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    Monday, July 13, 2020

    Fallout | Long overdue PSA: You can rob Doc Mitchell's house at the start of NV and sell everything back to him without consequences for early caps

    Fallout | Long overdue PSA: You can rob Doc Mitchell's house at the start of NV and sell everything back to him without consequences for early caps


    Long overdue PSA: You can rob Doc Mitchell's house at the start of NV and sell everything back to him without consequences for early caps

    Posted: 12 Jul 2020 09:15 AM PDT

    You can also kill him for some free stimpacks and ammo after buying from him.

    submitted by /u/Aurora_Vorealis
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    Fallout 4's Far Harbour DLC

    Posted: 13 Jul 2020 02:07 AM PDT

    So I've just completed it for the first time recently. I looked up other discussions on this but they're all from like 4 years ago :/

    I'm interested in hearing how anyone else completed it, way of the mediator or the murderer. Getting through Dimas f*cking memories had me up all night so I kinda rushed it from there, not paying much attention to the CoA. Even though I'm pretty sure I wanted to send them to the Divide more than they actually wanted to go, I decided against it. I just couldn't let those unfinished quests go.

    As for Dima, I think he's actually pretty sound. Yeeeeah, he killed who d'ya call her and replaced her with a synth but so what. Wasn't he first to inhabit the Island after The Great War, apart from the wildlife? And when everyone else started to show up, they just caused the guy more problems.

    Personally I think siding with Dima with high charisma is the best, most moral option. But then again, I've only did it the once so I don't know. I was able to convince Tektus to leave without actually killing him. Far harbour live in peaceful ignorant bliss (p ignorant to begin with) and the synths finally get the peace they came to FH for.

    I can't fault Dima for whacking Avery or wanting me to kill Tektus as well. Unlike Nick, he never had a personality, he had to start from scratch. So of course resorting to assassination was the most logical path.

    Also, I convinced the missing girl, Kasumi is it? To return home. Anyone tell her to stay on the Island?

    Discuss?

    submitted by /u/Shane99-
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    Mr. House is a good example of historicity and limiting player choice

    Posted: 12 Jul 2020 10:39 PM PDT

    [CONTAINS SPOILERS FOR FO4/FNV/FO3]

    (Disclaimer: I only have integrated graphics, so I have a limited perspective not having played the newer games lol)

    I looked back at Mr. House while watching Oxhorn's video on Paladin Danse, and I shared the sentiment that it was weird how you could talk down Maxson into not killing Danse by passing a check— essentially abandoning his life's worth of fanaticism and ideologies (you even see him as a child in FO3). He shouldn't have changed his mind literally right on the spot, especially given that if you let him kill Danse he uses A KNIFE to slit his throat, and divides his possessions as spoils for the victor. That heavily suggests that he is hell-bent and extremely loyal to his cause.

    It took me back to FO3, when you could pass a check and literally talk Eden (a super super SUPER computer) into self destructing; which I think is a neat comparison, because Maxson's brotherhood philosophy might as well be hardwired into his psyche.

    Which brings me to Mr. House. I had to turn off the game for a bit after I killed him, because I really didn't want to. He's a marvel of a genius, and his unparalleled brilliance could very well spearhead the ascension of mankind— except, he valued ascension more than mankind, and was willing to quickly get rid of roadblocks even if they had names and faces. This gave the player dire consequences for either choice they made, because Mr. House is extremely stubborn.

    Some people didn't like that you couldn't convince him out of eradicating the Brotherhood of Steel, but I feel it was unfortunately perfectly appropriate for him to want to; they were in direct opposition to his plans, and uprooting them and ensuring they shrivel up was the ideal path to take.

    I liked that you couldn't talk him out of it, because it made me feel as if the FNV world had existed prior to my playing it; years and years have passed for this autocrat to solidify his personal ideology, and no amount of charisma or speech should be able to change that. He's made tons of big decisions for his cause without you or anybody else, and you entering the picture shouldn't all of a sudden change his mind.

    I really had to pause for a bit when I saw his old weak body, and was still so frustrated how he held onto his ideals to the very end. But it was a good frustration, because it made sense; and it gave weight to my decision, because though I didn't want him dealt with, I knew he ultimately had to be. Which doubly adds more weight, because I also knew that that was exactly what he thought of the Brotherhood.

