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    Wednesday, November 11, 2020

    Fallout | Why Fallout 3 is my favorite one

    Fallout | Why Fallout 3 is my favorite one


    Why Fallout 3 is my favorite one

    Posted: 10 Nov 2020 10:15 PM PST

    After finally completing all of the main entries in the series, I decided that my favorite game in the series is Fallout 3. Fallout 3 was critically acclaimed when it came out, but gets way to much hate nowadays simply because it isn't New Vegas, which is my second favorite. Here, I will explain why Fallout 3 is my personal favorite (not objective at all).

    1. Atmosphere. By far the main reason Fallout 3 is my favorite is the atmosphere. It's one of the few games in existence where I get sucked into the world to the point where it feels like my seconds life. Everything about it is so intriguing. It has the perfect balance of creepiness, humor, and seriousness. The wasteland feels the most like a wasteland in this game, as well.

    2. 1950s vibe. This is similar to number one in that it is a part of the atmosphere, but this is so huge that it deserves it's own spot. Fallout 3 is where the series doubled-down on it's 1950s atmosphere. The first two in the series had elements of it, but it was not nearly on the level of Fallout 3. Fallout 3's world feels like the 50s in every corner and crevice of the game. This shtick is what makes fallout so unique from other post-apocalyptic games, and Fallout 3 perfected this. Say what you will about Bethesda, but they really mastered this atmosphere, and New Vegas did not have as much of it.

    3. The World. Fallout 3 has by far the best world. Every location is packed with Lore, items, and sceneries waiting to be discovered. My favorite thing to do in Fallout 3 is just wander the wasteland. Fallout New Vegas did not have a very good world like this. Fallout 4 also has a great world.

    4. Sidequests. While there were not many side quests in this game, they are my favorite in the series. Every quest is unique and memorable, and the rest of the series has a lot of filler quests and boring "deliver this" or "talk to him" type quests. Fallout 3 has quests that are unlike any other. Who can forget Oasis, or the super hero fighting? I know I will never forget blowing up Megaton for the first time!

    These are the reasons why I prefer Fallout 3. I will admit, however, that New Vegas has far better writing and better rpg elements, but the open-world exploration is my favorite element of the Fallout series. This is why Fallout 3 is my favorite. Let me know what you think!

    submitted by /u/b_craig_02
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    I did a Angler drawing from Far Harbour

    Posted: 10 Nov 2020 07:04 AM PST

    I want to take a moment to say a sincere thank you to the mod creators.

    Posted: 10 Nov 2020 04:14 AM PST

    Mods make the games so much better because they allow you to customize, so you can get whatever kind of gaming experience you're looking for. It can be serious, silly, or mods can make the game easier or harder, whatever you want. Mods give us more of what we want and less of what we don't want.

    From tiny mods to huge expansions like Fallout: Miami, to whole remakes of previous games. Thank you mod creators, you are appreciated!

    submitted by /u/TooFatToMatt
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    Fallout 5 needs to let us disassemble guns into a non-functional state

    Posted: 10 Nov 2020 11:14 PM PST

    It's pretty annoying when you have a gun and find another gun with a mod that you want to move onto the first gun, only to then have to craft iron sights or whatever just to do so.

    In FO5, let us take mods off of guns, even if doing so will make that gun non-functional.

    submitted by /u/LoganJFisher
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    Is it wrong to use Fawkes? (Spoilers)

    Posted: 10 Nov 2020 03:40 PM PST

    In Fo3 you have the option to free Fawkes, a super mutant from vault 81. Once he is free, you part ways. He then folows the Enclave guys who kidnaped you and assists in their destruction. If you ask me, you're even. But after, you have the option to guilt him into coming with you. He doesn't resist because you saved him, but I think he would just like to live his life away from violence. I always feel bad about doing this, but he is imortal!

    submitted by /u/ThatDiabeticJesus
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    I achieved the unachievable..

    Posted: 10 Nov 2020 09:39 AM PST

    I've spent many playthroughs clicking this thing to no avail, but today was different. I managed to get the pie.

    submitted by /u/skoomaki
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    Fallout Texas: Various ideas for a Fallout game taking place in Texas

    Posted: 10 Nov 2020 07:30 AM PST

    Fallout Texas

    Various ideas for a Fallout game taking place in Texas

    Texas offers many opportunities as a setting for a Fallout game. Varied geography, interesting History, many cultures and a lot of locations, all of that would make a post-apocalyptic retro-futurist Texas an awesome place to explore and to interact with.

