    I love Fallout 3 & NV. I played console in the past and will download for PC soon. Which mods should I add?

    Posted: 16 Nov 2019 03:09 AM PST

    As the title says. I only ever played F3 and NV on console but I am excited to play with all these cool mods I've seen. Which ones should I add before starting a new PC run for each of these games? I want mods that will enhance each of these games...

    Thanks for any suggestions!

    submitted by /u/markyroo
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    Power armour and companions

    Posted: 16 Nov 2019 02:54 AM PST

    How do I get nick out of my power armour I need to go to the glowing sea

    submitted by /u/Zanreeks
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    **MOJAVE BLUES NEW EPISODE: Fallout New Vegas Mini Series Announcement** - "The Wolf's Head"

    Posted: 15 Nov 2019 04:47 PM PST

    New Episodes of the action-comedy every Friday- only on Youtube.

    While on the road back east, Six tires to get the Ranger to open up to her. Everything goes haywire when Vulpes and Caesar's Legion attacks. **SPECIAL APPEARANCES BY BOONE AND VERONICA**

    Episode 5: https://www.youtube.com/watch?v=nnCvcGYS9ds

    --Based on the characters and universe featured in Fallout: New Vegas, all rights reserved to Obsidian Entertainment & Bethesda Softworks. Fan film featuring all original homemade props and cosplay/ costumes. Please note that this is not created for commercial purposes. "Fallout" is © 2013 Bethesda Softworks LLC, a ZeniMax Media company.--

    PREVIOUS EPISODE: https://www.youtube.com/watch?v=JKVr7-wd6cI&t=

    Official Series Trailer: https://www.youtube.com/watch?v=LZ72QTOj1x8

    ** A FALLOUT: NEW VEGAS SERIES BASED ON THE GAME BY OBSIDIAN ENTERTAINMENT AND BETHESDA STUDIOS**

    submitted by /u/MickeyNats
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    The Kebekwa Peoples: les descendants canadiens

    Posted: 15 Nov 2019 12:17 PM PST

    The Kebekwa (Keh-beck-wah) are a large cultural group, one of the largest in Post-War North America, that trace their ancestry back to the Pre-War nation of Canada, specifically to the francophone Quebecois. Occupying much of northern New England, northern New York, the Saint Lawrence Valley and much of the Great Lakes Basin , the Kebekwa, divided as they are, are a powerful influence on regional geopolitical powers and economies east of the Mississippi River, largely due to their dominance on (or in) the fur and slave trades.

