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    Fallout | Fallout New Vegas was fucked up

    Fallout | Fallout New Vegas was fucked up


    Fallout New Vegas was fucked up

    Posted: 06 Oct 2020 04:25 PM PDT

    I saw a thread on here which asked what was the darkest quest in Fallout. I mostly saw Fallout 3 and 4 random events, terminals, side-quests, and general ambience listed. And was surprised to see that the side-quests 'The Coyotes' and 'Roadside Attraction' was not mentioned.

    In 'The Coyotes'

    While exploring the south-eastern outskirts of Vegas, Courier Six stumbles upon a refuge camp in Aerotech. Six speaks to the NCR captain in charge to learn that there have been mysterious disappearances of refugees within the camp, one of which was a little blonde girl who carried a teddy bear around. Courier Six offers assistance in finding the missing refugees. Eventually, in his investigation, Courier Six is led to a Brothel in Westside. He inquires about the missing refugees to one individual, Saint James, who mentions 'He knows nothing of those missing persons in Aerotech' Courier Six corrects him, and says he never said anything about Aerotech. This obviously makes Saint James a suspect. While investigating Saint James' room, Six uncovers a human trafficking ring, Courier Six may even read the ledger which shows that several children, teenagers, and women, have been sold by a pedophile and some other degenerate, to a known sadistic rapist, Cook-Cook, or to a Fiend Leader, Motor-Runner, for around 500 caps. It is learned that the male children, the elderly, and the parents were burnt alive upon being sold for next to almost nothing, or killed during the abduction or sale. In one instance, a baby was kept alive so that the mother would be subservient to whatever demands Cook-Cook would've forced upon her. Courier Six may also discover the teddy bear belonging to the little blonde girl in the same room as the ledger, which insinuates the owner of the ledger, Saint James, raped her. Courier Six may confront the two traffickers, or bring the evidence to the NCR captain.

    In 'Roadside Attraction'

    After arriving in Zion, Courier Six is sent by Joshua Graham to collect several pre-war navigational devices, one of which is a compass. Six will travel to the bottom of a canyon cliff. He will discover a school bus. Upon the wreckage are the skeletons of children, some appear to be dismembered. Next to their bodies are children's toys, lunchboxes, and of course, the compass. Courier Six may either find parts for the compass, repair the compass, or bring the broken compass to Joshua.

    New Vegas' willingness to go this far in terms of darkness, and touching real world problems that happen and things that may be seen in a post-apocalyptic environment make it one of my all time favorite games. It brings up every evil, from civillian casualties of war and the PTSD that accompanies it, to human trafficking, from plowing a mob bosses daughter a little, to snuff films. Cook-Cook, despite being very minor and killed relatively easily, can also make for a great detailed sub-villian, if you play the quests in order from The Coyotes -> I Don't Hurt Anymore -> Three Card Bounty.

    submitted by /u/GodBlessTheEncIave
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    So mercs always bothered me so after encountering Talon Company in Fallout 4 dlc quest I spell their name for them. With their limbs.

    Posted: 07 Oct 2020 05:11 AM PDT

    This is it.

    Pretty much this is how it looked like.
    Video.

    submitted by /u/SirMephistoPheles1
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    Dead Money is just torture.

    Posted: 06 Oct 2020 06:28 PM PDT

    I am finally playing New Vegas' DLC by order of release and Dead Money is my first (I've played the entirety of the main game, literally every side quest) and I'm thinking I maybe did this wrong?

    It is SO DAMN DIFFICULT and, honestly, sometimes it feels like it's just for the sake of it. The speakers could be a fun idea, but you count in the bear traps, the trapwires, the ghost people that need to be hit more times, the toxic cloud, the rarity of ammo and it is just SO stressing I can't even take more than a daily half an hour dose of it. Which is a shame, because I'm really liking the story and characters so far, mainly Christine and God.

    The questions are: Was I supposed to play the other DLC first and, then, reach Dead Money? Is there any chances it will get easier from now on (I just triggered the gala event, so I can enter the casino)?

    submitted by /u/Naart904
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    Can we please allow pics and videos in this sub?