    Texas in the Fallout world would offer opportunities for many nations-to-be to rise up. Here are some of the factions that could appear in a post-war Texas, the relations that could exist between them and why this setting could make a great Fallout game.

    Main Factions:

    Texan Republic:

    Texas, along with California, is one of the regions of North America that has the most potential to become a country in its own right: Lots of resources, a big territory and a strong sense of belonging to a common "nation" based on a rich History. The "reset" that was the Great War for the US could represent an opportunity for an ambitious warlord or a visionary community leader to build a new, organized and "civilized" nation based on what survived of the pre-war "Texan identity".

    Like the NCR further West, this new Texan Republic would begin around one or a few settlements, and would then develop and incorporate more and more towns and cities. The laws of this new country could be inspired by Old World laws. Its founding ideology could be a "Texan nationalism" build from what's left of the pre-war State of Texas's History and culture. This new nationalism would focus on the unity of all those who live on the territory of the former State.

    This unity, and the order and security it should bring to the Texan wasteland, would be the end goal in the eyes of the leaders and the population of the Republic. This end goal should be achieved through cooperation and negotiations if possible, or strength if necessary. The unity of post-war Texas could be achieved by different ways:

    -Settlements, won over to the cause of Texan nationalism, or simply seeking protection or better trading relations, could ask for incorporation into the Republic.

    -The Republic could infiltrate agents into recalcitrant settlements to make propaganda, topple their leaders (or both) and push them into its arms.

    -The Republic, using more or less justified excuses, could directly annex settlements by force, especially when they represent an important strategic or ideological asset.

    But this country wouldn't be a copycat of the NCR. Like post-war California, it would be based on Old World laws and ideas, but it would take the shape of a military dictatorship of some sort. Texas is covered with military bases, it wouldn't be surprising if this new Texan nation was partly built and organized by military leaders and personnel, which would tend to think that strong government and assertive policies are the best way to achieve their goals. They would also have the means to do so. Democracy would be seen by those people as a failed experiment and a weak political system, unable to deal with the harshness of the wasteland and even less able to conquer and pacify it. In summary, Texas would be similar but also different from the NCR: Inspired by the Old World, it wants to bring stability to the wasteland, but without democracy.

    This new country could also be an egalitarian state, where Humans, ghouls and other mutants have the same rights as long as they are patriots and are ready to obey the law and serve the cause. All of this would make this faction morally gray: A military dictatorship ready to use brute force to achieve its goals, but at the same time a beacon of order and civilization based on written laws, promoting an egalitarian society and building an unifying political project in a lawless wasteland. This faction would be far from perfect in the eyes of the player, but it still could be considered by him as the best alternative for the Texan wasteland.

    The biggest cities of the Republic could be San Antonio, the capital and the place where the nation was founded, Corpus Christi, an important trading port, and McAllen, the agricultural heart of the Republic thanks to the cultures of the Rio Grande Valley. The large population of the Republic could be explained by the fact that Southern Texas and neighboring Mexico were relatively unscathed by the nuclear bombing of the Great War. San Antonio was not wiped off the map, unlike Dallas or Houston. Thus, a large part of the pre-war population survived. This makes it more likely that large communities and pre-war "Texas culture" would survive, and thus that a nation could be re-formed on these bases. As a consequence of this less intense nuclear bombardment, the radiation would also be less destructive to the ecosystem than elsewhere in the country, allowing for the rebirth of a meaningful agriculture (especially in the aforementioned Rio Grande Valley) capable of sustaining a large population, and thus complex societies and forms of government. Texas would be like the Commonwealth: a good place to kick-start civilization, but this time without some pesky scientists preventing you to do so from the underground.

    Texas would have a large army due to its strong demographics. The military would be well-equipped, thanks to the numerous Old World military bases in the vicinity of San Antonio. It would be well-trained and supported by the culture and military tradition that permeates the country, motivated by the unifying ideology of Texan nationalism, and hardened by the wars against Mexican warlords and western raiders. But it is also capable of diplomacy and political maneuvering.