    I personally think more of this should come up in future titles; I think it really helps with immersion and also remains unintrusive. It doesn't pull a Telltale and linearly pushes you to one outcome, but it gives significance to a character's history and ultimately helps make the game world more compact.

    How about you, do you think it takes away from an RPG standpoint when you're placed in situations where your skill ratings don't come into play? Do you also want more of that in future titles? Am I coming off as just another FNV fan boy? lmao

    I'd love to hear your thoughts!

    submitted by /u/12a763ba5
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    MY experience playing fallout 4

    Posted: 13 Jul 2020 01:19 AM PDT

    I finally completed my collection!

    Posted: 12 Jul 2020 05:24 PM PDT

    Finally, my collection of every Fallout Pop is complete (I think)! https://imgur.com/gallery/8GZT6ec

    submitted by /u/robdeadly
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    I feel like absolute shit for what just happened

    Posted: 12 Jul 2020 08:39 PM PDT

    So I'm playing fallout 76 right? So at my camp I've got a punch bowl with vintage nukashine (a drink that makes you hallucinate then teleports you to a high level area) in it. So this beginner level 3 dude comes in and I'm friendly to him then he takes the nuke shine from the punch bowl and drinks it. Next thing I know he's gone and now I feel like shit for doing that to a beginner

    submitted by /u/kazookunt
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    Can we all agree that the Intro of Fallout: Tactics is fucking dank

    Posted: 12 Jul 2020 01:26 PM PDT

    should the next fallout game be on the west coast?

    Posted: 12 Jul 2020 11:35 PM PDT

    prepare for a long post. you have been warned.

    i think there is a big question about where the series would go with a 5th game. it seems like a little pattern is developing. one east coast game, one west coast game. we just had our east coast game, so it would make sense if this next game will be making use of all the factions on the east coast like the ncr, the west cost brotherhood, etc, the followers of the apocalypse, the shi, etc. the lore around the outcomes of literally all of these factions is unclear.

    some people say that "the series has already been there" are rebuttal against the idea of a west coast game, but wouldn't it be irresponsible to begin fleshing out a new line of lore when so many wonderful content filled questions need answering?

    if the 5th fallout game will take place on the west coast, it should be in one of the major cities where all factions have a hand at what's going on, such as san francisco. san francisco is a great location because it provides the perfect environment of a tense struggle for power.

    the city is historically made up of the Shi, which are the descendants of the survivors of a chinese submarine. they are well known for their impressive research and development abilities. they would serve as a great "old power" which is being threatened by new powers. how would the shis internal factions respond? one faction might take a defensive and nationalist stand in defense of their city against the various immigrants in the city. this faction could be contrasted by a more tolerant and reform oriented faction of the Shi which would find a new way to relate to the rest of the world. whichever faction comes out on top, you decide.

    the brotherhood of steel has a presence in the city. their presence in san francisco would definitely include in interest in the shi's development technologies. this would also serve a great opportunity to direct learn how the west coast brotherhood manages its relationship with the east coast brotherhood. is there a faction of the brotherhood that is against maxon and his philosophy, and potentially could even have sympathies with other factions? this is a great set up for brotherhood quest line which plays out the struggle between a hard line, "big stick" attitude that maxon and his followers would inspire which would obligate the brotherhood to invade and take over the city, against a more diplomatic, anti maxon faction. this other anti maxon faction would be reexamining what they are all about. they would instead craft a set of alliances with other factions (such as the followers of the apocalypse) according to what sympathies they develop through the story.

    the followers of the apocalypse are here too. they exist all over the world and they are an anarchist faction which is staunchly pacifist and focuses on education and medical care. lots of questions would arise about the followers orientation to the political situation of san francisco and the broader west coast over mostly ncr rule. what if, a more "violent" anarchist faction developed out of a set of followers dissenters? this anarchist faction could be growing across the NCR as a response to the massive, bloated, bureaucratic corruption and exploitation that exists throughout the NCR? could the followers reconcile? would they completely break and work towards different goals?

    the protagonist could also do lots of work with this revolutionary faction. outside of the city, massive feudal agricultural barons are swallowing up small farmers, and employing plantations with terrible working conditions. maybe the revolutionaries would work with those workers to take over the place they are more or less enslaved at? you could also work with the small farmers against the barons expansion, which could represent a more "reconcile with the followers" storyline. it's up for debate if this faction should be powerful enough to take over SF.