    Posted: 06 Oct 2020 09:20 PM PDT

    I'm not exactly sure why nothing other than text threads are allowed in this sub.

    This sub is kinda barren in terms of content, like, there's no one sharing fanart or anything of the sort.. I really think it's hurting this sub more than it's helping it, is it cause the mods don't wanna deal with people trying to shitpost so they just don't allow pics and stuff in general?

    Either way, I really don't wanna have to go to another dedicated sub that less than a third of the fanbase to share something I want everyone to see cause the main sub doesn't allow anything other than text threads.

    This is just my two cents tho, I personally would love to share my fallout world and creations in this sub. Y'all agree or disagree?

    submitted by /u/Augustus-Octavian
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    Does Yes Man take the strip from the courier?

    Posted: 06 Oct 2020 10:13 PM PDT

    During the ending of FNV when siding with yes man he makes a comment about being more assertive. Does this apply that the courier ends up not controlling Vegas?

    submitted by /u/proudcuck1992
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    Would music change overtime in the Fallout universe to something like rock?

    Posted: 06 Oct 2020 11:40 PM PDT

    Desert Winds from Fallout 1 terrifies the life out of me.

    Posted: 06 Oct 2020 07:51 PM PDT

    https://www.youtube.com/watch?v=_bgH2NdXju8&

    The Fallout games have their fair share of humor in them, but tracks like Desert Winds remind you of the fact that you are, in fact, living in the horrors of the post-apocalypse. The atonal strings and wailing winds sound like the souls of all those who lost their lives in the nuclear fire, screaming out their fear and agony in the desert...

    It makes me think about how horrible life must've been for the very first ghouls in the first decades after the bombs dropped. In a time before any semblance to civilization returned to the world, back when hope was nowhere to be found.

    We need more music like this in the modern Fallout games.

    submitted by /u/The_Gutgrinder
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    Fallout Miami? Sounds great, and it makes me want to play fallout 4 again.

    Posted: 06 Oct 2020 07:32 PM PDT

    After seeing Fallout Miami on YouTube, that's made me want to play fallout 4 again on my PC. It's have a good soundtracks a good view of Miami beach and a new weapon, I saw on the trailer that the player willing sort of four cylinder grenade launcher, and I love it.

    Love for the creators of this mod.

    submitted by /u/Marseillest
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    Anyone else having issues with the Zenimax Update?

    Posted: 07 Oct 2020 03:28 AM PDT

    Did anyone just have their game stop working after the Zenimax Update? I've been playing with free mods on PS4, haven't had many issues for about a few weeks on this new playthrough. Decided to go on a building bender late tonight (6AM my time) when I got the 0kb error. Figured it was my fault for overbuilding and attempted to go back a save, but it didn't load. Restarted the game and the ps4 and there was suddenly a service update on the PS4 and a Zenimax update, and now none of my data will load without skipping all my mods and saying they aren't present. I logged back into the mod store and checked my load order, nothing's gone, nothings missing, just not loading with my game. It doesn't seem like a genuine 0kb error, the data exists. Thing is, I know my old saves worked cause I restart at every save point to refresh, so they've been loaded before. Anyone else have any idea what happened or how to solve it? or did fallout really just break on me for the hell of it?

    Edit: I forgot to mention it's every single one of my mods that says it's not loading, even USO and SimpleGreen

    submitted by /u/justchrisk
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    Problem on fallout 3 xbox 360

    Posted: 07 Oct 2020 06:42 AM PDT

    Hello, so I bought Fallout 3 GOTY xbox 360 edition to play it on my xbox one, but game and DLCs are in German, how can I change it to English?

    submitted by /u/tottalynotpineaple12
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    Which gun is the most customizable in fallout 4?

    Posted: 06 Oct 2020 06:37 PM PDT

    I've been thinking about playing the game using just 1 gun and I wanted to know which one is the most customizable.

    submitted by /u/Gabefinn
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    Part 1 of an in-progress TTRPG system to faithfully recreate Fallout on pen and paper! more documents coming soon

    Posted: 07 Oct 2020 06:27 AM PDT

    Introduction

    Fallout: D20 is a new custom-made TTRPG system designed to be in keeping with the GURPS-based system used in old Interplay-era Fallout (fan-made, not endorsed by Bethesda), while adapting it to be better suited to a version without a computer doing complex math constantly, as well as adding changes made by later Fallout instalments and personal decisions believed to improve the overall experience. As the first document explaining the basic rules, the rest of this document will be detailing character creation.

