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    Monday, September 14, 2020

    Fallout | It would be a lot harder for the protagonists to get addicted to alcohol if they wouldn't consume an entire bottle of whiskey at once.

    Fallout | It would be a lot harder for the protagonists to get addicted to alcohol if they wouldn't consume an entire bottle of whiskey at once.


    It would be a lot harder for the protagonists to get addicted to alcohol if they wouldn't consume an entire bottle of whiskey at once.

    Posted: 13 Sep 2020 11:17 AM PDT

    I know that portion control would just be a level of immersion that Bethesda isn't willing to dive to, but the image of the Courier downing a bottle of absinthe like Bluto from Animal House isn't one that I can get out of my head.

    submitted by /u/TRHess
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    Just bought myself Fallout: New Vegas for the first time last night. Anything I should know beforehand?

    Posted: 13 Sep 2020 05:54 AM PDT

    A interesting discovery I had about the Factions of Fallout 4 and most Factions of the Wasteland

    Posted: 13 Sep 2020 10:15 PM PDT

    So, I was scrolling around Reddit as you do, when I saw this post on Gaming Circle Jerk: https://www.reddit.com/r/Gamingcirclejerk/comments/is3xx5/this_was_featured_unirconically_to_ifunny/

    A Funny joke about how Liberty Prime, while beloved by the fandom as one of the most famous scenes in any of the Fallout games, has a fandom of people who tend to for reasons I never understood take what he says literally. Which is odd, since he has always been an abject parody of people who love saying this like, "ANYONE LEFT OF REGAIN IS A DIRTY COMII!", and lovingly points out the fact by stating how the only people Liberty Prime ever killed where: The Enclave and the Institute, both having claims to be inheritors of the mantle of the USA. It has, never unless proven otherwise, killed ANYONE he was designed to go against be it communist aligned or Chinese.

    Beyond that, later down in the comments down a way's I got this gem of an idea that really changed my view of what Fallout 4 is really about. Enter user, briloci:

    "Its not agreeing with it but you are right that its not criticizing capitalism

    In general Fallout 4 makes a question about the identity of the US identity and every faction represents a side of its identity with the Minutemen representing the original revolutionary ideals of democracy and peace, the Brotherhood of Steel representing its military and imperialism, the Railroad its liberal struggles for liberation (mostly black liberation with the influences to the civil war and John Brown) and the Institute to its technological and scientific development

    So in the game you can decide which one of this elements are more important and try to help them survive"

    This, in a way, finally clicked in my mind why I am one of a few people who really love the Factional lore in Fallout 4. Namely the historical propitiaty Bethesda took with the major players in Boston: Notably how the Brotherhood's Arrival is almost Parade like speaking to the glory days of American parades after wartime, how the Minutemen both take their name and their goals after the Minutemen who fought in the early days of the American Revolutionary War to "Protect the Settlement on your map", The Railroad is even named after the first part of (and designs itself as a effective continuation of) the Underground Railroad and heavily prides itself in being the Liberators of the Synths and the counterweight to the Institute, and speaking of which the Institute itself is fundamentally a continuation of America's obsession with advancing technology in the years post-WW2 and even to today.

    For that matter, all of the major Factions are DELIBERATELY flawed, sometimes to levels of comedy:

    The Brotherhood of Fallout 4 is now of a full belief that in addition to its obsession with tech it is also is a fully Jingoistic organization and even (debatable if you view Synths as a 'Race' or something entirely different) racism as well as having a weirdly psudoscientific entrance exam with while not DIRECTLY against any one belief or another, seems to on the nose to be not without a single meaning: https://www.youtube.com/watch?v=bkS4y3U3vhQ Take that as you will...

    The Minutemen too are a, shall we say, less then amazing organization especially when you bump into them first no? Your meeting with Preston Garvy has him effectively fighting against a small army of raiders himself while the rest of the Minutemen are either wounded, not trained for combat, or...Mama Murphy, which is kinda both? It could both represent the fact that while militias exist they come off today as strangely larpy in nature nowadays and rarely influence much besides helping sell weapons: https://www.youtube.com/watch?v=lU9THDZ2S5k or even the fact that, while the great story of the Minutemen make good stories in the history books, practically however, well, lets just say trained troops are better troops then uncle Joe and his twenty friends, and where truly worthy of being replaced with the much more effective Revolutionary Army under Washington.

    The Railroad is, well, you can call it a lot of things actually. "PC Police", "Woke Anarchists", or hell even the old joke of "White guys who think X race is inferior and thus should be 'saved'". Though really, I believe it mostly stands for a counter arguement against the idea of totally falling for left wing ideals (or just racialist ones, or hell, even far left ones). For it comes off as Urbanial as drinking and shooting guns is the wild is viewed as 'Hickish'.

    Also, there is the whole thing with P. A. M. , which, if any of the conspiracy theories is true about her...dear god she might single handily be the most important lore point in the Fallout series PERIOD, and also is just about the most terrifying AI in the fallout universe.