    and there's the NCR, a massive republic. they control most of the west coast. they act like a sort of "world hegemon" with massive internal political issues and corruption, struggling with its militarism, just like the US. they would have interests in San Francisco, like their research and development capabilities. maybe this is where the NCRs broader cultural struggle plays out, as the militaristic faction of the NCR needs to secure San Francisco in order to prop up the NCRs unending military campaigns against the various tribes in the east. if the ncr is unable to secure San Francisco and navigate its way out of the crisis, then it would give the more revolutionary and anarchist factions like the followers of the apocalypse and their violent dissenters the upper hand across the NCR population.

    the NCR would also need to navigate an increasingly tense political situation or conflict with the brotherhood of steel. the western brotherhood does maintain a large presence on the west coast, and as we learned jn fallout 4, is directly connected with maxons forces in the east. how do these factions relate to eachother? do they maintain peace? do they antagonize towards war? the outcome or san fransisco would almost directly determine that.

    what about the underworld that inevitably exists in a massive city? in the west coast, a variety of companies exist doing a variety of things. many being gun runners, supply chains, and more. how do the revolutionaries intersect with the massive amazon like, crimson caravan company? how do the van graffs try to beat the gun runners? considering san francisco is a major development and production hub, there would be a lucrative series of different markets that these internal, company and gang like factions would each try to establish supremacy over. maybe the mafia families of new reno get involved. and how do these outcomes affect the trajectory of san francisco as a whole?

    at the end of the game, there could be such a range of different outcomes depending on how each faction developed that would tend towards different poles. did you encourage the militaristic and violent tendencies of each of the factions and provoke a full out war in SF? do the shi maintain control over the city and find a new way to relate to the other factions? overall, this would make for a wonderful story.

    TL/DR: san francisco would be a wonderful place for a west coast fallout game and would serve as the climactic battleground of all the different west coast factions.

    what do you think? does this convince you that a west coast game should be the next installment? i would love to see how bethesda would evolve this series, considering all of the work and different type of game elements they are experimenting with over their broad variety of games in development.

    submitted by /u/detournemen
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    The Assault Rifle in Fallout 4

    Posted: 12 Jul 2020 02:18 PM PDT

    Does anyone else hate the way that gun looks? Like, it looks like an actual tube. I wish they just had it be an lmg or something. It just looks super bulky and weird.

    submitted by /u/Freeky_Deeky13
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    [FONV] Why is the Brotherhood of Steel so "hated"?

    Posted: 13 Jul 2020 02:54 AM PDT

    Hi, I'm new to Fallout (I watched a Fallout 4 gameplay back in 2015 but I've never played any Fallout before) and I'm curious on why most NPCs I've spoken to in the game say bad things about the Brotherhood of Steel, I just completed the first mission of dealing with the NCR ranger, I told him to just go away because of the Powder Gangers and he leaved without any harm being dealt since in this playthrough I want to help the NCR as much as I can, and since I don't know a lot about the Brotherhood of Steel except some good things and that some NPC hate them, I really see no reason on why I shouldn't ally with them, is there some "dark" or "bad" behaviour in them besides hating weapons or something like that if they're not in their hands? (I didn't understood this so if someone could explain it to me I'll appreciate it too).

    submitted by /u/CPBadge1-2-4-7
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    How Weapon damage works?

    Posted: 12 Jul 2020 11:03 PM PDT

    I don't understand how damage works. The atomic pulverizer has 36, and the destabilizer has 126, and still, I can kill a deathclaw with 5 shots of the pulverizer, but need like 7 from the destabilizer

    submitted by /u/sunshim9
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    Will we ever see the NCR set in or after 2287?

    Posted: 12 Jul 2020 08:32 PM PDT

    I know the Fallout franchise is about the wasteland, but the NCR is so fascinating. Seeing a society built up to the point where they can start clearing the rubble and rebuilding infrastructure would be really cool. Even if the game was relatively short but showcased the NCR's core provinces that would be awesome. I'm a history and geopolitics nerd, what can I say?

    submitted by /u/NewCenturyNarratives
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    Fallout 4 or Fallout 76? New player to the series and wondering which is a better fit for someone who likes good character customization and online gameplay. I'm on PS4 if that helps at all. Thanks in advance guys.

