Fallout | Just completed New Vegas, got a nice surprise on the ending slides. |
- Just completed New Vegas, got a nice surprise on the ending slides.
- Just started Fallout 1 and holy shit the font is so damn tiny.
- [New Vegas] (small detail) The UltraLux is the only place with unique music, not something on a radio or an ambient track it has actual music that only plays there
- I feel like doing Honest Hearts before doing Dead Money makes more sense.
- The Brotherhood of Steel in Fallout 4 they went from being the preservers of mankind to the new Enclave Order. I guess Mr. House was right about them.
- Danny Shorago (Hancock) live on twitch
- FO4 Far Harbor: Far Harbor or Acadia
- Mods blocking animations?
- Anyone else think the Pitt wastes it's gameplay potential a bit?
- Love ‘em or hate ‘em, the brotherhood of steel quest line has by far the best and most entertaining moments in FO4
- So Who is Best for the Commonwealth?
- The logs on the terminal outside Germantown Police HQ in Fallout 3 are fucking brutal
- Why can’t I talk to Ellie to find Shaun
- Fallout 76 fasnacht what mask is the rarest?
- The guns of Fallout 4 saddens me.
- Fallout 3 sprint mod isn't working
- What happened to all the milk in fallout 4?
- What character in the Fallout Universe has the most caps?
- Several Years Late To The Party. Just Started F4 GOTY & Got My Ass Handed To Me By A Deathclaw.
- Hey guys I’m new and I wanted to know what’s your favorite fallout and why ? ^^
- "Operation could not be completed" error in mods menu on PC Fallout 4
- Gunslinger Build Guide - New Vegas
- Scariest Place/Experience
Just completed New Vegas, got a nice surprise on the ending slides. Posted: 20 Feb 2021 03:57 PM PST |
Just started Fallout 1 and holy shit the font is so damn tiny. Posted: 20 Feb 2021 05:28 PM PST |
Posted: 21 Feb 2021 12:19 AM PST |
I feel like doing Honest Hearts before doing Dead Money makes more sense. Posted: 20 Feb 2021 12:29 PM PST I always used to do the DLCs in the order of their release; so DM > HH > OWB > LR. But the more I think about it, I think it actually makes more sense to do them starting with Honest Hearts and then Dead Money. From a pragmatic perspective, HH has the lowest recommended level, at only level 10. It's much easier than the other DLCs and its loot is good for low-mid level characters. From a story perspective, it's also pretty independent from the storyline of the other DLCs, and while there are some connections its much less than the others. So I feel it makes much more sense to start the DLCs with HH. Although maybe others will disagree with me on this. [link] [comments] |
Posted: 20 Feb 2021 08:54 AM PST |
Danny Shorago (Hancock) live on twitch Posted: 20 Feb 2021 11:50 PM PST Hey all, my friend is streaming and has Danny Shorago live. https://www.twitch.tv/fyrewriter Raising money for Texas part of fallout for hope. Danny is such a nice guy and funny. [link] [comments] |
FO4 Far Harbor: Far Harbor or Acadia Posted: 21 Feb 2021 03:20 AM PST This might be a spoiler if you still plan on playing Far Harbor. I'm kind of in a moral dead end here. I gathered all the data from DiMA's memory, I know what he did, and why. Now, I gathered information on what my options are: I can tell Far Harbor the truth about captain avery, and likely have Acadia destroyed in the process. Alternatively (I think) I can have DiMA be executed, and maybe they'll let Acadia be, but I don't think so. The alternative would be to keep it a secret, and accept that DiMA will replace one of the children of Atom with a synth, which I don't like, or want anything to do with (since that is against my personal morale). Hell, I didn't even tell avery so far what she is, she doesn't have to know. So now I'm in a dead end here. I don't really like either options, but it seems like I have to decide either FOR the synth and against far harbor, or for the Far Harbor against acadia.. Maybe someone already did this? what did you choose, and how did it go? [link] [comments] |
Posted: 21 Feb 2021 01:16 AM PST Does anybody know what kind of mods could stop the little animations for using a critical, Idiot Savant proccing etc. from showing up? Something I installed is stopping them and I don't know what. If I could narrow down what kind of mods might cause it, I might be able to figure it out. I have a mod that changes how IS works, but I know for a fact that isn't the cause as not only was it working fine before animations and all, it's still happening even with the mod disabled. I'm pretty sure it's not any of the .ini files as I have tried deleting them and then making new ones by starting the game through the launcher and it is still happening. [link] [comments] |