    Finally is the Institute, an organization that works to advance science but also does it in a way that make collectively make anyone who worked on a science safety board cry. In addition to coming off less like a unitary body of scientists and more like the Homeowners Association, it also suffers from the same issues as HA. Inadvertently racist due to being xenophobic of outsiders, having treated local 'minorities' like second class citizens and not prioritizing their development (and even, again debatively depending on your view on the matter, treating like a Segregated people or even slaves) , and generally making everyone paranoid they aren't fitting into society.

    So, with that said my conclusion to all this is thus; Fallout 4 is a game directly about politics in society, and how society truly handles itself and makes enemies and friends along the way. Its biggest examples are how society handles 'race relations', paranoia, religion, and even thought. But most of all, how "Nate" or his wife reacts to the world around him / her. Because, well, going back on the Gaming Circle Jerk thread above, you can disagree with what it says above or agree with what it says.

    You can't however, not take a side. For Fallout 4 teaches us, that all factions have idiots and all factions have truly good people inside of them, the problem is, you have to accept the idiots as well in your choosing.

    submitted by /u/Kyokyodoka
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    Anyone else wish Chief Hanlon had a bigger role in New Vegas?

    Posted: 13 Sep 2020 06:15 PM PDT

    I just did the Return to Sender quest and I forgot how great Chief Hanlon was. I quite liked the dilemma he gives you over the issue of falsifying reports. Also a big fan of his voice, Kris Kristofferson should consider reading e-books lol. I just wish Hanlon played a bigger role, I think it would be interesting to have had Hanlon prominent in the NCR questline to juxtapose the hawks like Moore and Oliver. I feel like it was a missed opportunity to have such an interesting character relegated to one sidequest.

    submitted by /u/immobilegayrobot
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    I just thought I'd share my lovely little Mentats box.

    Posted: 13 Sep 2020 11:44 PM PDT

    Has anyone ever built a Vault in Vault-Tec Workshop that makes use of all the cave space the DLC provides you?

    Posted: 13 Sep 2020 09:01 PM PDT

    My main problem with Vault-Tec Workshop is that it gives you these massive sprawling caves to build in, but they're entirely useless. I love building Vaults and stuff, but has anyone ever made use of all that space? The budget limit doesn't allow you to make a Vault large enough to fill out the first Cave Area and even with an unlimited settlement limit mod, I was able to make a gigantic Vault while only using the first Cave Area, however, the Vault crashed my game everytime I went to it, so there's that. I don't even bother to get the other Control Boards, other than the one with the giant Water Pump, because they're useless. I often forget all that space is even there and leave it unexplored.

    submitted by /u/TheCrowsNestTV
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    Fallout 1 Fixt + Hi Res problems

    Posted: 14 Sep 2020 04:04 AM PDT

    So I have the GOG Fallout 1 and downloaded latest Fixt and installed over it - I tried to run the game directly from desktop and it works, can even set resolution up to 1440p

    However, I guess I should be running FIXT version of the game? If I launch that, from Fallout/Fallout FIXT folder, I get an application error

    Can someone point me to how to make this work?

    submitted by /u/ninjaklan
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    Returning to the capital wasteland and then some. (Fallout 3 base game and dlc spoilers).

    Posted: 13 Sep 2020 07:17 PM PDT

    It's been about twelve years since we all first ventured into the unforgiving capital wasteland. The natural sun blinding us as we first stepped out of vault 101. A scorched, bleak landscape stretched out in every direction. With many questions and few answers we strode forward.

    It has been twelve years since that fateful day. The footprints I first left have been covered over by dust, time, and death. So I once again left the vault. With nostalgia in my heart I sought new horizons.

    About a week ago I started playing fallout 3 on the Xbox one (backwards compatibility rocks). I originally played on the pc when I got it on day one. Back then I knew nothing of Bethesda beyond my adventures in oblivion and a brief glimpse into the foreign land of Morrowind. My return visit to the wasteland opened more doors. I bought the expansions I longed for all those years ago. I've set foot in irradiated swamps of point lookout, the steel mill of the Pitt, the glimpse into the old world in operation anchorage, and I've slain my alien captors on the mothership. It is such a wonder to return to such a nostalgic landscape to find new experiences. Soon I shall continue the fight against the enclave in broken steel. So much waits to be uncovered in the wasteland. With my trusty suit of power armor, a laser rifle, and a handful of micro fusion cells I shall stride ever forward.

    Please forgive my ramble. It's such an odd feeling to see something new in something so old. I hope you all return to fallout 3 soon. Have a wonderful day and stay out of the radiation.

    submitted by /u/TotallyLegitEstoc
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    I made a New California themed Playlist on Spotify.