    Posted: 12 Jul 2020 05:44 PM PDT

    What the hell is wrong with FO3: Mothership Zeta's difficulty level?

    Posted: 13 Jul 2020 01:04 AM PDT

    I played all of the Fallout 3 DLCs in the last few days. I was at level 20-25 when I first played Point Outlook, then The Pitt, then Mothership Zeta and finally Operation Anchorage. Small guns are at level 100, which is why I hardly had a problem rushing through the swamp, the slave traders or the Chinese army. Mothership Zeta was very different. I was not able to really injure aliens at all. Even at my high level, with a perfect small guns level of 100 AND with power armor, even a shot from the combat gun didn't impress an alien while they killed me with 5-6 shots. When my ammo was gone, I had to fight with the weapons of the aliens, and they were even weaker. In the end, I had to use console commands to finish the DLC. Has anyone had the same experience? Most people on the internet tell me they had no problem with it.

    submitted by /u/Dirdir_dop
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    Fallout: New California Review & Analysis (with spoilers, of course) WARNING: LONG

    Posted: 12 Jul 2020 05:41 PM PDT

    I don't particularly post a lot on Reddit, but after playing this mod, I feel that I had to come to the subreddit just to say what I think. Because this mod was recently updated (April 2020, I think?) I decided to play and eventually decided to write up a review (which is a first for me, so bear with me if it doesn't seem professional, because it's not). I've played through this mod a total of three times, only completing two of them as I restarted my first playthrough just before completing it after experiencing most of it. I'll break this review up into however many sections as most reviews do. This might be long, so thank you in advance if you read it all.

    I'll start with the obvious.

    - Story -

    I'm gonna lump the choices you can make, their subsequent consequences, and dialogue selections in this section as well. This will most likely be the longest section, as I am a story-focused person and if the story is bad for me, then my experience will be incredibly hindered.

    As most people who have played the mod will probably agree, the prologue is perfect. In fact, my only gripe with the prologue is that it wasn't just a little longer, but we'll get to pacing in a minute. Just to preface: the prologue is the only thing I like about the story. But more on that soon.

    The prologue starts off with a very well done opening cutscene before throwing you into Vault 18's last Vault Ball match of the season. In this game, you have a very well scripted sequence of your player character catching the ball before being handed a seemingly simple choice: tackle or dodge. Depending on what choice you make, it can completely change how you experience the prologue. You'll either be a nerd who everyone pities or looks down upon because you got your leg broken for trying to dodge and lost the game, or the star athlete that everyone praises for winning the game.

    For all of my playthroughs, I personally went with dodging, placing me in the Path of the Scientist, because that's usually how I play, New Vegas specifically. As such, in the vigor tester, I put high intelligence, luck, and charisma, while keeping my agility at average and bringing my strength and endurance down. A true nerd. I'll touch more on these S.P.E.C.I.A.L. stats and skill checks later.

    On the Path of the Scientist, you meet Dr. Kevin Rossman who is immediately shown to be a mentor to you, which I adored. Not to mention his voice acting is so top notch, I wondered if they hired someone professional. He asks you to fix a computer, which in turn reveals that the Enclave are planning something involving Vault 18, and this mentor of yours is somewhat involved, but naturally it is left vague.

    You also meet Kira Mann, Ben Kurtz, Jamie Campbell, Johnny Matheson, Coach Bragg, Jenn Hail, Eric Campbell, and a few others I can't remember. They all respond to you in accordance to how you did in the Vault Ball game. Because Kira is also a nerd, she responds warmly to you and as a friend, while Johnny Matheson and Coach Bragg completely deflect and belittle you. You can't even talk to them, and you never meet Coach Bragg's sister, Chevy, but more on that soon. You can then do some side quests (if I recall, you have more side quests on the Jock side compared to the Nerd side) and then you go to bed.

    Then boom! The Enclave are attacking your vault! Your family that were bunking with you in your room are all dead and you are the only survivor. Now, as the protagonist should, you have to save the vault. After you have done so (by killing Coach Bragg twice, by the way) it turns out the overseer is going to blow up the entire vault because he's gone insane.