Anyone else think the Pitt wastes it's gameplay potential a bit? Posted: 21 Feb 2021 04:40 AM PST I'm still super-early but that's kinda the problem, the game hypes up you losing your stuff, so I figured I'd be in for a bit of having to sneak around Slavers and such, but instead once you get kicked out to find Ingots, you can find an assault rifle and bat right away and it didn't take me long to find armor ammo and a decent stock of medical supplies. You kinda just get given way too many weapons way too easy, to the point where it seems like you lose your stuff simply because it's more logical but then they give you not-terrible equipment right after, you don't really feel vulnerable because you have an AR right away and it doesn't take long to find other stuff and there's just unlocked boxes of munitions laying around. (Also the Slavers...just sorta let you go after capturing you, they don't assign you to any tasks or anything, sure you can't run around much at the start but it's still odd if you fought your way through that they put you in slave gear then sorta just forget about you.) I was expecting more of a stealthy thing, kinda like Splinter Cell Double Agent where when you're Undercover you have to slip away from areas you're assigned to in order to do tasks. The whole "Becoming a slave" thing feels more like a formality to explain why you're allowed to be there than an actual significant handicap. [link] [comments] |
Posted: 20 Feb 2021 09:30 AM PST After doing another play through with the BoS, it hit me that they are involved or connected with some of the best moments in the game, much more so than the other factions. Here's a list of things that makes the BoS the best and most entertaining faction in fo4. TL;DR I'm not a BoS fanboy but I feel they really carried the game when compared to the other factions and provided us with the best moments in the game.
Anyway, just felt like making a nice BoS post. [link] [comments] |
So Who is Best for the Commonwealth? Posted: 20 Feb 2021 03:27 PM PST I came back to fallout4 after not playing since release, and have been wondering if opinions on this sub have changed. Is there a universally agreed best faction in the game for the good of the commonwealth? Personally I think it's the BOS. They have the resources and the military capability to protect, defend and supply the Commonwealth. I think the MM are a good faction but far too weak, same for the RR. The institute could potentially be good depending on the authority the pc actually gets upon assuming the director role. I personally think the PC doesn't have much say in the functions of the institute and as such, the institute is terrible for the Commonwealth. What do you guys think? [link] [comments] |
The logs on the terminal outside Germantown Police HQ in Fallout 3 are fucking brutal Posted: 20 Feb 2021 10:30 PM PST https://imgur.com/gallery/jBzqZsP There are more logs but these sum up the lore best. [link] [comments] |
Why can’t I talk to Ellie to find Shaun Posted: 21 Feb 2021 12:18 AM PST Note I do have mods installed but not any mods that affect missions and I am on PS4 [link] [comments] |
Fallout 76 fasnacht what mask is the rarest? Posted: 21 Feb 2021 03:40 AM PST |
The guns of Fallout 4 saddens me. Posted: 21 Feb 2021 03:19 AM PST
[link] [comments] |
Fallout 3 sprint mod isn't working Posted: 21 Feb 2021 03:11 AM PST I installed the Fallout 3 sprint mod : https://www.nexusmods.com/fallout3/mods/1854 I did everything correctly : installed on the same disk as Fallout 3, also installed FOSE to be sure and enabled them via Vortex. In game, I received the instructions item telling me that the sprint is replacing the "Run" key. However, when I press the key, it slows down my character. Can you help me ? ;( [link] [comments] |
What happened to all the milk in fallout 4? Posted: 20 Feb 2021 02:40 PM PST Does anyone know/ have a theory of what happened to all the milk in FO4? I've noticed that by every nuka-cola machine there is always a milk machine which has 1 or two empty bottles of milk. This applies to every milk vending machine in the game. I'm just curious to see if there is any lore/reasoning behind this. [link] [comments] |