    Posted: 13 Sep 2020 03:58 PM PDT

    I had to keep some songs from previous fallout games in, cause I feel like they are just synonymous at this point, but I really wanted to add some new stuff too, some California specific songs, more songs about death and destruction, some songs from old Hollywood movies, and just some weird/good stuff I thought would be fitting. I tried to go light on the 50's rockn'roll, just cause I'm aware it's pushing it just a little. I've been working on it, kind of on and off, for a bit over a year now, and I'll probably keep updating it over time as I stumble upon or search for more music. It's probably most appropriate for when you are playing Fallout 1 & 2, as they are set in California, but if not, I hope it is just fun to listen to in general. With all that said, here it is and I hope you all enjoy it.

    New Vegas Radio

    submitted by /u/Flying_Crucible
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    Vault tech based game

    Posted: 13 Sep 2020 03:29 PM PDT

    Dont know if this has ever been mentioned, but I'd love a completely vault based game. I know there fallout shelter but I mean more than that. It could be an rpg as a dweller living through the messed up experiments they're doing, or even an RTS type game where you are the overseer and have to push the dwellers to the limit of said experiments. I know the vault tech dlc for 4 touched on it, but I think it would make a hell of a stand alone game starting off just before the bombs drop and getting to see the beginning phases of a vault.

    submitted by /u/Raphiam
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    I'll be starting New Vegas on the PS3 in a few days. I've heard the save system can be glitchy, so what would you learned folks suggest?

    Posted: 13 Sep 2020 05:23 PM PDT

    A bit of a missed opportunity

    Posted: 13 Sep 2020 11:01 PM PDT

    I'm a little sad that the GNR Plaza creation doesnt add the the GNR station to your radio, since the Black Devil gave you the option to restore Enclave Radio.

    submitted by /u/sr3Superior
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    New Vegas dumb brute Legion cannibal run

    Posted: 14 Sep 2020 03:54 AM PDT

    Hey all,

    I want to do a melee brute legion run, with high strength and charisma playthrough, on hardcore and with cannibal. I want my character to be quite dumb, to roleplay someone who would think the legion is attractive.

    Any tips? Companions? Perks? Thanks

    submitted by /u/chuckcoon2
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    Need help with weapon textures-link to fnv reddit

    Posted: 14 Sep 2020 03:33 AM PDT

    Wish fallout 76 would add more cat themed items to its atom shop �� still waiting for the cat backpack to come back around

    Posted: 14 Sep 2020 02:58 AM PDT

    Nuka Cola collaboration with the military: what are your thoughts on this?

    Posted: 13 Sep 2020 10:54 PM PDT

    I'm wondering what the community thinks of corporations with the military such as Nuka cola. I know it happens in real life, as my family had this happen in world war 2. My great grandma used to own a Campbell's soup factory. When the Japanese bombed Pearl Harbor, the military converted lots of factories to produce military equipment instead of civilian products. My great grandma's factory was part of that: instead of making soup, they were to produce steel objects: artillery shells, bullets, helmets, that sort of thing. It was converted back after the war, and since that time that particular factory has since closed its doors, but it still happens to be a common practice.

    On the same note, it looks like slocum's joes did something similar with the switchboard. Admittedly, that was more cia than anything, but it may also have roots in the Star Wars program of Ronald Reagan. Don't quote on any of that though, that's just my speculation.

    I personally support it within ethical boundaries, not like west-tek, but still, what are you guys thoughts on this? I may be a pacifist, but even I understand that peace isn't possible unless your willing to fight for it, and I will take up arms if my country comes under attack again like 9/11.

    submitted by /u/Ryanmaidenfan2001
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    I think the Mr. House Ending achievement would be better called "Lucky 38's Employee of the Month", am i right ��?

    Posted: 13 Sep 2020 07:08 PM PDT

    The Top 10 Most Powerful Factions in the Fallout Universe.

    Posted: 14 Sep 2020 12:52 AM PDT

    The following list will take into account not only the raw military power of these factions, but also their political influence, technological prowess, territorial control and popular support, as well. Non-canon factions will also be included in the list and all factions will be at their absolute peak potential strength. And now, without further ado, here's the top 10 most powerful factions in the entirety of the post-apocalyptic world:

    10: The Free Economic Zone of New Vegas (Mr. House).

    Under the iron-fisted rule of its self-proclaimed sole proprietor, President and C.E.O. Robert Edwin House, the Free Economic Zone of New Vegas (or simply the New Vegas Strip) is a more-or-less stable community that is massively well-protected by an army of hundreds of highly-advanced Securitrons packing 9mm SMGs for riot-control and close-quarters combat, Gatling Lasers for medium-range engagements, rapid-fire 25mm Grenade Launchers for neutralizing packs of enemies at close range, Missile Launchers for long-range engagements, titanium alloy housing that's highly-resistant to small arms fire and shrapnel and highly-sophisticated self-repair units (compliments of the Platinum Chip and the Mark.II Operating Software).