    At this point, you can go back and collect all the allies you have accumulated so far throughout the prologue. Because I was on the path of the nerd, I couldn't get Johnny Matheson, but I could get two robots, Ben, Eric, Jamie, and Jenn, and eventually Kira once I escaped the vault fully. Jenn, specifically, only talks to you after you save the vault because you're a nerd and she looks down on you, but after saving it, she looks up to you. Once you are about to escape, you encounter Kevin Rossman, and he dies. As a nerd, his death was particularly hard for my character since he was his mentor, but I assume as a jock, there isn't as much of an emotional attachment.

    Then you escape the vault, fighting through Enclave, and eventually Raiders once you're outside the vault, and you run to safety as the entire vault blows up. You head over to a nearby house for shelter by the name of Pinehaven, and on the way there, you meet Kira, and then you have your full squad.

    This is where the prologue shines for me, personally. I absolutely love companion interaction, and what happens next was awesome.

    On my first playthrough, I didn't save anyone except Kira and Ben, so nothing happened. But on my second and third, I rescued everyone I could and had eight people, including me, in my squad. There is animosity between Kira and Jenn, and they instantly start to go at it before Ben ends it. Then I talk to Kira and convince her to join and to play nice with Jenn. Then we head up to Pinehaven and everyone begins to quarrel, as they should. Everything felt real, like we were actually a bunch of teenagers shaken by the fact that our home just blew up, everyone we knew died, and we were the only survivors. Ben tells you that because you are the new de facto leader of the group, it's your job to keep everyone in line. So then you have a choice, let the argument play out, or shoot the ceiling and give a rousing speech. If you let the argument play out, Kira shoots Jenn, and everyone kills Kira, and you're effectively two companions shorter than when you walked in. But if you give a speech, with a speech skill of maximum 45, then everyone will look up to you and you keep all of your companions. It just felt incredibly realistic, and I loved it. Then, afterward, Ben applauds you for saving everyone and tells you to talk to everyone, look around, and scavenge before heading to bed. My favorite line of his was "I'll keep first watch." This might be a very simple line, but it really ingrained in your brain the fact that this is SURVIVAL. It felt truly like an experience where they were doing whatever they had to do to survive, and that you guys are truly just a group of dysfunctional teenagers doing whatever you can to see a better tomorrow.

    I was really hoping that the mod would keep going with this... but it doesn't.

    As you can see, I love the prologue, and I basically just recapped it because it was just that good that I had to detail everything I experienced. Because it was just. That. Good. But the second you sleep in Pinehaven and the prologue ends... thats when the story turns to the shitter.

    I'm not gonna explain the rest of the story because I'd be here forever, but I'm going to try and hit the major beats of what went completely wrong.

    The pacing is god awful after. And it feels like some of the choices don't even matter (unless my game was bugged and these lines came across on accident, but I'm going to assume that this was intentional). After sleeping in Pinehaven, you are instantly awoken by Ben because there's Raiders outside calling for you. You don't even have time to process what happened to your vault because now you have to deal with something completely new. So now you can either talk to the raiders or go guns blazing. Talking to them results in your capture, while shooting them gives you the opportunity to escape. Either way, you escape the raiders and then once again, you are plunged once again into a fight between the NCR and the Raiders at the I-15. You help them, and then you are once again attacked by raiders at Union City. It doesn't stop. One moment you're in the safety of Pinehaven, and the next you're apart of the NCR (or the raiders, if you chose that route) fighting this war between the two. And because there's no dialogue option to be reluctant or neutral or whatever, you are stuck with what Fallout 3 did wrong: you are either "My life for the NCR/Raiders!" or "I hate all of you and I want nothing to do with this." There is no in between, which really dampens any role-playing you were planning on doing. Then there's a "betrayal" that happens halfway through by the NCR? But when you make it back to base, your character has literally no option to confront them about this betrayal. You just go on as usual. Even if you kill the NCR soldier, Less Jameson, that betrayed you (which is an option, by the way) the mod just continues as if you didn't just shoot this guy and kill his squad.

    Then there is the companions. Remember how I said I absolutely adore companion interaction and dialogue? Well, it's like this mod was made specifically to blue-ball me. After the prologue, there is NO companion dialogue WHATSOEVER for ANYONE. Every time there is, it's very small tid bits of information, and it only ever comes from Kira and Ben, but mainly Ben. There is no dialogue between the companions, there is no reaction to the events around you (literally Jamie and Eric do not say anything after the prologue. There is zero dialogue for them.). They just become walking turrets shooting your enemies for you.