    S.P.E.C.I.A.L

    S.P.E.C.I.A.L, or just Special, is the core statistic system indicating the character's natural aptitude in basic physical and mental attributes. There are 7 stats (the henceforth term for denoting 1 Special statistic in particular), each one signified by a single letter in the acronym.

    At level 1, a character will have a base of 5 points (their score) in each Special stat, which is considered to be average in every single one, as the minimum a character can have in any stat is 1 and the maximum being 10. However, the player has 5 additional points which can be assigned to any stats of their choosing, multiple times per stat if they wish, up to a maximum of 10. Also, the player can remove up to 4 points from 1 stat, to a minimum of 1, to further increase different stats of their choosing. However, this arrangement is not final, as both cybernetic implants and bobbleheads are found in the world and can raise Special score.

    The next several paragraphs will be dedicated to explaining the 7 Special stats and their non skill-based effects.

    Strength is a measure of raw physical might of the character, used to determine skill with melee, unarmed and heavy ranged weapons, as well as carrying capacity. As only the latter is purely a function of the stat, it will be explained here and not later:

    A character's base carrying capacity, a metric for showing how much weight a character can carry on their person without tiring, has a base of 100 pounds, increasing by 10 for each point in strength the character has.

    Perception is the acuteness of a character's senses and affects their accuracy with smaller ranged weapons and explosives, as well as their ability to pick locks.

    Endurance Is the overall toughness of a character, determining their hitpoints (how much damage they can take before dying, shortened to HP) and survival skills.

    At level 1, a character has a number of HP equal to 4 x their Endurance score, and every time they level up, they gain HP equal to their Endurance.

    Charisma is a character's ability to talk to different kinds of people, make deals and negotiate with other parties.

    Intelligence is fairly self-explanatory as to what it is, and it affects Experience (EXP, currency used to level up) gain, skill point gain and the character's ability to use energy weapons, their first aid capabilities, their knowledge of science, hacking and engineering, and their general knowledge of most topics.

    Whenever a character gains enough EXP to earn a Level Up, they gain a number of skill points (Which will be explained later on) equal to the below formula:

    1 skill point per level if the character's Intelligence is 4 or below, 2 skill points if the character has 8 or below, and 3 skill points if the character has 9 or higher intelligence.

    Agility is the natural nimbleness and dexterity of the character; it controls Action Points (which will be touched upon soon) and the character's ability to sneak.

    Luck Is the measure of how frequently the odds swing in favour of the character, dictating critical hit chance (detailed in upcoming combat document) and gambling ability, which is indeed an oxymoron but still applies to the system

    Special-based skill checks

    When no particular skill can be used for a required skill check, it is possible to instead roll using the Special stat itself as a modifier. In these instances, one adds twice the stat's score to the roll.

    Skills

    Now that your Special stats and vague character build are hopefully planned out, it is time to explain how skills are used to apply these stats in day-to-day gameplay.

    Skills are subgroups of the various Special stats, denoting various focuses of the character and the training they have in them. While some skill checks (as seen in the upcoming gameplay document) that do not apply to any particular skills will instead use the base Special as the modifier, the majority of checks will be made with these. All skills have a maximum of 20, being unable to be raised any further. Additionally, skills cannot be raised any further than double the score of their associated special stat, so a skill cannot go past 16 unless its' associated stat is higher than 8, for example.

    Skills are used as modifiers in associated skill checks or attack/damage rolls, with players adding their skill's score to the roll.

    Base skills

    To calculate a character's starting skills, look at the skill's associated stat (shown below), and use the following formula to calculate it on a skill-by-skill basis:

    1 skill point if the character's associated stat is 4 or below, 2 skill points if the character has 8 or below, and 3 skill points if the character has 9 or higher in the associated stat

    Tagging skills

    To show a character's further skill and focus in certain fields, players are allowed to "Tag" up to 3 of their skills, instantly raising each of them by 3.