    Which is really about all Mr. House has going for him. Don't get me wrong, the Securitron Army is indeed an incredibly powerful force that is most certainly capable of defeating most threats to the New Vegas Strip. The problem, however, is that several hundred Mk.II Securitrons at best simply wouldn't be anywhere near enough to deal with any organized adversaries that have decent technology and numbers. The above factions are most definitely more than a match for the Securitron Army and can very easily crush House's fledgling community without any serious trouble. Which is exactly why he's dead last.

    1. The Unity.

    A powerful army of Super Mutants that was established by the immensely powerful unique Super Mutant known as The Master, the Unity is an incredibly strong entity that once posed an existential threat to the entire human race at the absolute zenith of their power. Having exclusive access to all manner of high-end top-notch weapons (i.e. 5.56 x .45mm NATO Light Machine Guns, 5mm Miniguns and Heavy Incinerators) and having genetically modified super soldiers with hardened flesh and bone that could easily provide superb protection against gunfire, blunt trauma and cuts as well as highly enhanced degrees of speed, strength, stamina, endurance and intelligence (though most Unity soldiers were admittedly idiots), the Unity is indeed a force to be reckoned with.

    However, the Unity was only such a threat back in Fallout 1 due to the lack of civilization and any form of organized entity that could effectively challenge it. With only several dozen troops at best at its disposal even at the absolute height of their reign of terror, any of the above factions could very easily defeat them. Which is why they are so low on the list.

    1. The West Coast Chapters of the Brotherhood of Steel under High Elder Rhombus.

    Under the wise guidance and brilliant leadership of High Elder Rhombus, the West Coast Chapters of the Brotherhood of Steel easily enjoyed a golden age without question. They enjoyed vast amounts of influence, played an immensely invaluable role in both the pacification of the West Coast and the rise of the NCR and were most certainly irreplaceable components to the rejuvenation of civilization in the Wastelands as a whole.

    Combined with the fact that they also had several hundred troops that were fully-equipped with only the latest in firepower (having virtually unlimited access to all manner of highly-sophisticated state-of-the-art Energy Weapons) and protection (ranging from highly-superb Recon Armor for Knights to state-of-the-art T-51b Power Armor for Paladins), the West Coast Chapters of the Brotherhood of Steel are without a doubt one of the powerful factions in Fallout history. Of course, history also tells us that this ultimately wasn't anywhere near enough to save them. The NCR-Brotherhood War perfectly demonstrated this by seeing them brought to the brink of total extinction by the NCR. Meaning that any of the above factions can also defeat them, as well.

    1. The Midwestern Chapter of the Brotherhood of Steel.

    An immensely powerful faction with bunkers, towns, settlements and communities spanning from Chicago to Denver, the Midwestern Chapter of the Brotherhood of Steel has most certainly more than earned its spot on this list. Fielding a magnificently strong force that consists of Super Mutants, Sentient Deathclaws, Ghouls and even the robotic soldiers of the Calculator's Army alongside normal Humans, the Midwestern Chapter of the Brotherhood of Steel could easily field an army of several hundred warriors.

    Combined with the fact that its army is also very well-equipped with all manner of high-end conventional firearms, high-grade explosives, state-of-the-art Energy Weapons and their own unique variants of highly-protective Power Armor as well as at least 1 WWII-era M-4 Sherman Medium Battle Tank and a small fleet of Armored Personnel Carriers, Humvees and light scout vehicles, the Midwestern Chapter of the Brotherhood of Steel is indeed a force to be reckoned with. However, its relatively small size in addition to the fact that the above factions have their own technological advantages that could all but offset its own technologies means that it sits at lucky number 7.

    1. The Eastern Division (Fallout 4).

    Since the rise of Arthur Maxson as Supreme Commander of the Brotherhood of Steel, the once weak and feeble moribund handful of nobodies formally known as Lyons' Brotherhood of Steel has evolved to become what is easily not only the most powerful part of the ENTIRE Brotherhood of Steel, but also the absolute most dominant force on the whole of the Eastern Seaboard now known as the Eastern Division.

    With an entire armada of VB-01 Vertibirds that are outfitted with light armor and armed with front-mounted Machine Gun pods as well as door-mounted 5mm Miniguns, a massive 40,000-ton airship known as the Prydwen that enables power projection across the entire Eastern Seaboard, an army of hundreds of well-trained, well-equipped, highly-experienced professional soldiers that are exclusively equipped with all manner of high-quality conventional firearms, state-of-the-art Energy Weapons and highly-sophisticated Power Armor (all Brotherhood combat troops are fully-equipped with standard-issued T-60 Power Armor and just about any Energy Weapon imaginable, for instance) and (best of all) the means to MANUFACTURE all of its VB-01 Vertibirds, weapons and Power Armor, the Eastern Division is easily and without a doubt more than worthy of its position on this list.