    One of the founding fathers of the Republic could have been a traveler and history lover in his youth. He would have traveled throughout the former United States, studying the different political systems and societies that emerged from the wastelands. He would also have read old books from the Old World, learning about ancient civilizations and empires. His travels and knowledge would have inspired him to build the Republic and the Texan nation. This opens the door to references to the NCR, which could serve as an inspiration to Texan leaders, but also, in some cases and in their eyes, an example of what not to do.

    Aesthetically, the cities and people of Texas could have a Tex-Mex appearance, due to their proximity to what's left of Mexico. Their language could be a mix of Spanish and English. The architecture could also be a mix of Hispanic and Anglo-Saxon culture. The Texan army, in order not to be a copy and paste of the NCR army (which have a kinda modern look), should have a more 19th century look (like the rough riders of the Spanish-American war for example). Of course, retro-futuristic elements could/should be integrated. It's Fallout we're talking about, after all.

    The Triple Alliance:

    "H-Town" was a widely popular pre-war nickname for Houston. But now, it references the H (hydrogen) bombs that almost entirely razed the city during the Great War. The city, led by an aristocracy, could have risen from the ashes and become an important trade port in the Gulf of Mexico. H-Town could be the leader of an alliance of aristocratic city-states located in South-East Texas. The alliance would be comprised of 2 other resurrected towns, like Galveston or the Beaumont-Port Arthur metropolitan area, making it the "Triple Alliance".

    The political and societal organization of the Triple Alliance city-states should be clearly different from that of other factions in Texas, offering the player a variety of choice when choosing which faction to support.

    Thus, as I mentioned, those city-states could be aristocratic republics, ruled by upper merchant castes. These republics would be ruled by councils of aristocrats or a leader elected by the dominant caste. The maritime republics of Italy could be a source of inspiration. Aristocrats would be the descendants of vault dwellers, whom, once their vaults were opened, used their knowledge and technology to rebuild a society. A society at the top of which they and their descendants placed themselves.

    But how can we explain the fact that these vaults of South-East Texas were not victims of the experiments of Vault-Tec and kept their inhabitants shielded from the horrors of the wastelands? Well, one of the answers might be that these vaults were not part of the Vault-Tec initiative, and were instead built by the State of Texas. We can imagine that the governor/governors of pre-war Texas used the resources of the state to build their own network of vaults, less efficient and comfortable than those of Vault-Tec, but also preserved from the latter's twisted experiments. But why would Texas have embarked on such a project?

    Perhaps these pre-war governors were nurturing the somewhat crazy and megalomaniacal project of making their state independent from the US and taking over the leadership once secession was achieved. The impending nuclear war was in their eyes the opportunity to realize this dream, and their goal was to preserve a population sharing their views and big enough to rebuild an independent Texas on the ruins of the former pre-war state.

    If I remember correctly, the development of vaults in parallel with those of Vault-Tec was not/not much discussed in Fallout games. That could be an interesting new addition into the world of Fallout. The interests of the ruling castes of the Triple Alliance would therefore be as follows: In the short term, protect their economic interests (their power is based on trade after all) and maintain their aristocratic systems in the face of external and internal threats. In the long term, extend their hold over the whole of Texas to realize the dream of their ancestors.

    Thanks to the technology retained in the vaults, the armed forces of the Triple Alliance, although fewer in number than those of the other factions, have overwhelming superiority in weaponry. The ruling castes are reluctant to fight, so they hire mercenaries or enlist members of the lower castes to fight for them, in return for money or social promotion. Thanks to its immense monetary resources, notably acquired through the slave trade, the Triple Alliance can also secure the loyalty or vassalize other groups or communities.

    The societies of the city-states of the Triple Alliance would not have a unifying ideology or a common culture around which to gather, like the other Texan factions. The value of a person is estimated by his birth and/or wealth only. There is no official discrimination against mutants, for example. What matters is your social and economic status. Although a member of the lower classes cannot become an aristocrat, there are opportunities to move up the social ladder, especially through trade. Earning money can open doors, the social caste system is strict but not fixed. Thus, thanks to the existence of this relative meritocracy, the lower castes are more accepting of their fate, retaining the hope that, one day, they can escape from misery.

    The existence of slavery and of an aristocratic system seems to make this faction an obvious "villain", but most of the inhabitants of the Triple Alliance (those who are not slaves, of course) enjoy more or less decent standards of living (when compared to the standards of post-war America, at least). This is due to the significant technological advancement and wealth of the city-states. There are also some personal freedoms available: Freedom of worship, of the press, of expression. Freedoms that are not necessarily found elsewhere in Texas.