    So I'm gonna skip a lot and just head straight to the "plot twist" at the end. But just know the quests from the end of the prologue onward are bland, boring, and repetitive.

    The plot twist at the end is that you are apparently a super-mutant clone of the Fallout 1 protagonist, the Vault Dweller, which they use to explain how you can heal faster than others, restore broken limbs, shrug off bullets, et cetera, et cetera. Funnily enough, this twist was spoiled to me not by the internet, but by Jenn's dialogue that broke and she flat out spoiled what the twist was before I made it to the big reveal.

    Here's the thing about this twist... it's not good. They were clearly trying to pull a meta "make you think" moment like what Dead Money did in Fallout: New Vegas. Allow me to explain: Dead Money criticizes the player (not directly, but might as well be) for having heavy reliance on their Pip-boy constantly, specifically the compass that tells you where to go. It makes fun of how your eyes are always glued to that map marker that you become nothing more than a mindless drone following orders with no regard of what they are, and I felt that was genius. It DID make you think.

    The twist New California did was not good. It tried to explain a feature of gameplay in a redundant and ridiculous way. Does that mean every Fallout protagonist is a super-mutant? Does that mean my COMPANIONS are also super-mutants (besides Kira, cause she actually was one, surprise surprise)? Does that mean EVERY video game character I have ever played that can regen health is a super-mutant? This twist was redundant, and it really only felt like the writer(s) made it just to be edgy and cool. Let's not even mention the fact that it pulls the "you are the chosen one" card that people are absolutely sick of, not to mention that Fallout never really pulls that card ever in the first place besides Fallout 2, but at least Fallout 2 did it correctly and it didn't feel like you're just a Mary Sue.

    Then you have the final final boss battle (yeah, The Master 2.0 telling you you're a clone wasn't the final boss) against Coach Bragg and his sister. As someone who played the nerd route, these guys weren't even slightly compelling villains since you can't even talk to them in the nerd route. In the nerd route, you never even SEE Chevy Bragg. Did I mention that they are also clones of another character? Yeah... not good.

    Depending what route you chose, the ending is different. The reason I never finished my first playthrough was because once I saw that the game allied me with Senator DuVille despite me explicitly not allying with him when given the choice, I instantly restarted. Then on my second playthrough, I helped the Shi girl, Kieva, and for some reason that gave me an ending I disliked. Then on my last playthrough, I rushed through only being loyal to General Silverman, which gave me a better ending. Regardless, the ending ends with you eventually becoming Courier Six and being charged with delivering the Platinum Chip, which is nothing special. The endings are pretty neat, specifically the Enclave and Supermutant ones. My two issues with them is one: there is only one ending where your character becomes a courier from reasons that are not "they were haunted by their past so blah blah blah" and two: they changed the reason Hopeville blows up from "the courier delivered an unknown package to the NCR that turns out to have been a detonator" to "whoops they sat on the key and the town blew up."

    Don't even get me started on the unnecessary fourth wall breaking that occurs literally every other dialogue option. It's cheesy, it's redundant, and it doesn't fit all the other humor that Fallout typically does.

    Overall, the story was below average, borderline bad. The only thing carrying it is the excellent prologue, but it can only carry so much before the weight of the abysmal story-telling brings it crashing to it's knees. If anyone liked the story, thats good for you, but for me personally, it was not good.

    Anyway, that's enough of the story. Moving on.

    - Gameplay -

    If you have a weak rig, it's probably not a good idea to play this mod. My rig is pretty good, so I didn't have problems, but it's clear that if I had saved in the wrong spot, my game would've crashed endlessly. I run nearly a hundred mods, so maybe with less than 60, the game would've run better.

    Besides that, the gameplay is, you know. New Vegas. There's nothing different about it for the most part. The game made the gunfights far larger and they also made the explorable areas far larger, so framerates will probably average at around 35-42 fps. If you can't handle that, then I don't recommend playing. I didn't have a problem with the larger gunfights, specifically because I have the Realistic Weapon Damage mod installed, so my companions did most of the fighting while I just moved up slowly to make progress. The last battle on Fort Daggerpoint was fun because it really felt like a battle. Not like Hoover Dam where canonically, there might have been hundreds of NCR and Legion, but in the actual game, there might have been twelve total.