    And now for the creme de la resistance: Liberty Prime Mk.II, a giant laser-shooting nuke-tossing nigh-invincible combat robot that's been kicking Communist ass and dishing out freedom and democracy since 2277. A war machine that's more than proven itself capable of absolutely massacring even the likes of the Enclave with relative ease in battle many times over and has also proven to be all but impossible to destroy absent nuclear weapons or overwhelming conventional firepower in the form of the Bradley-Hercules Orbital Strike Array. Alas, as with the other factions beneath them, their utter lack of numbers ultimately screws them over in the long run. As does the fact that the above factions have plenty of advanced technologies of their own to even the odds.

    1. The Boomers.

    A highly xenophobic, massively isolationist yet highly-advanced culture wielding spectacular amounts of firepower, the Boomers are indeed a force to be reckoned with. Despite being massively outnumbered by the world outside the walls of the Nellis homeland, they've more than offset their numerical disadvantage with overwhelming firepower in the form of multiple Pre-War howitzers with ranges that easily span across much of the Mojave Wasteland and enough firepower to utterly obliterate ANYTHING (including Brotherhood Paladins clad in T-51b Power Armor) that they strike in addition to a Pre-War WWII-era B-29 Superfortress Strategic Bomber that grants the Boomers the power to strike ANYWHERE across all of the Wastes with enough firepower to devastate ENTIRE ARMIES in relative in-flight safety.

    To further bolster their already-impregnable defensive perimeter of artillery and bombs, the Boomers also have exclusive access to all manner of high-end, high-grade explosives (ranging from 40mm Grenade Rifles, 25mm Grenade Launchers and 25mm Grenade Machine Guns to Missile Launchers and Fat Man Tactical Nuke Launchers) that are STANDARD-ISSUED across all of their members in addition to state-of-the-art conventional firearms (i.e. 5.56 x .45mm Marksman Carbines and 5mm Assault Carbines) and combat robots ranging from Mister Gutsy combat robots to Sentry Bots.

    Everyone from children all the way up to the elderly are constantly trained and conditioned in order to become proper soldiers that can preserve the Nellis homeland not to mention that everybody also receives a full highly-advanced education, as well. The Nellis homeland is also entirely self-sufficient, with its very own agricultural centers, its own highly-sophisticated infrastructure, its own solar panel array for both electricity and 100% energy independence, fresh water that's drawn straight from Lake Mead and even their own industrial capacity which enables them to manufacture all of their own weapons and munitions. Therefore, they've more than earned their spot in the Top 5, accordingly.

    1. The Enclave (Fallout 3).

    Formed from the few survivors of the wrath of the Chosen One as well as the destruction of Control Station E.N.C.L.A.V.E., the Fallout 3 Enclave has still proven to be incredibly powerful and extremely deadly in its own right despite its humble origins. Despite its severe deficiency in numbers (only having at best a couple hundred troops at its disposal), the Fallout 3 Enclave more than compensates for it with an armada of HUNDREDS of VB-02 Vertibirds that are outfitted with heavy armor and armed with Gatling Lasers, Missile Launcher racks and Mini Nuke Launchers, an army of all manner of combat robots, their human forces being fully-equipped with all manner of highly-sophisticated state-of-the-art Energy Weapons and top-notch Power Armor (the Mk.II Advanced Power Armor and the Hellfire Power Armor, both of which are leagues more advanced than the previous Mk.I Advanced Power Armor, which was strong enough to shrug off anything less than a direct hit from a PLASMA CASTER) and the means to MASS-PRODUCE all of the above.

    There's also yet another technological marvel that also grants the Fallout 3 Enclave an immense edge over all of the other factions beneath it: the Bradley-Hercules Orbital Strike Array, a weapon with enough conventional firepower to effortlessly obliterate even the likes of Liberty Prime without even the slightest effort. Operating out of their strongholds within the confines of Raven's Rock, Adams Air Force Base and the Enclave Mobile Base Crawler under the dual leadership of President John Henry Eden and Colonel August Autumn, the Fallout 3 Enclave is truly an entity that's not to be trifled with.

    However, their strengths are also offset by their weaknesses. Those weaknesses being lack of numbers (combat robots are absolutely vital to their ranks as a direct result of this) and lack of any unified command (it's no secret that President Eden and Colonel Autumn are so divided in their methods of leadership that the Fallout 3 Enclave literally erupts into full-blown civil war, but I digress). Weaknesses that ultimately serve to handicap their potential and land them at #4 on the list.

    1. The New California Republic.

    An immensely colossal nation with an enormously gargantuan population of MILLIONS of citizens (2.5 million, by my estimates) and vastly huge territory and influence that spans across all of California, all of Oregon, all of the Baja Peninsula, all of Nevada and even as far East as Utah and Arizona (Bullhead City and all of its surrounding areas, to be more specific), the New California Republic is easily and without a single doubt the absolute largest, most powerful, most dominant, most influential, wealthiest entity in the entirety of the post-apocalyptic world, today.

