Fallout: New Vegas | This took me a while. |
- This took me a while.
- Is anyone else disappointed that these never had a use in the game?
- One second before and after disaster
- (TTW) any idea why my characters hands look like this when using some 2h weapons? (mod list attached)
- I fu*king killed Easy Pete
- Would you have prefer to have a couple less DLCs, and the time used instead to ‘finish’ the game?
- The Best song in fallout new vegas isn't big iron or jingle jangle. It's lets ride into the sunset together
- Build for yes man outcome
- Fallout new Vegas is an amazing game with no issues or bugs
- What’s a good helmet to pair with the Scorched Sierra Power Armor in the vanilla game?
- NPCS vanishing in the distance
- Can't start Lonesome Road
- Stealing from Enemy factions is still bad Karma?
- What is your favorite New Vegas faction?
- Clearing out Cottonwood Cove never gets old
- Dead Money appreciation post
- What happens to the weapons the van graffs sell after you kill them
- So You Hated Dead Money: Some tips and tricks for making the Sierra Madre less excruciating
- Camp Golf is a Nightmare to Assault
- If given the chance, you are allowed to pet one creature from New Vegas and DLCs without it attacking you. Which one would it be?
Posted: 25 Feb 2021 08:33 PM PST
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Is anyone else disappointed that these never had a use in the game? Posted: 25 Feb 2021 05:39 PM PST
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One second before and after disaster Posted: 26 Feb 2021 07:28 AM PST
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Posted: 26 Feb 2021 07:53 AM PST
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Posted: 26 Feb 2021 06:08 AM PST Guys, I was just finished one of the firs missions in game (shooting tutorial) and then I had to talk Trudy, so I hit the road to the Saloon and then the game wanted from me to push the button "V" and I saw the Easy Pete's body parts and I selected the head (I DON'T KNOW WHY) and my character shot him thorugh the head but somehow he survived and then gunfight started. Now, he is dead what tf I'm supposed to do, should I restart the game or sth? [link] [comments] | ||
Would you have prefer to have a couple less DLCs, and the time used instead to ‘finish’ the game? Posted: 26 Feb 2021 06:23 AM PST So in total we've got 4 DLCs, which are all great, but would have prefer 1-2 less, and have that time instead used to flush out the main, and finish features and things that they had to cut either and leave unfinished? I've been watching 'Triangle City's videos on New Vegas cut content and some of the stuff cut from the game would have been awesome and even area and faction would have been a lot more fleshed out. There was even post ending stuff that was planned and somewhat done. New Vegas is an amazing game, so places and factions are done great, but others have clearly been the victim of the cutting room floor and can feel un-fleshed out or places can feel empty and un-decorated. This isn't a critique of the game. New Vegas is amazing and they only had a limited amount of time, but I'm curious to know how you all feel? Would you have preferred 1-2 less DLCs but a more fleshed out main game or keep the main game how it is and keep all the DLCs. Admittedly this question is a bit tricker for those who haven't watched the videos I'm referring too and may not know how much stuff really was cut from New Vegas, and what really could have been if they had more time [link] [comments] | ||
Posted: 25 Feb 2021 08:03 PM PST | ||
Posted: 26 Feb 2021 07:00 AM PST I just finished my laser weapons build for mr hoise, for ncr i got a sniper 100% crits build and for leigon i got a psychopath explosive build and so im asking you guys for what build should i do for yes man? [link] [comments] | ||
Fallout new Vegas is an amazing game with no issues or bugs Posted: 25 Feb 2021 08:57 PM PST
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What’s a good helmet to pair with the Scorched Sierra Power Armor in the vanilla game? Posted: 26 Feb 2021 09:47 AM PST | ||
NPCS vanishing in the distance Posted: 26 Feb 2021 05:49 AM PST I swear to god I'm going insane. There are NPCS in the distance on my compass and I can barely see them but by the time I get close they vanish... Am I going crazy? [link] [comments] | ||
Posted: 26 Feb 2021 08:53 AM PST I sent all my companions to Lucky 38 but I still can't start the DLC. It says I must go alone. Should I send them all home? Edit: btw if there is some mod that let me take my companions to the Divide it would be awesome if you shared it. I really want Rex by my side [link] [comments] | ||
Stealing from Enemy factions is still bad Karma? Posted: 26 Feb 2021 12:05 AM PST I know this game has been out forever now, I even own this game for a long time now, but there is one thing I don't get: Why do you loose Karma for stealing from a villainized faction? [link] [comments] | ||
What is your favorite New Vegas faction? Posted: 26 Feb 2021 01:33 AM PST | ||
Clearing out Cottonwood Cove never gets old Posted: 25 Feb 2021 11:11 AM PST