    • History:
      • The history of the Kebekwa are one of turmoil and terror, even more so than other Pre-War-descendant peoples. While all Canadians were affected by the American Occupation and eventually annexation, the Quebecois arguably had it the worst. A language apart from both other Canadians and the occupying Americans, the Quebecois were isolated from both from the start, and their infamous isolationism and even outright separatism at times did not help matters. There were numerous anti-American protests (and, eventually, riots) in Montreal and Quebec City, and the Americans responded harshly, declaring martial law and sending in US Army troops to "keep order". Several of the more infamous examples of American military brutality, such as televised execution of civilians, stem from these riots. And the Great War, as one might expect, did not make life better. While the Americans were "gone" (at least as an occupying force), the Quebecois had to now deal with the nuclear war and resulting collapse of society and loss of infrastructure, food, water, medicine, and damn near everything that made modern civilized life possible. Hundreds of thousands of Quebecers died in the nuclear blasts, and equal numbers died fleeing the cities, dying in the Laurentians, Adirondacks, the Green and White Mountains and Mahoosucs of starvation, dehydration, disease or exposure. And those that survived those perils often did not survive the Black Rains, or the nuclear winter that set in in the years after the Great War. The Quebecois were left shattered and scattered, losing much of their Pre-War knowledge and tech and over the decades changing from Post-War survivors into perhaps prototypical "tribals"; clannish, suspicious of outsiders, highly dependent on the land and largely isolated from the outside world.
    • Geography:
      • Broadly speaking, the Kebekwa are largely restricted to the more isolated parts of the Northeast; what was once the northern parts of the states of Maine, New Hampshire, Vermont, New York, as well as the former Provinces of Ontario and Quebec. Even in these regions, the Kebekwa tend to be forced into the more isolated and less desirable regions, especially as the larger, more organized nation-states of the Commonwealth of New England, the Empire of New York, and the Ronto Hegemony claim the more desirable lands for themselves. Often, the Kebekwa find themselves left with the coldest, stoniest, and harshest lands, a fact which does not endear the other powers to the Kebekwa. The Kebekwa are often stereotyped as "mountain people", which isn't really very far from the truth: most settlements are located in the more mountainous regions of the Northeast, such as the Catskills, the Adirondacks, the Green and White Mountains, the Mahoosucs, or the Berkshires. Before the founding, development and rapid expansion of the CNE and ENY, Kebekwa bands could be found deep in the hearts of those nations.
    • Technology:
      • The Kebekwa have largely lost, through a lack of replacement parts or the knowledge of how to maintain things, the majority of the technology they brought with them in their flight from the Canadian cities. Most Kebekwa settlements are on a roughly Iron Age-level; there are no radios to provide music, no generators to provide electricity, no pumps to move water, at least none that the Kebekwa make themselves. Many Kebekwa do not even have firearms, instead relying on bows, spears and swords they make themselves on blacksmith forges. Guns, ammunition, and synthesized medicine all come from the "Yanqi", or non-Kebekwa peoples. Largely, Kebekwa settlements are entirely self-sufficient, growing their own food, making their own clothing (of furs, leather or cloth they weave themselves), manufacturing their own tools. They largely have to be; the "Kebekwa lands", being in the more remote parts of the country, receive traders very rarely, if at all, and to rely on outside sources is to die when the outside sources cannot (or will not) deliver.
        • In spite of this "technological decline", or perhaps because of it, the Kebekwa are known to be arguably the "best" craftspeople east of the Mississippi, at least regarding handmade crafts. Kebekwa metalwork is usually top-notch, especially for the poor sources of metal they usually work with, and a Kebekwa-made axe or knife is well-worth the money. Kebekwa weaving is another famous craft of theirs, and the blankets woven of wool and dyed in brown, red, white and black are valuable trade-goods all across the Northeast.
    • Society:
      • One important fact about the Kebekwa that cannot be understated is this; the Kebekwa are not united, in spite of the single name for the entire culture. Kebekwa society is divided up into many different "nations", tribes, clans and bands. Often, the Kebekwa band living in one mountain-valley will hate the band living in the valley next to theirs, and both bands will, it turn, loathe the band living in a third. This is what makes diplomacy with the Kebekwa so difficult for the organized states of the rest of the Northeast; often a different Kebekwa group will have no idea whatsoever about any peace-treaties or trade-pacts you made with another band, and will not care.
      • Most Kebekwa peoples make use of a "tribal" government, although to call it a "government" is to try and force things into holes they don't really fit into; most Kebekwa are "ruled over" by societal influence and the words of their elders than by any chieftain, at least in day-to-day life. In many ways, the "chieftain" of a band, tribe or nation actually doesn't have much power outside of their proscribed role, and it is the elders of the group that holds sway. In the larger, more organized Kebekwa groups living in the Saint Lawrence, Connecticut and Hudson River Valleys, one can find more "established" forms of government, with permanent representatives, leaders and more.
      • Broadly speaking, most Kebekwa settlements rarely number more than 50 to 100 people, and in the smaller settlements typical outside of the Saint Lawrence, Connecticut and Hudson River valleys, everyone in a settlement is normally part of an extended family. In those areas mentioned above, the settlements can be larger, although not normally more than a few hundred at most.
    • Settlements:
      • As above, most Kebekwa settlements are rather small, normally not more than a few houses, workshops and storage buildings, normally built along the course of a river, stream or lake and surrounded by farm-fields. Buildings are normally built of logs in a "log cabin" style, or made of boards pegged to wooden frames, with floors made of more boards (or just bare earth) and ceilings of boards, shingles or even birch-bark and spruce-twigs . It is rare for a settlement to be in one location permanently, as the poor soils (even for the Post-War Northeast) do not regenerate fast enough to allow for long-term farming. Like most farmers in the Northeast, the Kebekwa practice slash-and-burn agriculture, with plots taking about 30 years to go from "freshly-cut farmland" to "willow and birch scrub". Normally, a crop such as Tatos are planted for the first few years, to break up the soil, followed then by Silt Beans, Peas or Corn. After this, the soil is usually too exhausted to grow food, so fiber-crops such as hemp or nettles are sown for a few years, before the ground is completely depleted and is turned over to grass for pasture, where the Kebekwa will rear Brahmin and Twisthorners.
    • Military:
      • Unlike the larger organized states of the coastal Northeast, the Kebekwa, like perhaps most "tribal" groups across the Post-War US, do not have a professional military. Instead, tribal warbands are raised as-needed from the body of tribespeople, usually the younger unmarried men. It is even common for these warbands to get into trouble on their own, without any "official" declarations of war on the parts of their settlements, due to the desire of the younger men to "make a name for themselves" and prove their worth and bravery. As a result, the Kebekwa are notorious as raiders and marauders, often breaking their word (for ceasefires and peace) while doing so, and the main reason the CNE and ENY "do not like" the Kebekwa are because of the Kebekwa's seeming inability to control their youth. Many a band of raiding Kebekwa has been followed back to their home-settlement, a settlement that has ostensibly agreed to peace with the other powers of the region, and for the elders and chieftains of the settlement to have no idea whatsoever of a raid or attack. Or, worse still, the elders and chieftains of the settlement may brush off the "angry Yanqis", downplaying the raid as "boys being boys and burning off energy", which usually infuriates the farmers who don't view the whole "rustling livestock, scaring families and stealing crops"-thing as as funny or harmless as the Kebekwa (who, as long as nobody is seriously hurt, tend to take these raids in stride, just another part of life). When the settlers respond in kind, or simply kill the Kebekwa trying to loot their farms, the Kebekwa often retaliate viciously.
        • As for weapons, the Kebekwa often use weapons of their own making, such as spears, bows and swords. Trade-muskets are relatively-rare, "actual" firearms like bolt-action rifles or shotguns even more so. Most Kebekwa warbands do not have the logistical capacity to remain in the field for very long, a weakness which the coastal nations tend to use and abuse as required to cow the Kebekwa in a region. In order to secure the Merrimack River Valley during the settlement of New Hampshire in the 2320s, the 2nd Regular Regiment of the Commonwealth Minutemen "simply" occupied several key geographic points in the region, where the Kebekwa were unable to stay in the field long enough to force them out (and eventually capitulated).
    • Trade and Economy:
      • While the Kebekwa do trade the "typical things" with the outside world, namely food, guns and ammunition, lumber and more, they are known for three things first and foremost; the fur trade, the maple trade, and the slave trade.
        • "Furs", as in the fur, hair or wool of an animal left on the treated hide of a slain animal, are important aspects of winter clothing for many Post-War survivors, and are also valuable for fashion as well: Many a New York noble would deem it unthinkable to not have several hats made of beaver fur. As such, the fur trade is alive and thriving in the Northeast and Great Lakes region of Post-War America, and the Kebekwa usually find themselves at the heart. Broadly speaking, the "better" (fuller, warmer, and finer) furs come from animals taken in the winter from northerly locales, and the Kebekwa themselves usually live in these regions, giving them immediate access to the furbearers and their pelts. Most furs that circulate down into the Empire of New York and the Commonwealth of New England are sourced by the Kebekwa living in points north. It is common for traders to travel directly to the Kebekwa, trading guns, ammo, medicine and more for the pelts of beaver, moose, wolf and more.
        • Maple Syrup and Maple sugar are sweeteners made from processed maple sap, and in the Post-War US is one of the only forms of actual sugar other than processed cane-sugar from the Caribbean and points south . This gives both forms immense value, and many a Kebekwa band relies on annual sugaring for money-making. The process to make Maple syrup/sugar is relatively simple: collect a large amount of maple sap through the tapping of mature, healthy trees in the spring thaw, and boil the water out of the sap over wood fires. This small description does not do justice to the sheer amount of labor it takes to collect and process maple sap into maple syrup and sugar, and it is said that 50 or more "volumes" of maple sap is required to obtain a single "volume" of syrup or sugar, with corresponding immense amounts of wood for the woodfire.
        • The slave trade is the last "occupation" the Kebekwa are famous (or infamous) for, and the Kebekwa are usually involved on both sides of the lash. The near-constant raids the Kebekwa undertake usually generate an equivalent amount of captives, and while it was common in the past to hold these captives for ransom, the Kebekwa soon learned that there was a large amount of money to be made in the slave-trade. The Kebekwa do not exempt their own people from their raids, and most Kebekwa sold into slavery are sold by other Kebekwa. In addition, due to the Kebekwa's political and cultural disunity, they made very easy targets for slavers looking for an easy capture, and they were, and quite possibly still are, the cultural group most-enslaved east of the Mississippi River. The actions of the Commonwealth of New England; namely, using its Navy to collapse the coastal slave-trade, has only forced the slave-trade inland, driving up the value of slaves and turning Ronto and the Pitt into slave-markets.
    • Language: as one might expect, being the descendants of Francophone Canadians, the Kebekwa do not speak English as a large portion of the Northeast does. "Kebekwa", as their French is referred to, is a descendant of Francais Quebecois, slowly shifted over the centuries until it has become mutually-intelligible with its parent language, much less Metropole French. Very, very few Kebekwa speak English, and even those that have learned English tend to mix Kebekwa and English into a patois of broken English interspersed with French. Even those that learn to speak English fluently tend to retain thick accents.