    A nation that also just happens to be in possession of the absolute largest, most powerful, most dominant military force in all of the Wastes what with HUNDREDS OF THOUSANDS of troops (150,000 in active service, 350,000 in reserve, by my estimates), an insanely colossal amount of firepower (all soldiers within the Republic military have exclusive access to and are fully-equipped with all manner of high-end top-notch conventional firearms, high-grade explosives and even highly-sophisticated state-of-the-art Energy Weapons in the case of elite forces) and a superbly titanic technological edge (the Republic military also just happens to be in possession of a fleet of several dozen VB-02 Vertibirds that are outfitted with heavy armor and heavily-armed to the teeth with Gatling Lasers, Missile Launcher racks and Mini Nuke Launchers, sophisticated computer software that assists with the command, control, coordination, communications and evaluation of Republic forces, satellite/radio communications that can offer real-time coordination of Republic military operations, Global Positioning System satellites, an entire mechanized division consisting of Jeeps and trucks for logistics in addition to even several salvaged Combat Armored Personnel Carriers and tanks, quite a few salvaged AA Guns as well as even a few Fixed-Wing Aircraft (though it isn't known if they're operational, yet)).

    The NCR Armed Forces have proven to be extremely powerful, immensely dangerous adversaries to even the most technologically-advanced of factions due to its overwhelmingly insurmountable edge in manpower as well as the ludicrously insane degrees of firepower and the superbly innate technological sophistication of their forces. More than proving this by crushing the West Coast Chapters of the Brotherhood of Steel and driving them to the brink of extinction during the NCR-Brotherhood War, smashing the Mojave Chapter of the Brotherhood of Steel in the glorious triumph that was Operation: Sunburst (the Battle of HELIOS One) and finishing off the shattered survivors of the Enclave during the Sacking of Navarro. With such magnificently indomitable military might at their disposal, the NCR is quite frankly all but impossible to defeat entirely in a total war by all but 2 factions (more on them, soon).

    Of course, the NCR's immense power and influence don't just stem from military might alone. The NCR also just happens to be in possession of the absolute largest, most dominant, most powerful economy in all of the Wastes, vastly infinite wealth that effectively makes the NCR the absolute most indomitable, most powerful, most influential financial superpower in existence, the absolute finest, most sophisticated, most state-of-the-art, most cutting-edge, most highly-advanced healthcare in the entirety of the post-apocalyptic world (the annexation of Vault City alone granted the NCR virtually unlimited access to organ cloning technology, performance enhancement implant technology, armor grafting technology and Auto-Doc technology amongst innumerable other highly-advanced medical technologies not to mention the ability to mass-produce the aforementioned technologies along with stims, superstims, Rad-X, RadAway and other modern medicines, as well), the absolute finest, greatest, most grand, most sophisticated infrastructure in the whole of the Wastelands (the NCR is absolutely bursting at the seams with forts, military bases, military outposts, schools, hospitals, roads, railroads, factories, weapons foundries, etc. etc.), a monstrously mammoth industrial/manufacturing capacity that makes it the single greatest industrial superpower on Earth and an enormously titanic agricultural output that easily places the NCR as the agronomical powerhouse of the post-apocalyptic world.

    Either way, the NCR is more than worthy of its position on the list.

    1. The Enclave (Fallout 2).

    An enormously powerful organization of titanic strength and influence that claims to be the rightful masters of Post-War America, the original Enclave has virtually no equal. Despite its relatively small size as an entity, the Enclave has a vast wealth of technological secrets and innovations that more than makes up for its size. In command of a relatively large army of extremely well-trained, well-conditioned, well-equipped, highly-experienced professional warriors that is exclusively massively armed to the teeth with all manner of high-end conventional firearms, high-grade explosives and state-of-the-art Energy Weapons as well as the dreaded Mk.I Advanced Power Armor (all of which is STANDARD-ISSUED), a vastly endless armada of VB-02 Vertibirds and the means to MASS-PRODUCE all of the above, the Enclave truly has no rival.

    Of course, the Enclave has a Royal Flush in the form of 3 completely insurmountable advantages. The first being Frank Horrigan, a unique Super Mutant warrior of the Enclave who's easily and without a single doubt the absolute greatest warrior in the history of the post-apocalyptic world. His genetic mutations caused by exposure to F.E.V. being further augmented with both Enclave genetic modifications and his encasement into a special suit of Power Armor that constantly injects Stims, Superstims and chems into his bloodstream, has built-in energy blades and Plasma Cannons and is all but impervious to only the absolute most powerful of Energy Weapons, Frank Horrigan is a truly unstoppable force of nature that can literally laugh off multiple direct hits from a PLASMA CASTER without breaking a sweat and tear Deathclaws apart with nothing but his BARE HANDS. Such a God-like asset surely grants the Enclave an immense edge over its opponents.