    Same as for the Texan Republic, the interest is to make the Triple Alliance a morally gray faction, with defaults but also advantages, so that the player's choice of who to support is not too obvious. Aesthetically, the appearance of the city-states and their inhabitants would more closely resemble what can be found in Fallout 4: A massive reuse of Old World clothing styles and tools, adapted to the post-apocalyptic sauce. This can be explained by the fact that these republics were founded by vault dwellers with vivid memories of the world of before the war.

    The Nortex Kingdoms:

    The Nortex Kingdoms are a confederation of tribal kingdoms founded in northern Texas (now onlt called Nortex, a popular pre-war nickname for the region) and southern Oklahoma by migrating tribes coming from the area formerly known as the Four States Commonwealth. These tribes could have fled the expansion of Caesar's Legion in this region and, after a difficult crossing of the Great Plains, they would have settled in the relatively habitable areas of Oklahoma and North Texas. There, they founded small tribal kingdoms, one kingdom per tribe. Their populations would have grown and their societies would have become more complex, gradually becoming sedentary and forming proto-States.

    Although they had fled the Legion and crossed the Great Plains together, relations between the different tribes would be far from perfect. Numerous conflicts, for various reasons, would regularly oppose them. At some point, the ambitious young leader of one of these kingdoms could embark on a great personal project: The unification of the kingdoms, which would allow the tribes to cooperate to prosper instead of killing each other.

    He would manage, through force and diplomacy, to realize his dream, unifying the kingdoms within a confederation. This new unity and the peace it would bring would allow the tribes to expand and develop. It would bring them to meet the other factions of Texas, factions with divergent interests from their own. Indeed, their demographic growth and the arrival on their territory of new tribes, who have heard of the relative stability of the region, would push the leaders of the confederation to search for new, virgin lands, especially to their South. Competition for land with the other factions would ensue.

    The goal of the Nortex leaders would be to settle newcomers on land that they would use for the benefit of the entire Confederation. Another objective is also to find a common enemy to maintain the unity of the Confederation, whose members sometimes have a hard time not turning against each other's. Finally, the still tribal societies of the confederate kingdoms are keen to preserve their way of life, their beliefs and the independence of their peoples, things which they feel are threatened by the expansionist wills of other factions. Expansion would strengthen the Confederation's position in Texas, ensuring its long-term survival in the face of potential and powerful enemies. Expansion is therefore synonymous with survival in the eyes of the people and leaders of the confederacy.

    The transitional state of the societies and states of the Confederate kingdoms, which are slowly but surely becoming more sedentary and more complex, can be seen in their armies. These are still organized in a tribal way, but with some modern elements. The army could be divided into smaller combat groups practicing guerrilla warfare. Leaders would be appointed according to their values as warriors, their charisma or their popularity. Each man would be responsible for his own armament. Weapons could differ greatly from one soldier to another, and the chain of command would not be very sophisticated. However, men could have a large number of firearms, albeit heterogeneous, and basic uniforms to show to which kingdom/tribe they belong, evidence of the ongoing process of modernization and change of mentality. The principle would be the same for the aesthetic appearance of the kingdoms, their architecture and their inhabitants: A mixture of tribal, and "civilized" styles with a touch of rehabilitated old-world technology.

    Unlike Caesar's Legion, the kingdoms of Nortex would not be imperialist invaders advocating the torture and discrimination of entire categories of the population. For example, slavery is frowned upon by the societies of the kingdoms. But their people and especially their soldiers are still capable of great violence and barbarism against their enemies, including the civilians. Some of their leaders also seem to have the ambition to wipe the other Texan factions off the map. Thus, the objectives of the Confederacy are understandable, and sometimes even justifiable, but the methods and the end result can be questionable. Its domination over Texas would definitely bring benefits to its people, but not to the inhabitants of the other factions. Perhaps even the contrary. That would make the Nortex Confederation a morally gray faction, like the Texan Republic and the Triple Alliance. The player would have to weigh up the pros and cons before supporting them.

    Other cities, towns and settlements The Robocracy. A town entirely inhabited, and supervised, by robots coming from all over the wasteland. If I'm not mistaken, a society composed entirely of conscious robots has yet to be introduced into the Fallout universe. That society would bring together robots of all types from the Fallout universe. In total, around a hundred robots could live and work in one of the cities of Central Texas (for example, the city of Temple, located near the Fort Hood military base, where many robots could be stored and left unsupervised after the Great War).