    Skills

    While the various skills were mentioned in the Special section, they were not properly explained, as will be done now:

    Barter: Associated stat: Charisma This skill is used when discussing caps, their transaction, and general economics. While reserved mostly for skill checks, characters can use this skill to negotiate more caps for their services, or less caps for the services of others.

    Big Guns: Associated stat: Strength This skill is used as a modifier for attack rolls with particularly large ranged weapons, as is implied by the name. Most weapons in this category are reserved for the mid-game, though there are some early-game weapons under the category, making it still be a viable early-game skill, and the same is true for late-game options.

    Energy Weapons: Associated stat: Intelligence This skill is used as a modifier for attack rolls with ranged weapons that use lasers, plasma, electricity or other energy-based attacks. Most of these weapons are late-to-endgame in quality, but there are inferior versions for the early-to-mid-game.

    Explosives: Associated stat: Perception This skill is used as a Difficulty (DC) for targets attempting to avoid damage from grenades, mines, missiles or other explosive device set by the player, with all targets caught within the devices' radius being forced to roll an Agility check equal to double the player's Explosives skill to avoid damage.

    Gambling: Associated stat: Luck This skill is used for whenever a character is playing any sort of game of chance, such as poker, slot machines, or if need be Russian roulette.

    Lockpick: Associated stat: Perception This skill is used whenever a character is attempting to pick a lock, open a safe or otherwise break into or out of something.

    Medicine: Associated stat: Intelligence This skill affects the character's first aid ability and knowledge of the human anatomy; one adds their Medicine skill to the amount healed by stimpaks they inject and rolls to fix crippled limbs.

    Melee Weapons: Associated stat: strength This skill affects both the attack and damage rolls made with weapons under the Melee Weapon category (seen later on in the equipment document), making it, if combined with the appropriate gear and perks, an utterly devastating skill in combat.

    Repair: Associated stat: Intelligence While not having any basic mechanical use, this skill impacts any check made to fix, maintain, assemble or disassemble any mechanical or electrical apparatus.

    Science: Associated stat: Intelligence This skill is used to determine a character's knowledge of non-medical chemistry, physics and other non-applied sciences. It is also used as a modifier when rolling to hack terminals.

    Speech: Associated stat: Charisma This skill comes into play whenever the character is attempting to persuade or deceive other people.

    Small Guns: Associated stat: Perception This stat is used to improve attack rolls made with pistols, small shotguns and rifles, most of which are early-to-mid-game weapons, but with several late-game options.

    Sneak: Associated stat: Agility This skill is used whenever the character is attempting to move without being detected, specifically used as a modifier to beat the opposing side's Perception roll to detect you, as well as to successfully pickpocket people.

    Survival: Associated stat: Endurance This stat shows the character's knowledge of how to survive, forage and hunt in the wilderness. When traveling, each character makes a Survival roll at the end of each day, gaining 1 day of rations for every multiple of 10 rolled, e.g 1 day for rolling 10, 2 days for rolling 20, et cetera. Additionally, if the mean Survival skill of the group is higher than the detection difficulty of a random encounter, the players can choose to ignore it.

    Unarmed: Associated stat: Strength This stat is used for attack rolls made with a character's bare hands, or unarmed weapons such as brass knuckles or Power Fists. One reason to favour unarmed combat is that the higher a character's Agility, the lower the Action Point cost of unarmed attacks, costing 6 AP with 1-2 Agility, 5 AP for 3-4 Agility, et cetera, to the point that a character with 9-10 Agility can make an unarmed attack for only 2 AP.

    Traits

    To enhance a character's build and give them further specialization, a player can give their character up to 2 traits, which improve them in some way but with a trade-off in another field. A list of traits is provided below.