    Their second advantage is in the form of the nuclear missile silos of the Divide. As the nuclear football that ultimately caused the Divide Incident came from Navarro, it can be safely assumed that the Enclave was in possession of it before the events of Fallout 2. Meaning that such weapons of apocalyptic power can indeed be used by the Enclave anytime that it deems it necessary to do so. The third and final advantage of the Enclave lies within F.E.V. Curling-13. A heavily-modified biochemical weapon of mass destruction with the power to exterminate ALL IRRADIATED LIFE ON EARTH (anybody that isn't in the Enclave or a Vault Dweller dies instantaneously). When combined, all 3 advantages go on to make the Enclave completely invincible. Under the single unified command of President Dick Richardson, the Enclave has no challenger or equal that can survive against it. All but one..........

    1. The Think Tank.

    "In the decades following the Battle of Hoover Dam, the Big Empty remained a desolate stretch of wasteland, where few travelers dared venture.

    {Curious, this is odd...}In time, however, a strange blue field began to grow, slowly spreading across the Big Empty.

    Lightning-blue fields of force danced on the horizon, like electrical storms.

    People whispered of "floating spheres," flickering like a rainbow of torches in the desert like Old World wisps.

    {Cold, curiosity changes to doom}Then communities began to vanish.

    Goodsprings was crushed beneath bizarre hexcrete blocks that stacked to the sky. The inhabitants of Primm winked out, flesh-fried into X-ray silhouettes, their arms raised in surrender.

    A satellite fell on Jacobstown, beaming a kaleidoscope of bright blue equations into the deranged Nightkin minds, driving some berserk, paralyzing others.

    Black Mountain Radio began broadcasting a strange staccato static as hordes of giant man-eating battle brahmin began to swarm from its peak.

    Camp Searchlight became a garden of giant carnivorous plants, and the Colorado river... "shrugged" one day, drowning several communities as its contours adjusted themselves.

    The Gomorrah became home to a particularly virulent vegetation-based STD that grew like a fungus within victim's genitalia until their bodies burst open like pods.

    The Legion East were systematically brain-scrubbed and rebuilt so that all the inhabitants believed they were in ancient Rome... on the moon.

    ...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."

    In the end, no one was sure who had cracked the Dome of the Big Empty, although it was clear someone had been playing with forces they did not understand.

    Throughout all this, the Think Tank was industrious, confident these experiments were all for the best, the results of the data they obtained - incredible.

    They marveled that {emph}all of this had been waiting for them to come along and experiment since the war.

    {Knowingly}Humanity certainly was persistent, no matter what experiments, nuclear holocaust or otherwise, it inflicted on itself."

    This cut ending for the Old World Blues DLC speaks for itself. The Think Tank is the absolute most powerful faction in all of the Fallout Universe. And that's a wrap. A penny for your thoughts?

    Here's some sources for verification:

    https://fallout.gamepedia.com/New_California

    https://fallout.gamepedia.com/New_California_Republic

    https://fallout.gamepedia.com/New_California_Republic_Army

    https://fallout.gamepedia.com/New_California_Republic_Rangers

    https://fallout.gamepedia.com/NCR_trooper_armor

    https://fallout.gamepedia.com/NCR_salvaged_power_armor

    https://fallout.gamepedia.com/NCR_Ranger_patrol_armor

    https://fallout.gamepedia.com/NCR_Ranger_combat_armor

    https://fallout.gamepedia.com/Royez

    https://fallout.gamepedia.com/Vertibird

    https://fallout.gamepedia.com/VB-02_Vertibird

    https://fallout.gamepedia.com/Bear_Force_One

    https://fallout.gamepedia.com/Old_World_Blues_endings

    https://fallout.gamepedia.com/Enclave

    submitted by /u/GodBlessTheNCR316
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    In the 1994 mini-series The Stand, the intro music was also in Fallout 2

    Posted: 13 Sep 2020 06:43 PM PDT

    I noticed this while watching the mini-series today! Sounded really familiar. Mark Morgan, who composed the Fallout 1 and 2 OSTs, only has a credit in The Stand for "Synclavier programming" according to Wiki, yet W. G. Snuffy Walden has music composer credits.

    So whose actual work appeared in Fallout 2 OST?

    Fallout 2 - Gold Slouch (1 minute in): https://www.youtube.com/watch?v=Zjhoali8KpI&t=58

    The Stand https://www.youtube.com/watch?v=u5nRBrDaY28&

    submitted by /u/apaluq
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    Help me remember something FO4

    Posted: 13 Sep 2020 06:09 PM PDT

    Did I name my character or did she come prenamed? Her name is patty. And I swear codsworth calls her patty but my sisters is not named patty. Does it have a predetermined list of names or can codsworth just ready. I know this is a goofy post but it's been bothering me lately.. did I myself come up with the name patty???

    submitted by /u/freewheelinfred
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    Huge Xbox One modded playthrough

    Posted: 13 Sep 2020 08:12 PM PDT

    Ok so I decided to try out fallout 4 again this time with mods. This will be my second time in general first with mods. I've downloaded over 90 mods and I know 90 is a lot for Xbox. It seems fine so far I've gone to Concord and Diamond City making sure everything is fine and it wouldn't explode. I'm going to do some more testing.