What character in the Fallout Universe has the most caps? Posted: 20 Feb 2021 07:07 PM PST So I was playing Far Harbor and ran into Machete Mike. I'm not going to spoiling anything, because if you know, you know. He offers me a lot of caps and I declined. But being curious I wondered what he was packing. After slicing him up I searched his corpse and found 3100 caps. That's more than any character I believe I ever stumbled on. So I was wondering, which character in the Fallout Universe has the most caps in their inventory? Edit: added "in their inventory" [link] [comments] |
Several Years Late To The Party. Just Started F4 GOTY & Got My Ass Handed To Me By A Deathclaw. Posted: 20 Feb 2021 03:18 PM PST Played & completed all of F3, but due to burnout never gave NV a chance (Judging from the love from fans big mistake). Been hesitant to jump back w/ complaints on the FPS (PS4Pro) and Bethesda's lack of wanting to improve their engine, but got to say it feels good especially gunplay. I can see this being an easy 100 hr. Play through. Any tips or tricks are appreciated! [link] [comments] |
Hey guys I’m new and I wanted to know what’s your favorite fallout and why ? ^^ Posted: 21 Feb 2021 02:22 AM PST |
"Operation could not be completed" error in mods menu on PC Fallout 4 Posted: 21 Feb 2021 02:03 AM PST Whenever I try to download relatively large mods (I've had problems with 200mb+) about half of the mod is downloaded before I get an error saying "The operation could not be completed," and the download stops. I've seen a lot of complaints about a similar problem on xbox, but I'm on pc. I have a stable internet connection and a beast of a computer, but the mods aren't downloading and I can't find a fix, any advice? [link] [comments] |
Gunslinger Build Guide - New Vegas Posted: 20 Feb 2021 10:09 PM PST This was a Cowboy build that turned into a Gunslinger build when I added The Professional perk. It goes full on into revolvers with the endgame being the Ranger Sequoia. But there is some room in the build for more options like energy weapons and explosives. There are a few perks you could consider filler so I think with some tweaking this could become a very good all rounder build. S.P.E.C.I.A.L. : Str 3 -> 4 : Starting at 3 is the minimum amount needed to reach the required 6 strength for the best revolvers. The strength implant and Reinforced Spine is necessary Per 5 -> 8 : I don't find perception particularly useful and I would likely dump it if I didn't need 6 for perk requirements. Just make sure you get the perception implant before level 16. End 4 -> 7 : I choose my starting endurance based on the number of implants I'll need to make the build work. In this case I need at least 2, for strength and perception, but I'm optimizing the build a fair amount so starting at 4 and using the Lonesome Road SPECIAL perk on endurance will get me 5 SPECIAL implants Cha 1 -> 1 : New Vegas doesn't seem to have many charisma checks, and with many weapons having a strength requirement of 5 or more (roughly half if don't include energy weapons) charisma tends to be my dump stat of choice. If perception wasn't necessary for Better Criticals I'd likely dump that over this if only to make very early speech and barter checks easer, but it's vital for any crit build (which this is). Int 9 -> 10 : I tend to like high intelligence builds. I like to increase my skills quickly and starting with 9 and getting the implant will let me max my skills without thinking about it too hard. (I've seen several calculations for maxing all skills and while they've seem to all come to a different total amount, they all agree that you can get over the max amount by level 50) Agl 9 -> 10 : Handguns are best at closer ranges so I'll be relying on VATS a lot, so agility is a must. Revolvers in particular also have small capacities and a long reload time so a faster reload speed is perfect. Lck 9 -> 10 : This is a crits focused build so luck is a must, plus I get an early skill boost. Traits : Built to Destroy : Again, this is a crits focused build and I plan to get Jury Rigging so the condition penalty doesn't bother me much. Fast Shot : I had a number of options for the second trait but most of the weapons I plan on using have a low fire rate, so I went with Fast Shot in the end. Some of the