    Bruiser +2 bonus to Strength, but lose 2 Action Points

    Chem Reliant +1 to all drug-gained buffs, but +1 to all drug-gained penalties

    Chem Resistant -1 to all drug-gained penalties, but -1 to all drug-gained buffs

    Claustrophobia +1 to all Special when outdoors, -1 to all Special when Indoors

    Fast Metabolism +2 healing from stimpaks, but -2 to RAD and poison resistance

    Fast Shot -1 Action Point cost of all ranged attacks, but cannot take aimed shots

    Finesse Crit chance +2, but -5 to all non-critical damage

    Four Eyes -1 to Perception, but +2 Perception when wearing glasses

    Gifted +2 Special points to assign, but -2 to all skills

    Good Natured +1 bonus to Medicine and Speech skills, but -1 to all combat skills

    Heavy Handed +7 Melee damage, but -1 crit chance

    Kamikaze +2 to Sequence rolls, but -1 to all resistances

    One-hander +2 to hit with 1-handed weapons, but -5 to hit with 2-handed weapons

    Skilled +1 to all skills, but perks are only available every 3rd level

    Small Frame +2 to Agility, but -25 to carry weight

    Trigger Discipline +1 Action point cost for all ranged attacks, but +5 to hit

    Perks

    Now that all basic non-combat, non-equipment related character creation has been decided upon, further character specialization past Level 1 is dictated by perks, gained every other level and functioning similarly to traits, but without any downsides. However, perks have some form of prerequisite to be fulfilled in order to be taken, generally a minimum Special requirement. Most perks also have a level requirement, so Level will be shortened to LV in this section. Also, some perks can be taken multiple times to stack their effects, so the number of times it can be taken, if more than one, will be stated as its' Ranks.

    It is recommended that a first-time player only come back to this section upon having perks available for the first time.

    Action Boy/girl Prerequisite: Agility 5. Ranks: 2 +1 AP

    Adrenaline Rush Prerequisite: LV 6 +2 strength when below 50% health

    Awareness Prerequisite: Perception 6 You know what weapon an enemy is using, as well as exactly how much HP it has

    Aqua Boy/girl Prerequisite: LV 8, Endurance 8 Can breathe under water, do not take radiation damage from swimming

    Better Criticals Prerequisite: LV 9, Luck 7 Ranks: 2 Critical hits now do 10 additional damage

    Blademaster Prerequisite: LV 30, Melee weapons 20 +5 to attack and damage rolls with melee weapons, +3 to Evade when wielding a melee weapon, critical hits now disarm opponents wielding weapons, dropping their weapon on the ground in the same hex as the opponent

    Bloody Mess Prerequisite: Luck 6 +1 damage with all weapons, more violent death descriptions at the GM's discretion

    Bonus Melee Damage Prerequisite: Strength 6 Ranks: 3 +2 damage with melee and unarmed attacks

    Bonus Ranged Damage Prerequisite: Perception 6 Ranks: 3 +2 damage with ranged attacks

    Cannibal Prerequisite: Endurance 6, Survival 5 Can eat human corpses to gain 2d8 +6 HP and lose 20 karma

    Cautious Nature Prerequisite: Perception 6 +2 to Survival rolls when detecting random encounters

    Commando Prerequisite: LV 7, Perception 6, Small Guns 8 +3 to attack rolls in aimed shot with rifles

    Defensive Martial Arts Prerequisite: LV 12, Endurance 7, Unarmed 12 +4 to Evade when only wielding unarmed weapons

    Fast Feet Prerequisite: LV 6, Agility 6 +2 AP per turn that can only be used for movement

    Fast Shot Prerequisite: LV 15, Agility 7 All ranged attacks cost 1 AP less

    Fast Reflexes Prerequisite: LV 9, Agility 7 Ranks: 2 +1 to Evade

    Grim Reaper Prerequisite: LV 15, Luck 9 Killing someone with a critical hit gives you 1 AP back

    Gunslinger Prerequisite: LV 7, Agility 6, Small Guns 8 +3 to attack rolls in aimed shot with pistols

    Heave Ho! Prerequisite: LV 5, Strength 6 Ranks: 2 +2 range to grenades and thrown weapons

    Here And Now Immediately gain 1 Level Up

    Heavy Gunner Prerequisite: LV 30, Big Guns 20 Cannot be knocked down when wielding a heavy weapon, critical hits automatically knock down any opponent that can be knocked down