    I wanted to make this alittle bit of everything for everyone. It kind just overhauls almost everything from factions armors, to weapons that will be put into the leveled lists, to gameplay ai overhauls to make it more difficult, settlement building, etc...

    I'm going to do a play though and post it on YouTube and I want to make it as enjoyable for everyone as possible. So my question is should I delete and download bigger mods so you guys don't have to download 90+ mods if you want to play along with me. Granted not all of them you need to download but like what do you guys want?

    General mods that if you want to play with me this should give you somewhat same experience

    NAC Natural & Atmospheric Commonwealth - By L00pin

    Arbitration - A Gameplay Overhaul - By Jackarbiter Immersive Fallout - By zanadaniel

    Reverb and Ambiance overhaul - By mm135 radBirds - Birds Sound Overhaul - By steve40 P.A.M.S. Power Armor Movement Sounds - By ONIXer Project Reality Footsteps FO4 - By HULKHOLD3N

    Borealis Landscape - By Napoleonofthestump Indubitable Ivy - By Spiffyskytrooper Boston Natural Surroundings - By Silverfox600

    If you download Boston Natural Surroundings DONT download the Borealis LOD. Borealis and Boston Natural Surroundings is fine but don't download the LOD it will cause lag issues in your game especially at Concord when the death claw comes out.

    Survival Options - By Jekod Immersive HUD (iHUD) - By Gopher

    These mods will probably bring the most change and the rest unless I'm forgetting some either enhance or add on to the game

    I have gory mods like Live dismemberment By DeathclawAlpha, Enhanced blood textures basic By dDefinder, and more

    Eli's Armour Compendium By Elianora, synth overhaul C.A.S.T. By MaaroTakao, and B-35C Heavy BoS By xgamer468

    Modular Kalash By DOOMBASED, the pipe shotgun collection By elgoes, beretta By fadingsignal, and more

    Lots more male hairstyles By rbddc12, lots more beards and moustaches By rbddc12,

    Gorgeous Eyes overhaul By ShroudLegacy To my knowledge Xbox only so for

    PC The Eyes of beauty Fallout Edition By LogRaam

    PS4 Eyes Expanded By Lamanise

    One last thing be careful with Eye mods if you have a modded eye color on your character and you delete the mod it will mess up your character.

    Campsite (XBOX) - Simple Wasteland Camping By fadingsignal, The Mobile Mechanic XBOX ONE - Portable By fadingsignal, and Conquest - Building New Settlements And Camping By Chesko

    I think you get the point right?

    So again I don't mind going through reevaluating some of the mods and lowering the amount I have but I will look for replacements that are bigger so there aren't as many. Meaning 90 mods to download lol.

    I really want this to be an enjoyable experience for everyone who wants to join me. I'll also try to look into some replacement ps4 mods but you're very limited so not sure how much I'll be able to help. Especially because I can't test the compatibility I can only suggest mods.

    I'll post the final mod list and load order once it's finished. If I do delete any mods and download any others I gotta make sure it won't crash the game, but I'm only doing so much because I also don't want to spoil to much for myself. This means potentially late game crashes could occur idk it should be fine but it happens.

    submitted by /u/Hekeno
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    Help with Fallout Fixit

    Posted: 13 Sep 2020 11:44 PM PDT

    Is there any way to make steam track Fixit playtime?

    I've tried this guidehttps://steamcommunity.com/sharedfiles/filedetails/?id=1119956259

    But it didn't work and steam kept saying "Missing Executable"

    I'd appreciate any kind of help!!!

    submitted by /u/YES_Duck404
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    I think the whole concept behind the Pulowski Preservation Shelter is incredibly stupid

    Posted: 13 Sep 2020 04:43 AM PDT

    This came up in another comment thread, but I thought it deserved it's own.

    Perhaps I'm missing something about the Pulowski Preservation Shelters, but they seem incredibly foolish. Personally I just think the entire idea of the Pulowski Preservation Shelter is conceptually flawed. What business would consider this a viable way to make money?

    Scientist: "Hey, let's spend millions on installing thousands and thousands of phonebooth-sized bomb shelters."

    Boss: "Ok, but how do they make money?"

    Scientist: "If there's a nuclear war people will give us a handful of chump change to stay inside!"

    Boss: "Ok, but if there's no nuclear war, we're paying to build and maintain a vast network of shelters with built in air filtration systems, all on the "hope" that in the event of total nuclear war, our company - which will probably not survive the war - will make a handful of change that is now completely worthless."

    Why on Earth would any corporation build them?

    Pre-war they'd either remain unused, or people would "use" them as private places to fap or take a piss. The maintenance and cleaning costs would be exorbitant. How much would it have cost to get the right to build them? You can't just build something and plop it down on a sidewalk, there must have been property acquisition costs, fees paid to municipalities, etc., all for what? No possibility of profit until after your company has been destroyed by nuclear armageddon?

    submitted by /u/Smelvidar
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