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Posted: 25 Feb 2021 06:57 PM PST I love Dead Money so much. They took the lackadaisical and sunny atmosphere of New Vegas and gave it a 180. The atmosphere is so dark and oppressive, and wherever you go you're constantly reminded that you're helpless and that you'll die here. You're probably a high level and used to breezing through combat when you start the DLC, so by taking away all of your stuff, making you defenseless and enemies extremely hard to kill, they effectively turn NV into a survival horror game, where you'll be happy to find pre war food you took for granted before. Then there are the characters, and none of them are good people. They're all shifty, and probably would've been your enemies under different circumstances. Their untrustworthiness only adds fuel to the hell on Earth atmosphere. Dean Domino is my favorite. He's a very insecure and egotistical man, whose inferiority complex leads him to betray both Sinclair and the Courier. In fact, the whole Dean/Vera/Sinclair story is heartbreaking and tragic, and shows how twisted human beings can be. There's the Sierra Madre itself. The villa is labyrinthine in design, making it very claustrophobic and easy to get lost in. Pockets of the cloud make sure tou have to take the longer and more dangerous routes early on. Ghost people are very terrifying, with the creepy hazmat suits and their tendency to sneak up on you. The casino is abandoned, and it really feels like no one has stepped foot in there for centuries. The message of "letting go" is also very thought provoking, and the whole Dean/Vera/Sinclair story revolves around it. Vera's message you get at the end is supposed to be uplifting, but like many thing in Fallout, it's twisted into being melancholy. By the end, you'll be happy to step back into the Vegas strip and into civilization, Sierra Madre forever in your heart. PS: Fuck those beeping collars, whoever suggested that idea, fuck you. [link] [comments] | ||
What happens to the weapons the van graffs sell after you kill them Posted: 25 Feb 2021 10:25 PM PST im playing new vegas on game pass and killed the van graffs as part of cass' quest , and i was wondering are all the energy weapons and mods they sell just unaccessible after gloria dies or does it roll over somewhere else as i am a energy build mostly and while i see the gun runners selling a few laser mods i cant tell [link] [comments] | ||
So You Hated Dead Money: Some tips and tricks for making the Sierra Madre less excruciating Posted: 25 Feb 2021 01:11 PM PST I see a lot of hate for Dead Money on this sub, and I get it, my first trip to the Sierra Madre was infuriating. I wanted to say fuck it and reload my last save in the Mojave several times, but I scrapped my way through it and came out the other side richer than god. I've recently completed it for the fourth time, and found some ways to make the experience more enjoyable without totally nerfing it. Maybe this will inspire some of you to give it another try and not want to throw your controller through your TV. I play on 360, so no mods, and only mild exploits. And I'm typing this on mobile, sorry if the formatting is garbage. And, uh, spoilers throughout. Character Build/Relevant Perks *Implants: Visit Dr. Usanagi at the New Vegas Medical Clinic and get at least the strength and endurance implants, and the sub-dermal armor can't hurt if you have the caps (don't bother with the Monoctye Breeder). You'll want these high because melee/unarmed is absolutely the way to go, combat-wise. *Melee/Unarmed: if you've played it before, this one is obvious. Ammo is scarce and the ghost people aren't truly dead until they're dismembered. You'll want high strength and endurance for this build, not only to increase your melee/unarmed skill, but to offset some penalties from: *Rad Child (requires level 4, 70 survival): The idea of being constantly irradiated can certainly seem like a turn off at first glance, but this perk can make you ridiculously strong. As your radiation increases, your health regenerates faster and faster. At deadly rad poisoning (800+ rads), your health regenerates at 8 hp/second, way faster than the 12,000 cap monoctye breeder at the clinic, which restores only 1 hp/sec. Deadly rad poisoning comes with a hefty penalty to your SPECIAL: -2 agility, -2 strength, and -3 endurance, but if your base stats for those are in the 7-10 range (before the penalty), you'll be fine. Your hp will regenerate at almost the same rate that the cloud hurts you, so while you won't be invincible to the cloud, this buys you a lot of time to explore before you need to run to safety and recover your health. It also helps a lot during combat because stimpaks are scarce until you find the vending machine code, and the ghost people are tough, but you're the goddamn courier and you're tougher. *Light Step: the Villa is littered with traps, but because you're light on your feet, you don't have to worry about that. Suck on that, Dean. Disarming grenade bouquets and collecting all the frags you can will help later when you're inside the casino. *Various melee/unarmed perks: most of these apply to both skills, so go nuts. Piercing Strike, Super Slam, Slayer, and I'm sure I'm forgetting a couple. I'll also include Better Criticals and Finesse here. Become one with the crit. *Defensive perks: not necessary, but who doesn't want some extra protection in the face of faceless ghost folk with throwing spears and gas bombs? Toughness for +3 DT (you can take it twice), Stonewall for +5 DT against melee/unarmed attacks, Lifegiver for +30 hp. *Energy Weapons: the Holorifle is pretty sweet. If you want to go that way, Vigilant Recycler will help with the scarcity of energy ammo early on, and Meltdown make ghost people go boom. Very satisfying. *Other: the ghost people technically count as Abominations, so reaching level 3 of Abominable (150 kills) will increase your damage to them by 10%. Fuck up all the night stalkers, spore carriers, deathclaws, and centaurs you can before heading down ol' Sierra Madre way. Quest Items/Exploits So here's where we start to nerf a bit. You can absolutely get through DM without taking advantage of these exploits, but they're kinda fun and rad so here we go. *Van Graff Combat Armor: at the beginning of "Birds of a Feather" in Freeside, Gloria Van Graff tells you to go chill outside with