    Intense Training Prerequisite: LV 6 Ranks: 7 +1 point to assign to any Special stat

    Impartial Mediation Prerequisite: LV 10 +6 to Speech rolls when you have neutral karma

    Life Giver Prerequisite: LV 12, Endurance 6 +2 HP gained upon every Level Up

    Mad Bomber Prerequisite: LV 30, Explosives 20 +4 radius of all explosives, enemies who fail their agility roll are automatically knocked down, if enemies critically fail the roll the effects of a critical hit are applied

    Medic Prerequisite: Medicine 5 Ranks: 2 All stimpaks you use heal 1d6 +3 additional hitpoints

    Mirror Prerequisite: LV 9, Endurance 7 Ranks: 3 +3 Energy resistance

    More Criticals Prerequisite: LV 6, Luck 6 Ranks: 3 +1 to Crit Chance

    Mr/Mrs Sandman Prerequisite: LV 5, Sneak 7 Hits made with melee or silenced weapons against sleeping targets instantly kill

    Mysterious Stranger Prerequisite: LV 10, Luck 7 5% chance upon the beginning of all combat encounters that the Mysterious Stranger enemy appears on the characters' side. They do not speak, and vanish immediately after combat ends. If multiple characters in the party have this perk, it only increases the chance of the Mysterious Stranger appearing by 5% per character

    Night Vision Prerequisite: LV 7, Perception 8 Darkness does not lower Perception

    Ninja Prerequisite: LV 25, Sneak 16, Melee weapons 16 When sneaking, melee attacks do quadruple damage

    Pack Rat Prerequisite: LV 6, Endurance 6 Ranks: 2 +25 to carrying capacity

    Pain Train Prerequisite: Power Armor Training perk, Strength 7 Moving next to an enemy while wearing power armor forces them to make an Endurance roll with a DC equal to twice your Strength score. Upon a failure, they take 3d8+9 ballistic damage and are knocked down

    Power Armor Training Prerequisite: Be taught by someone who already has this perk or knows how to wear power armor Can wear all kinds of power armor. This perk cannot be acquired through a Level Up and is simply gained upon the prerequisite being met

    Preparation Prerequisite: LV 5, Perception 7 Ranks: 3 +2 to sequence rolls

    Pyromaniac Prerequisite: LV 10, Explosives 10 +3 damage with Molotov cocktails, fire gecko pouches, flamers and incinerators

    Quick Pockets Prerequisite: LV 7, Agility 7 Ranks: 2 -1 AP cost when accessing inventory during combat

    Quick Recovery Prerequisite: LV 8, Agility 7 Standing up only costs 1 AP

    Rad Resistance Prerequisite: LV 9, Endurance 7 Ranks: 3 +3 RAD resistance

    Rapid Reload Prerequisite: Small guns 5, Agility 7 -1 AP cost to reload weapons

    Reach Prerequisite: LV 11, Melee Weapons 8 Ranks: 2 +1 Range with melee weapons

    Robotics Expert Prerequisite: LV 8, Repair 14 Can sneak up to robot enemies and roll a repair check to shut them down, instantly killing them. DC is equal to half the robots' HP

    Shotgun Surgeon Prerequisite: LV 7, Strength 6, Big Guns 8 +3 to attack rolls in aimed shot with shotguns

    Slayer Prerequisite: LV 30, Unarmed 20 All hits with unarmed attacks are critical hits

    Snakeater Prerequisite: LV 9, Endurance 7 Ranks: 3 +3 poison resistance

    Sniper Prerequisite: LV 30, Small guns 20 +10 bonus to aimed shot attack rolls, +2 Crit Chance when using aimed shot, all ranged weapons +15 range

    Stonewall Prerequisite: LV 15, Endurance 8 Cannot be knocked down in combat

    Tag! Prerequisite: LV 15 Tag 1 additional skill

    Thick Skin Prerequisite: LV 9, Endurance 7 Ranks: 3 +3 ballistics resistance

    This system will be expanded upon in later documents

    submitted by /u/justendmylife892
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    Anyone else never use companions?