    A kind of conscious AI could manage this society, introducing consciousness into newly arrived robots and giving them a purpose in life and in their new community. The objective of this AI, which could have been developed by the army and become conscious after the war, would be to provide a haven for robots, which it considers as living beings in their own right. Within the robotic community of Temple, they would be protected from the dangers of the wasteland from and slavery by Humans. They could live freely among their own kind, instead of serving ungrateful masters or be reduced to spare parts.

    Although free and conscious, robots would assume tasks according to what they were built for before the war (which would be an interesting paradox and could be seen as a certain hypocrisy of the leading AI). For example, assaultrons, sentry bots and Mr Gutsy would protect the settlement. Mr Handy and Miss Nanny models would do daily maintenance and repair works alongside protectrons. Eyebots would wander the wasteland, bringing back useful supplies or wandering robots.

    The existence of such a community and its interactions with the player may cause the latter to ask himself interesting and complex moral and ethical questions.

    Limenopolis (Georgetown). Its name means "port city" in ancient Greek. But it has another meaning: "city of haven", limen meaning both "port" and "haven" and polis meaning "city". This name was chosen by the ghouls that installed themselves in the ruins of Georgetown to escape racism and persecutions. The town indeed became a haven for ghouls, and it thrived culturally and economically. The inhabitants gave themselves the task of retrieving, gathering, restoring and documenting Old World cultural knowledge and artifacts. The heart of this ambitious project could be the Southwestern University, located on the outskirts of the city.

    This great historical project would be facilitated by the memories of the Old World that many ghouls living in Limenopolis would still have. The inhabitants of Limenopolis and the quests they can offer to the player may raise questions about the flaws and qualities of the Old World (ours, in a way) and the New, as well as the discrimination against mutants in the Fallout universe. As I recall, since Necropolis in Fallout 1, no ghoul-only factions have been introduced into the Fallout universe.

    College Station and the Followers of the Apocalypse. The city could be inhabited by a group of Followers of the Apocalypse from New California. This group could have settled in the Texas Agricultural and Mechanical University (located inside the town) to research new ways to re-fertilize the wasteland, using GECKS from vaults and the pre-war researches and equipment left inside the University. The goal would be to reverse the catastrophic effects nuclear war had on the soils of America, allowing settlers to produce food in bigger quantities and better quality. Waco. I think the city of Waco can't be left out of a Fallout game set in Texas. Because of its strategic location and history, the "heart of Texas" could be the theater of many quests. For example, the successors of the famous Texas Rangers could have established their base there, and their destiny could be influenced by the player's actions.

    Religions

    I feel like Religions have been somewhat left out from Fallout games (the Bethesda ones, at least). DLCs like Honest Hearts showed that it can be a great addition to the universe and the lore. The shape and the place of post-war's Religions can also bring many, very interesting philosophical and ethical question.

    The Texan Republic could be influenced by a derivative of Catholicism, as Mexico is right next door and a large part of its population is of Mexican origin. Religion and state could be separated. This new Catholicism could also be one of the foundations of this developing Texan nation. The Triple Alliance could leave a great deal of religious freedom, which would contribute to making it a morally grey faction. Finally, the tribal kingdoms of Nortex could have different but similar religions, based on some Old World beliefs while being animist in nature.

    Now that the main factions have been established, it is necessary to explain their objectives, and why these objectives are pushing them to confront each other.

    The Struggle for Central Texas: Context and Objectives

    As I mentioned earlier, the different factions are seeking to expand, for different reasons. Central Texas represents their main opportunity for expansion. Here is why:

    The Texan Republic wants to expand into Central Texas and take control of the city of Austin for several reasons:

    -The expansion of the nation is seen as indispensable to the achievement of Texas unity and, above all, the capture of Austin would be a great political and symbolic victory for the cause of national unity.

    -The strong Texan demography requires greater food production. The regions already under Texan control are fertile, but the addition of new agricultural land to the territory of the Republic would ensure definitive food security for the Texan nation.

    -The colonization of these lands in central Texas would also help to relieve the cities of Texas, which are on the verge of becoming overcrowded.