other traits I considered were the all round good ones like Skilled, or Small Frame to eke out a few more SPECIAL points to play with, or even Trigger Discipline. Tags : Melee Weapons Repair Sneak Tagging skills is usually meant to give a boost to primary skills in a build. Usually in a build I'll tag something like guns, lockpick, and repair, but in this case the tagged skills are meant to get certain skills to a high enough level to meet perk requirements easier. Namely Cowboy (Guns 45/Melee 45), The Professional (Sneak 70), Light Touch (Repair 45), and Jury Rigging (Repair 90). I didn't bother to crunch the numbers on these so there may be a more efficient way of going about it, but this build is only semi-optimized and it's really easy to become very powerful so I'm not that concerned. Implants : Intelligence Implant : First priority for me is getting intelligence to 10. I go strait to the New Vegas Medical Clinic after level 2 (I'll explain why in the perks section). Perception Implant : You need this by level 16 to get Better Criticals. I go the route of stealing a bunch of high value gear from the Silver Rush in Freeside, but if you don't want to go through all that tedious bullshit and don't have enough caps by then, then there are other perks in the build you can slot in at this level until you save up enough. Strength Implant : This is kind of a mid teir priority. It's necessary to reach the 6 strength requirement for the Sequoia, but it's up to you how onerous you find the penalties for not meeting it. Luck Implant : This implant is low priority. You only get an extra 1% crit chance and some better odds at gambling, but every little bit helps. Agility Implant : +3 AP, +2 Guns, +2 Sneak, and a fraction faster reload time. Depending on your preferences you may want to get this one before the luck implant. Either way it's still low priority, not getting it won't break the build. The last two SPECIAL implants are kind of optional. I also have a bunch of Intense Training perks at the end of the build that are basically filler that I've dumped 2 of into endurance, allowing me to add Sub-Dermal Armor and Monocyte Breeder (there's no reason to bump charisma from 1 to 2). So if you decide to skip those perks in favor of something more interesting you might consider skipping the luck and agility implants altogether in favor of Sub-Dermal Armor and Monocyte Breeder regardless. Perks : Lvl 0* : Light Touch (AG 6/Repair 45) - There's a bug where you retain any Dead Money perks you have after resetting your character when leaving Good Springs. If you don't want to use exploits, or if you want to get the intelligence implant before level 2, then pick this up first and get Rapid Reload later. Lvl 2 : Rapid Reload (AG 5/Guns 30) - This stacks multiplicatively with agility so it's a really powerful pick. Especially with revolvers as most of them reload the bullet individually. If you're taking Light Touch here instead pick up Rapid Reload asap. I'd recommend either replacing Educated entirely, or knocking down Gunslinger to the next available slot (and so on and so forth, I try to get the perks at the level they're available but some of them overlap and I ending up getting them later). Lvl 4 : Educated (IN 4) - I tend to get this as a matter of course (skills points!), but if you don't' want to go super hard into gaining skills then consider this one filler. At this level there are more good perks than bad, but some have fairly hefty skill requirements (why is Rad Child even available at level 4 if you're going to make it require 70 survival? I know it's a really powerful perk but in that case just make the level requirement higher. So weird.) so just slot in anything that seems fun or interesting Lvl 6 : The Professional (Sneak 70) - This one might be controversial for some people, but the addition of this perk completely changed the focus of the build for me. I'm not running any Unofficial Patches and there is a bug for this perk that causes it to work all the time. It's only supposed to increase damage for sneak attack criticals, but instead works on all critical hits. If you're using an Unofficial Patch, or , again, don't want to use bugs, then drop this and pick up Hand Loader instead and run it as a normal Cowboy build. Or you can swap Cowboy for Grunt and use a silenced .45 Auto. Or just use a silenced 12.7mm and swap Cowboy with