    My issue with the gameplay that I briefly mentioned before is the skill checks. The skill checks almost solely rely on your S.P.E.C.I.A.L. stats, with speech and science here and there. That was another reason I restarted my first playthrough, because my stats weren't as high as the game wanted them to be. Sure, they made S.P.E.C.I.A.L. stats more useful, but they are INCREDIBLY HIGH. I'm talking if you don't have a perception of at least 7, an intelligence of at least 8, and a charisma of at least 7 at the start of the game, you will never be able to do the skill checks. Typically, the endurance and strength skill checks either just piss off the person you're talking to, or they put you in a worse situation then you were in before, or they just do fuck all. Because I'm using Project Nevada, I had to set it so I gain a perk for every level, and my first 17 levels were exclusively for Intensive Training so I could raise my stats to what they wanted.

    - World -

    I don't have much to say in this final category. New California, like most Fallout games, hits the same problem: the world feels empty. It's basically all desert with essentially three major areas, with only two of them having any quests, and only one of them having actual side quests. You're walking across The Pass encountering a raider party every once in a while, but besides that, there is absolutely nothing. I didn't particularly have a problem with this, but neither did I not have a problem. I'm pretty indifferent toward this compared to others.

    Overall, this mod had potential. The prologue gave it a very strong start, but it gave up literally whole minutes later as if the team behind this lost all of their manpower in seconds and were down to a skeleton crew. My biggest problem with the mod, as said before, is the narrative, and I do hope any mods created down the line by these writers are significantly improved because in my opinion, this narrative became a dumpster fire the moment you wake up from bed in Pinehaven.

    If you read the whole thing, thank you. If you at least read some, I also thank you.

    submitted by /u/ReconVega
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    I clipped through the wall while going up stairs and saw this??

    Posted: 12 Jul 2020 04:15 PM PDT

    Vault 81 seems to be glitched out for me.

    Posted: 13 Jul 2020 03:56 AM PDT

    I'm doing a survival playthrough for the first time and I'm at Vault 81 with a ton of stuff to trade for the Overseer's guardian.

    When I get into the Vault I try and loot up all the good stuff in there but I kept getting too greedy and getting caught. Thankfully there's a bed right outside the Vault so I could save, but now when I go in as soon as I steal something I'm caught, despite the game saying I'm "Hidden" when I steal the item.

    Super annoying. Anyone else experience this?

    submitted by /u/MartyLakeBoozeMan
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    What are the best nexus mods for settlement building?

    Posted: 13 Jul 2020 03:11 AM PDT

    I've recently started downloading mods from nexus what are the best ones I've been looking for hours but I still see alot of pictures with cool mods I don't have any suggestions?

    submitted by /u/Borre_Schuitema
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    Fallout 76 connection

    Posted: 13 Jul 2020 02:35 AM PDT

    Hello Fallout Community, so 76 came to the Gamepass on XBOX and I installed it immediately. So far I must say that in it's current state it is enjoyable (not as immersive as the SP titles but nonetheless I expected worse).

    The thing is tho that I have extreme lag. I checked my connection and other games and everything is fine. With extreme lag I mean that I shoot at an enemy and it takes some milliseconds till I get the hit feedback. Same with looting stuff. Is that a common thing all the time or XBOX specific or is it due to the availability on the game pass that the servers can't handle the new players?

    submitted by /u/Nasdaq216
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    A talk about the weapons of fallout

    Posted: 13 Jul 2020 01:35 AM PDT

    A post had me thinking about the different assault rifles in fallout and it made me think, there's a lot of different firearms alone in fallout, why aren't some in some of the games? Like the closest resemblance I have is how many of the fallout 1/2 guns return in fallout new Vegas with different names and designs but are close enough to the original that you can tell what they are, but most of them aren't in games like 3 and 4, why is that? Like is there a lore explanation or just time limits or just no thought into including some of the older fallout guns?

    submitted by /u/nofriends1918
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    my first-time playthrough of Fallout 4..

    Posted: 12 Jul 2020 09:32 PM PDT

    I'm look for Fallout models

    Posted: 12 Jul 2020 03:21 PM PDT

    Does anyone know if their are Fallout models that you could paint or design like model cars? (A vault boy figure, power armor, weapons, characters, etc.)

    submitted by /u/monster_donuts
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