    -Expansion to the South and West are unthinkable, so the conquest of territories in the Northeast is the easiest and most realistic option to achieve these goals.

    The first Texan colonies in Central Texas were established around the city of Austin, as the city itself is, currently under the control of an enemy (to be determined). Successive waves of colonization also set off in the direction of College Station.

    Digression about the importance of College Station for the different factions of Texas:

    The control of College Station would indeed prove to be strategic for every faction in Texas. The town is located in the middle of the cultivable lands that the 3 powers of the region covets. This central location also gives an easy access to the three main roads connecting the three biggest cities of post-war Texas: I-35 between San Antonio and Dallas-Fort Worth (the road also connects Austin to those two cities), I-10 between San Antonio and H-Town and I-45 between H-Town and Dallas-Fort Worth. Controlling it would also allow the factions to use the knowledge of the of the Followers of the Apocalypse who settled there and the agricultural, architectural and medical technologies they developed.

    Back to the objectives of the Texan Republic:

    The control of Killeen and the Fort Hood military base, located North of Austin, would also make it easier for the Texans to assert domination in the region and to reinforce its military means against the tribal kingdoms of Dallas and the Triple Alliance. It would also prevent the military material stored there from falling into their hands, of course. Finally, the city would be a good starting point for further northward expansion.

    The Triple Alliance would have objectives similar to those of the Texans: To take control of the territories, the resources and the technologies of Central Texas. If the Alliance does not quickly take possession of important food resources, its large population, especially the slaves, could rebel. The control of Austin is more symbolic than strategic for the Alliance, because of the distance between the former state capital and the its cities. Finally, control of Texas Central could open up lucrative new trade routes to the West. It is important to remember that the goal of the Alliance is not necessarily the annexation or replacement of other populations in the region, but rather their economic subjugation. The motivations of the ruling classes of the Alliance remain primarily opportunistic.

    The Nortex Kingdoms are not concerned with ideology or economic imperatives. For them, the conquest of Central Texas must serve three purposes: To find new arable land (no surprise here), to settle the newly arrived tribes of the Great Plains before overpopulation leads to conflict, and to cement the unity of the kingdoms by focusing their efforts on a common enemy.

    Like the Texan Republic, the objective is therefore conquest. But contrary to the assimilation advocated by San Antonio, the conquest by the Nortex Kingdoms must lead to the partial or total replacement of the populations already there. In the eyes of the leaders of the tribal kingdoms, this is the only way to ensure the long-term security of their peoples and cultures in this territory.

    A war is therefore brewing in the Texas wastelands. As in other Fallout games, the player's actions will help determine the winner and the direction Texas will take in the future. Will it become a strong, united (but also dictatorial) republic based on old world values like New California? Will it be a collection of prosperous trading republics, but where slavery is considered a trade like any other? Or will it become a confederation of tribal kingdoms, blending modernity with tradition, for better or for worse?

    The interest of such a game

    The goal of a game incorporating these ideas would be to move away from a history and universe like those we can find in Fallout 4, where it feels like the bombs fell 10 years ago, to one that is closer to Fallout New Vegas, where the socio-cultural and political landscape is being slowly rebuilt, with states and ideologies competing over territories and resources. This game would allow the player to explore, discover and influence such a world. But one must be careful not to fall into plagiarism, which is what I'm trying to do. It's up to you to tell me if I'm succeeding in doing so or not.

    The Texan Republic would not be the NCR. The Kingdoms of Nortex would not be a new Ceasar's Legion. The goal would also be to bring back in the universe some factions ignored in the Bethesda games (the Followers of the Apocalypse, for example) and to leave aside other factions that are a little over-used (BOS).

    One of the differences between such a game and New Vegas could be when it happens. The goal would be to enrich the timeline instead of extending it, as Fallout 76 tried to do. So the story could take place, say, in the late 22nd century or early 23rd. The factions of this Fallout Texas would be relatively young. They would not yet be well established, unlike the factions in New Vegas, already powerful and stabilized for a century.