Entomologist. It's whatever you want to do! Lvl 8 : Cowboy (Guns 45/Melee 45) - If you're doing a handgun build Cowboy seems to be the way to go. Nearly all of the best handguns at every stage are revolvers and the best one in terms of flat damage is the Ranger Sequoia (though it's DPS is outshone by a couple of semi-auto models). It also allows for some variation with a little bit of explosives and melee. Lvl 10 : Finesse - Crit build. +5% crit chance. Take it. Lvl 12 : Gunslinger - Even though this is the perk the build is named for, this is mostly here to offset the Fast Shot trait. Even if you take a different trait this is still a handgun focused build on matter how you modify it so this is still a good pick. Lvl 14 : Jury Rigging (Repair 90) - I love this perk. Weapon degradation is always my most hated mechanic in games and this lessens a lot of the annoyance that system brings. It's also a really easy way to make money by repairing high value items with low value items to increase their sell price. That said, Hand Loader is a really good perk that I couldn't fit in before level 20 and if I was going to put it anywhere, it would be here (though you could remove of one of the Intense Training perks and then knock down everything from level 22 on and fit into the level 22 slot. You'd have to lose an implant though). Lvl 16 : Better Criticals (PE 6/LK 6) - ABSOLUTELY CRITICAL! Ha. Seriously though it's multiplicative with Just Lucky I'm Alive giving you +125% crit damage. Lvl 18 : Sniper - I was considering Center Mass for this slot until I lookup the damage bonus for head shots so it was down to +15% damage vs +100% damage. The choice was obvious for me, but you'll be up close with handguns most of the time so this is another slot to consider an alternative (like Hand Loader). Lvl 20 : Grim Reaper's Sprint : This perk basically completes the build. Using this to reload all your AP after one-shotting 5 guys straight and entering VATS again to kill 5 more is really fun and will become your primary attack method. Any AP perks after this is probably overkill but this synergizes well with Math Wrath (Science 70) Lvl 22 : Bloody Mess - I don't care about the extra gore, but the damage is nice. This is technically filler, but it could also be slotted into an earlier level. Lvl 24/26 : Action Boy/Girl (AG 6) - Like I said for Grim Reaper's, any AP perks at this point are probably overkill. You could replace these slots with Math Wrath and Hand Loader, or even Nerves of Steel. I also toyed with adding Ninja to the build but decided against a sneaking focus. Lvl 28/30/32 : Demolition Expert (Explosives 50) - The Cowboy Perk boosts thrown Dynamite and this will help that even more. It will also give you some nice options with explosive weapons (incredibly the Missile Launcher has the same strength requirement as the Sequoia. In fact most of the explosives have 6 or under strength requirements). If you want to focus on stealth or you don't like explosives swap em' out (at this level there are too many alternatives to list. It's why most of the perks after level 20 is filler, there's so many choices). Lvl 34/36 : Toughness (EN 5) : Permanent, unconditional DT is hard to get without armor and this a light armor build. While this is technically filler it's still a strong choice at any stage. Swap it out if you like to live dangerously. Lvl 38/40 : Mysterious Stranger/Miss Fortune - These perks are kind of a sweet treat, but they're not a reliable source of damage. Fun to have but easily replicable. Lvl 42-48 : Intense Training - This is basically the point in the build where I ran out of ideas. The perk selection after level 22 is a wasteland (ha), and I don't feel that there are many options that will be impactful at this level that I haven't already taken. So I just filled all the slots until level 50 with IT, added 2 to endurance and perception and added 2 extra implants. If you're going to make cuts anywhere in this build this is where you're going to start. If you keep them you might find it more impactful to put the extra points into strength instead of perception (charisma still isn't worth it, especially now), as it will give you more weapon options (there are only 9 weapons in the game with a strength requirement over 8 and 6 of them are melee weapons) Lvl 50 : Just Lucky I'm Alive (Karma -250 to 250) - Congratulations if you made it this far (both