    Authors Note: this is a part of the series of write-ups I did for my fan-verse of Fallout, set about a century after Fallout 4. In this case, I thought the Northeast lacked a "tribal group" like the West had, and so I went ahead and made one.

    submitted by /u/Bawstahn123
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    [NV] TIL the vending machines on the strip actually give you magazines.

    Posted: 15 Nov 2019 11:46 AM PST

    Anyone know if it's a one and done or do they respawning over time?

    submitted by /u/TheTardisTravelr
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    Been playing Nuka-World for first time ever, and seem to be in a unique situation regarding gang leaders... [SPOILERS]

    Posted: 15 Nov 2019 04:17 PM PST

    Yeah, got the open season quest started. Well I'm gonna' leave it 'til the end, but my unique situation is that I only want to wipe out two of the gangs.

    I hate the whatever the flip lead by Nisha. They're deranged psychopaths and absolutely disgustingly brutal.

    I hate the whatever the flip lead by siblings because they're driven by money and greed, they're arrogant, condescending, pompous and have superiority complex.

    I like Mason. He's pretty cool. The magician moustache does not fit the look though. He was kinda' chill and not a dick really when my vault dweller Katy met him, he gave us a colourful painted gun. Also I dig their style so much, the whole tribal thing is awesome, the paints are too much particularly considering the colours. War paints in the correct colours would be better, and painted guns in the correct war paint colours. Anyway I digress.. the whole pack thing is pretty cool, they seem like I can work with them a bit more, and thus far I've not seen them having done anything deplorable to regular civilians.

    I wish I could just kill the others and let Mason stick around.

    submitted by /u/Electric_Logan
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    Good power armor combos?

    Posted: 15 Nov 2019 05:24 PM PST

    I'm playing fallout 4 and I'm in the nukaworld dlc at lvl 44 and have full set of t-60, T-51(nukacola paintjob), the overboss, and full set of X-01mk. 3.any suggestions for good combinations of power armor? Not for power but for design, something to really spice up my power armor, I'd also love to hear about paint combos too. I've got all 3 piwer armor paint magazines so i have the paint. Also about to get the quantum x-01 now. Lemme know thanks :D

    submitted by /u/ReikoRoseH
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    [Fallout 4] Where can I find a handmade rifle?

    Posted: 15 Nov 2019 04:59 PM PST

    I recently got Nuka-World and I was excited for new missions, more Power Armor and the handmade rifle (AK pattern rifles). As the title asks, where can I find one? I don't want to spend 9000 caps on a legendary variant but I am willing to wait a bit until I can get one.

    submitted by /u/Xanderthepeasant
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    My game is stuck playing the battle music is there any way to fix it please help

    Posted: 15 Nov 2019 06:26 PM PST

    Returning to Fo1 after 20 years: advice on mods please.

    Posted: 15 Nov 2019 07:40 AM PST

    After an absence of nearly 20 years, I have decided to play through Fallout 1 again, after buying it on Steam.

    From what I recall, there were a fair few bits that were broken, missing or incomplete. I was wondering if anyone could recommend any mods or fixes that would improve the game or fix it a little.

    Note: I'm not looking for stuff that adds weapons, quests, content or anything big, just polishing really. It's cool if there isn't anything, I just thought I'd ask as I've been away from it for so long.

    submitted by /u/Jim4810
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    Help with fallout 2

    Posted: 15 Nov 2019 11:44 PM PST

    Hey guys,

    I was playing fallout 2 and wanted to complete the quest for the NCR rangers at NCR where you have to have to free the slaves just outside the NCR. I snuck into the slave compound, locked the door behind me, and then killed the guard right outside the pens. Because I had locked the door, none of the other slavers ran into help him. I then unlocked the door and ran out under gunfire to the gates of the NCR. I had taken buffout and psycho to help me survive, and I had 4 intelligence. The guards told me to put my weapons away, and I put my gun away. I tried to tell my companions ( lenny, myron and cassidy ) to put their weapons away, but with my reduced intelligence I could only grunt at them. As a result, I ran past the guards into the NCR rangers base. I waited a few hours for the buffout and psycho to wear off so my intelligence would increase to non-grunting levels. I was given my NCR rangers badge and 3000xp, and I confidently strolled out of the Ranger's base, and was gunned down by a cop in the street.

    I am not sure what law I broke to deserve capital punishment, can someone tell me what law I broke so I can not break it.

    Note: I have not been caught stealing from anyone. I killed 2 people in the NCR walls, one of them was the guy who tries to fight you in the bar, I went outside and the cops didn't care. The other one is the guy who tries to become a suicide bomber. I killed him and the cops didn't care, and some NPCs even rewarded me. I put away my and my companions guns before exiting.

    Can someone please help me?

    submitted by /u/AthenOwl
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