    What do you think of my ideas? And you, what would you like to see in a hypothetical Fallout game set in a post-war Texas? I'm very interested in your feedbacks and opinions.

    submitted by /u/MikeFrench98
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    Vault-Tec Pug Mascot

    Posted: 10 Nov 2020 01:50 PM PST

    I use a projector for gaming and whenever my dumb pug wants attention he parks it right in front of the screen because he knows it blocks the view. caught him in front of the FO4 load screen

    https://imgur.com/gallery/lWHZLmc

    submitted by /u/itsforthebug
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    Power armor stolen ��

    Posted: 11 Nov 2020 12:58 AM PST

    So I was on that mission inFallout 4 for the Railroad where you team up with a Glory but right before I got to the train station I stopped at a power armor station and I needed more steel so I could repair it and while I was looking for some I met Glory in front of the entrance to the mission... and she was wearing my Tesla coil power armor. I thought after the mission maybe she would take it off but nope, went all the way through and then quick-saved and tried to kill her for it but that would have just kicked me out of the railroad and so I had to go a full hour of playtime back just to get to a save where I still had my power armor. Never leave your power armor with a fusion core in it or else an NPC can take it.

    submitted by /u/TheAtomicFrank
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    I can't believe Fallout 4 was released 5 years ago today.

    Posted: 10 Nov 2020 05:06 AM PST

    Seemed like yesterday, I played the game for the first time. I was super hyped for the game and had a blast playing. Before we know it, it'll be 10 years. I actually skipped School so I could play. Worth it.

    submitted by /u/TheCrowsNestTV
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    [FO4] Sharing an ambient mix I created featuring music from the most popular music mods available on Nexus. Sure to soothe any Fallout fans ears!

    Posted: 11 Nov 2020 01:27 AM PST

    A conversation between 2 raiders about a small boy

    Posted: 10 Nov 2020 08:00 PM PST

    I was doing a quest for the railroad I think, I don't remember the location I went to. It was inside a building in the front hallway, 2 raiders having a conversation. One was telling a story to the other, about a boy who they found and gave shelter to for a while. At first I thought wow raiders can be kind too but then as the story progressed to the point where they left the boy to drown, I felt sadness.

    I was listening to the whole thing and at the end killed off the raiders.

    Edit: it was an 18yo boy not a small kid, my bad

    Link to a video showing the full conversation: https://youtu.be/uqLdMNCpvD8

    submitted by /u/stormbreaka55
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    Fallout 4 or GOTY? Or mods??

    Posted: 11 Nov 2020 01:14 AM PST

    Howdy peoples I'm looking to get Fallout 4 on the PS4. I've been watching a review which tells about mods for the game which are also available.

    My question is, do I need to get the GOTY version, or will the base game plus mods be good enough?

    submitted by /u/dougiedonut_uk
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    Did i play far harbor wrong?

    Posted: 10 Nov 2020 10:44 PM PST

    Ok so recently I bought the far harbor dlc, whenever I researched dlc for fallout 4 I was told far harbor was the best, so I got it, now to cut to the chase I played through the dlc story normally, I went to Acadia, joined the children, got the memories and found (spoilers so stop reading if you don't want it spoiled) found captain a very dead, so then I had a decision, I was sided with my favorite faction, the BoS, so when I was prompted I did the Bos quest, I wiped out Acadia, and then.....nothing, I thought that there would be more but there wasn't, so I went back a save and got the nuclear launch and wind farm code before telling far harbor about avery so I finished the story with far harbor and the once again nothing really happened, so I completed the far harbor side quests and nuked the children, and then I was done and once again I felt unfulfilled, so, was I such a lobotomite and that I played the dlc in the worst way possible? I'm just a little confused and was hoping someone could shed some light on this whole dlc, any help is greatly appreciated, thanks.

    submitted by /u/TedDownUnder
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    Years after, What do you think of FNV: Old World Blues DLC?

    Posted: 11 Nov 2020 04:32 AM PST

    Opinions Please. No saying "objectively <insert 1 object in game> is <gatekeeper shit>."

    No whining

    Be Civil

    Remember we're a superior community. Don't divide it. It's precious.

    submitted by /u/Geraldbals
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    A painting I did of our favorite Legate! How did I do?

    Posted: 11 Nov 2020 04:20 AM PST

    Xbox Series X backwards compatibility not working propely?

    Posted: 11 Nov 2020 12:23 AM PST

    Just got my Seies X and jumped into Fallout 4-Microsoft told that it would run at 60 fps

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

    But as far as I can say it runs at 30 FPS at the moment. Game was installed from the scratch, checked for updates and so on. Does anybody knows whtas going on?