in game and in this massive block of text), your reward is three really good perks. Honestly any of these is good to have so you don't have to worry about micromanaging your karma for 50 levels (though if you're doing a "good" playthrough and you want the bad or neutral karma perks just go steal a bunch of shit). But this is a crit build as I've mentioned so the one that gets to go in this slot is the one that boosts your crits. No brainer. Weapons : I'm running a mod that adds That Gun and the Police Pistol to The Professional perk, so any revolver works for this build. Lucky and That Gun have similar stats, but Lucky is a holdout weapon with a more common ammo type and That Gun is both easier to get and can use AP rounds. Mysterious Magnum may also be a good choice but it's lower crit modifier makes me feel like it's not worth taking over the other two till you get to the Sequoia. The Hunting Revolver might tide you over if you're VATS crazy but I don't like ADS-ing with scoped handguns and it's spread is worse than Lucky's anyway. I like to run around with Lucky, That Gun, and a Sequoia, swapping them out as needed. The Cowboy Perk is compatible with a number of decent rifles, the best of which is the Medicine Stick. However, the Medicine Stick shares the same fairly rare ammo type as the Sequoia, the .45-70 Gov't. You may want to stick with the Trail Carbine which uses .44 magnum instead. I only really use the rifles to initiate fights at long ranges outdoors. Most engagements are going to take place up close. SMGs are compatible with the build because of The Professional perk, so if you want to sneak around plugging people with Sleepytyme no one's going to tell you no. But the low crit rate on these guns don't make them worth it for me since I'm eschewing stealth. The Cowboy perk is compatible with exactly one shotgun, the Lever-Action Shotgun. And it's a middling shotgun at best, having neither the best dps nor the best flat damage. Also, shotguns aren't very good in New Vegas anyway because of the way DT works. Shotguns don't really have a place in this build, if you get into it up close just fan the hammer. Funnily enough, if you boost strength instead of perception at the end of the build, you'll actually have the requirements to use a couple of heavy weapons. One of which uses .357 ammo. I can't condone such animal cruelty however so we will skip past this one. Energy weapons kind of deserve their own build, and they're not really on theme. But you meet the strength requirements for all the them, even the heavy weapons if you boost strength with ITs, so if you suddenly feel like doing some pew pew laser after coming this far, go for it. Like I said before there's room in the build for some explosives, but if you plan on using one of the projectile launchers I'd suggest going with one of the Grenade Rifles or the Grenade Launcher over the Missile Launcher. The ammo isn't as expensive and you're less likely to blow yourself up. But if you insist on continuing this madness you should take Hit the Deck somewhere in the build, and Spray and Pray if you're running with companions. I keep a Cowboy knife on me in case I run out of ammo somehow, but melee isn't really for this build. It'll likely stay at the 45 points need to get the Cowboy perk, lonely and ignored. TL;DR : SPECIAL 3(4), 5(8), 4(7), 1, 9(10), 9(10), 9(10) Tags Melee Weapons, Repair, Sneak Traits Built to Destroy, Fast Shot Perks Light Touch*, Rapid Reload, Educated, The Professional, Cowboy, Finesse, Gunslinger, Jury Rigging, Better Criticals, Sniper, Grim Reaper's Sprint, Bloody Mess, Action Non-Binary, Demolition Expert, Toughness, Mysterious Stranger, Miss Fortune, Intense Training x4, Just Lucky I'm Alive Weapons That Gun, Lucky, Ranger Sequoia, Trail Carbine at longer ranges. crits [link] [comments] |
Posted: 20 Feb 2021 09:56 PM PST What was the scariest place you explored or event you experienced while playing a Fallout game? Hard mode: Point Lookout, the Vaults, the Dunwich Building and the Deathclaw Sanctuary do not count. I still vividly remember trying to sneak for my life in the Statesman Hotel from the Super Mutants in Fallout 3. That place was terrifying but maybe it was because I was a relatively lower level while exploring that place. The legendary Deathclaw in NV was also horrifying. [link] [comments] |
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