    Posted: 07 Oct 2020 01:24 AM PDT

    Besides for fallout 2 I never use companions. Mainly because the majority of the fun for me is the combat itself and I wouldn't want them making it easier. They are a lot more necessary in fallout 1 + 2 though because they help speed up the slow combat.

    submitted by /u/ZachLemur
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    How to maximize immersion

    Posted: 07 Oct 2020 04:55 AM PDT

    I would like to know if they're would be any way to make my game more immersive. I have a few mods like the one which makes diamond city bigger but I want some things that make it real but fun. Thanks

    submitted by /u/Snoo_57756
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    I need help (FNV)

    Posted: 07 Oct 2020 12:41 AM PDT

    So I can't get into ceasers tent without everyone turning hostile. I've gotten the mark, and my reputation is neutral. This stupid dog named lupa attacks me out of nowhere. How do I fix this. (Render unto Caesar)

    submitted by /u/Caterpillar_Most
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    Is there any mention to the Legion or NCR in Fallout 4?

    Posted: 06 Oct 2020 06:40 PM PDT

    There may be a dialogue i don't remember or didn't pay attention, but i did most of the missions and never saw a line of dialogue or terminal talking about them Edit: ( did most of the missions excluding DLCs)

    submitted by /u/Chernobaz
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    Anyway to kill Caesar in brain surgery without making enemies of everyone else?

    Posted: 07 Oct 2020 04:06 AM PDT

    This is one of those situation where I wish I could tell the NCR, Boone, Arcade, even Mr House "UNDERCOVER! I'm UNDERCOVER you assholes!"

    Instead the only way to gain Caesars trust enough for him to let me operate him is to alienate NCR, House and some of my companions.

    Any way to work around this? I killed Benny after I slept with him and looked Elijiah in the vault he cared so much about so I'm kinda going for a scum bag killer play style. So killing Caesar in brain surgery seems like a great a scum bag way to kill him

    Any way at all to get to that point without making enemies of everyone else?

    submitted by /u/winazoid
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    I am pretty sure this was posted before, but couldn't find it here

    Posted: 06 Oct 2020 10:22 AM PDT

    Just an awesome one man cosplay for the intro to Fallout New Vegas. It could only be better if it was Matthew Perry, the actual voice of Benny.

    https://www.youtube.com/watch?v=BtxzEHCQg7A

    submitted by /u/GabrielLogan989
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    Fallout 4 : how did your characters vault 111 get dirty

    Posted: 06 Oct 2020 02:09 PM PDT

    Ok so I'm prewar you wear a clean vault 111 suit but some how when it's frozen in ice I managed to get dirty how is it possible. Stuff just doesn't randomly get dirty especially if it's in ice.

    submitted by /u/thiccccccccboi42069
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    New vegas a summary of 60 hours

    Posted: 07 Oct 2020 03:16 AM PDT

    I have just completed my first new vegas playthrough along with dlc. Somehow I finished with messiah level karma despite comic ting every atrocity I could against the Legion, ncr, killing Mr house and a defenseless bendy. I finished the playthrough by claiming hoover dam without making a single shot. All I can say is this is a truly beautiful game and I can see myself returning for many more playthroughs.

    submitted by /u/thehow110
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    Fallout New Orleans Problem

    Posted: 06 Oct 2020 11:02 PM PDT

    Considering that Louisiana is barely holding onto it's above sea level land how would Louisiana and especially New Orleans survive a nuclear attack? They would bomb the Mississippi river flooding cities and most of the land.

    submitted by /u/BluTombstone
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    In Broken Steel, can you actually side with the enclave?

    Posted: 06 Oct 2020 10:16 PM PDT

    I don't have the expansion so that's why I'm asking.

    I absolutely hated how you can't join the Enclave in fallout 3 and instead are forced to help the circlejerk of steel. You're only really given the option to be a pseudo-double agent on President JHE's behalf.

    If the answer is no, are there any mods which let you actually join the Enclave?

    I'm pissed that NV and Fallout 4 let you join two genocidal dictatorships but Fallout 3 didnt.

    submitted by /u/The_SerialSatan
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