    It was intended o work without any patches

    submitted by /u/MisticK93RUS
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    In fallout 4, how many pieces of armour with balistic weave can I have on at the same time?

    Posted: 10 Nov 2020 09:36 PM PST

    I currently have two (a hat and underarmour), can I increase that?

    submitted by /u/lemonvan
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    Fallout 4 crippling damage (or just damage nuking) Q

    Posted: 11 Nov 2020 03:30 AM PST

    hey all, am booting up fallout 4 again and am wondering if anyone has the math on damage that crippling enemy limbs does. I dont really like using vats, so sniping natural headshots and getting big burst damage without VATS criticals is kinda important.

    Any tips on good builds outside of Vats spamming is also welcome. Usually play power armour heavy weapons but managing power armour is a bit of a headache ngl

    submitted by /u/CyberAdept
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    DLC problems on Xbox One

    Posted: 11 Nov 2020 03:15 AM PST

    So I picked up Fallout 3 again after about 6 months of not playing it. I noticed that my winterized power armor was gone so I checked to see where Bailey's Crossroads was at and it didn't exist in my game. I checked and all my dlcs are downloaded (through the Goty edition) but they aren't working in game. When I was playing 6 months ago I had done Operation Anchorage but now for some reason it's just gone. Broken Steel doesn't work either. I uninstalled my dlcs and redownload again but they still won't work. Is there a fix for this?

    submitted by /u/El_Senor28
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    I composed a theme for a Fallout FanFiction/Game Project

    Posted: 10 Nov 2020 05:23 PM PST

    An Interesting Faction Idea

    Posted: 10 Nov 2020 11:06 AM PST

    This is an idea I've been mulling over for a while, but I decide to finally post this.

    A "Ghoul Army"

    Don't have a good name yet for this idea (please comment ideas!), but I think the foundation is really solid. Something that Fallout 4 really missed for me was the "racial" tension between humans and ghouls. Meeting Gob, helping deal with Tenpenny Tower, going to the Underworld, and a number of other examples really showed you that people view ghouls as second class citizens or even monsters. This was a really interesting story dynamic and was completely absent in 4, this faction is meant to bring back this dynamic.

    This faction is an army of ghouls with one purpose: the extermination/conversion of all humans or aggressively finding somewhere they can call their own. Their motives would be that they have been abused and neglected by mankind and pushed to the limit and that they in fact view themselves as superior to humans. After all, they're just as intelligent and strong (maybe more so) as humans, and they seem to live forever without major physical/mental consequences. This mentality would spread across the wastelands and ghouls from all over would gather to join the only faction dedicated to ghouls as a people. Now this does sound a little like the third reich, and also similar to the Master's army, but I think there are some really unique twists you could throw into a group like this.

    A few plot ideas I have:

    • One involves you having the choice to become a ghoul through this faction, which could open up new doors to you (and close some perhaps).

    • Another is a possible endgame for the faction. What if their leader discovers a way to create dirty bombs? Basically the idea would be to use dirty bombs to essentially exterminate humans in large swathes and thereby creating super radiated areas perfect for ghouls. These bombs could permanently alter large sections of the map and make it so humans would be forced to leave them alone. This could even turn some key characters into ghouls Moira Brown style and would make for some interesting encounters, good and bad!

    • Just as Caesar's Legion used war dogs in their ranks, so too would these ghouls, except they would use feral ghouls instead! I'm thinking these guys literally domesticate feral ghouls in some fashion and use them just like humans use hunting/war dogs. I think that would be brutal, terrifying, and make for very interesting gameplay.

    • I'm not sure how I'd integrate this, but it's too juicy to ignore: The Bright Followers. This could finally be an opportunity to find out what happened to the bright followers after we met them in NV. There are a couple of ways to go about this, one is that maybe the leader of this army is a disciple of Jason Bright that fell from grace or even Jason himself! Another way is to simply have it referenced by an npc or maybe a terminal, but this would make a great side quest!

    This is what I've been able to come up with on my own so far, and as a side note I came up with this while working on ideas for a fallout game based in St. Louis Missouri. Spoiler, it would work REALLY well! Let me know what you guys think!

    submitted by /u/djlawson1000
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    A heartwarming quote from one of the most underrated characters

    Posted: 11 Nov 2020 02:52 AM PST

    "In all things, a calm heart must prevail." - Fawks

    submitted by /u/luke_margerum
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