Simon and play bouncer. He equips you with your choice of laser or plasma rifle and a set of very rad looking black Van Graff combat armor. These are all quest items at this moment. After completing the door guy section of the quest, Simon will say "let's go inside and talk to Gloria," at which point you will lose those quest items. However, upon leaving the Silver Rush again, you can steal the armor back out of Simon's crate by the door, and it still counts as a quest item (99% sure the weapons will no longer count as quest items, but you can steal them anyway because fuck the Van Graffs). This means that the armor will stay in your inventory when everything else is removed at the beginning of the DLC. TBH it's barely stronger than the Sierra Madre light armor (same DT of 16, 400 hp instead of 300) but it makes a nice weightless back up set if you find yourself getting wrecked and constantly having to repair SM armor sets. *Missing Laser Pistol: same idea as above. Go find the missing laser pistol for Knight Torres at the BOS bunker (located in Scorpion Gulch), and then keep it and take it into the Sierra Madre. It's not strong or particularly handy, but it's an extra weightless weapon. *Rawr's Talon: found this exploit by accident on my last run. For character/head canon reasons, I started Lonesome Road very early, like level 7 (Hannabel the Cannibal was quite incensed to learn that Ulysses was responsible for her carrying the Chip and taking a bullet from bitchass Benny, so she went after him first). Near the end of the road, you can encounter Rawr the deathclaw, who drops Rawr's Talon upon death. Resist the urge to create the Fist of Rawr (a very badass deathclaw gauntlet) immediately, and take the Talon, another quest item, into the DLC with you. It requires no other crafting material, so head for the workbench east of the Fountain in the villa as soon as Elijah is done yapping, and tada. Ten pounds of razor sharp death in your inventory. *Pre-war clothes/vending machine glitch: this is definitely the most egregious exploit I know of, and I do it anyway sometimes. Scattered throughout the Villa are codes to return prewar clothing items to the vending machines for chips. Put on a clothing item that increases your agility +1, and while still wearing it, return it to a vending machine. Clothing item goes away, +1 agility stays permanently (doesn't count towards base SPECIAL number for perk requirements, but it does act as a "temporary" buff that just doesn't go away). Repeat ad infinitum until you get your agility where you want it. You can even keep going after it's at 10, it won't ever go above 10, but if you experience a -2 agility debuff to your "13" agility, you're still at "10(+)" in the old pip boy screen. Pretty neat and certainly unintended by the devs. Other Notes *High sneak skill seems like it would be very important in navigating the Villa safely, but it doesn't help as much as you'd think. The ghost people have a perception of 0, which actually gives them infinite perception because, I dunno, computer things? Pretty sure this is exactly what they were worried about with Y2K. Basically, they're gonna see you no matter what you do. A sneak skill of 100 will let you get close to them before you're spotted, but they're gonna see you, so, like, don't worry about it. Just start stabbing. *Remember all those grenades we collected in the Villa because we didn't set off those traps? Once inside the casino building, you'll be dealing with hostile holograms throughout the final quests. Each hologram has an emitter hidden somewhere nearby that can be hacked with various Science skill levels, but they can be hard to find, often requiring you to figure out how to sneak past the hologram itself before you can find the emitter. My favorite way around this is to start hucking grenades into corners and crevices, which is usually where the emitters are hiding. Blow them shits up, walk on by like a boss. This goes for areas with unshielded speakers/radios as well. That's all I can think of right now. I won't go into detail about dealing with Elijah or getting all the gold bars, there are hundreds of old threads and YouTube videos about that. Hopefully this makes some of you that hated Dead Money give it another chance. I personally absolutely loved this DLC from my second run of it and all the following runs because I figured how to not just die all the damn time. The atmosphere, lore, and dialogue are too fascinating to skip, so toughen up, take advantage of your perks and build, and go get filthy fucking rich. [link] [comments] | ||
Camp Golf is a Nightmare to Assault Posted: 25 Feb 2021 04:34 PM PST I never knew what sort of challenge it would be to fight everyone inside the resort at Camp Golf until I was playing my Legion character who kills any NCR military personnel or NCR citizens who try to be heroes. It was even more difficult than assaulting Hidden Valley the old-fashion way, and fuck, those guys with their power armor and Gauss Rifles were a bitch to take on. Thank goodness I had a surplus of 5mm AP rounds to compliment my Assault Carbine in both situations. The biggest problem I had to prioritize were the NCR veteran rangers equipped with those Anti-Material Rifles who can easily two shot you if you're not careful. Adding to that, those rangers equipped with Brush Guns and Ranger Sequoias whittle down your health quickly enough for those with AMR's to straight up kill you in one shot. [link] [comments] | ||
Posted: 25 Feb 2021 01:32 PM PST I wanna pet and boop the snoot of a Nightstalker. I always make sure to get Animal Friend before starting Old World Blues, because I don't wanna hurt the ones in Big MT. [link] [comments] |
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