Fallout: The Frontier - Done, and it's a hilarious shitshow

I always thought that was intentional to show the weapon had some wear and tear which is the point; everything is starting to look rusty and old because they're weapons of an older time. Meanwhile you'll get a hunting rifle that looks almost totally new like it was bought out from a Cabela's. I wish weapon retextures would take into account the setting because it's a little hard to take new and fresh weapons seriously in a post-apocalyptic setting where salvaging and scavenging is what's needed to survive.
Most of the guns are supposed to be older than the idiots firing them. Which is why I like the fact that many of these old guns look like they've had some wear and tear. Same goes for the equipment; the Remnants' Power Armor looks like it's been through a lot, and it makes sense, since that thing is older than your Courier when you put it on. Whereas it also makes sense that the Fallout 3 Enclave power armors look new, because they were new, especially the Hellfire power armors which were a recent innovation.

Meanwhile, much of the tech in the Frontier, such as the Helicarrier, was supposed to be made by the old American government to be used in the war against Red China. Yet it looks like it was built a month ago when you lay eyes on it, despite the fact that it's probably over 200 years old. Maybe if it was being constructed by robots controlled by an Enclave remnant or a Brotherhood unit, it would make sense, but it's an old relic that NCR deserters just came across, so it shouldn't look new at all.
Of all the people who annoy me in the fallout community, Fallout 4 a-loggers are by far the worst. "Hurr durr I can write better game than Bethesdurr!" Proceeds to make Call of Duty in Gamebryo. "Hurr durr, I'm going to destroy brotherhood of steel so Fallout 4 no happen!" It's like Bethesda unleashed the coming of the anti-christ to these people.
They really do annoy me. I'm no fan of Fallout 4's story, it bums me out that the Enclave wasn't in the game, and that the Institute has no real goal in mind when kidnapping people and replacing them with synths (I thought they were trying to do something similar with Caesar and his Frumentarii, only with synths that are easier to program and control). But it's still a decent game, and the people who act like its mere existence is a blight on the franchise clearly haven't played Fallout: Brotherhood of Steel.

Not to mention Bethesda beats these fantards on both accounts, since their games are better written than these fan mods and their stories, and Bethesda already gave you the option to destroy the Brotherhood of Steel in Fallout 3 using the Enclave's satellite weapon, allowing you to create an alternate timeline where the events of Fallout 4 can't happen, considering that Arthur Maxson and his little fanclub would get pounded into pancake batter at the ruins of the Pentagon if you fired the Enclave satellite's missiles at them.

Yeah but that old shit's finite, at some point you really have to make new things. Maybe not entirely new things any time soon but you need to produce spare parts to keep the shit you found going.
I see where you're coming from. But this is the first full-scale war between regional superpowers since the bombs dropped on the continental US, so I imagine it would be quite some time before they run out of old arsenals to loot guns from. Combine that with the fact that their guns look old and aren't always at prime condition, and it stands to reason that most of their guns were looted from old army arsenals before the bombs dropped. The only people I've seen who manufacture their guns in New Vegas are the Gun-Runners. Everyone else seems to be using old guns that were outdated long before the Cold War even started, with even the elite NCR Rangers and Legion veterans mainly using old cowboy weapons at Hoover Dam.
 
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It's one of the reasons I never can play this game with "graphical enhancements" because majority of the time they clean up the assets of the game to the point of not even really looking like a post apocalypse anymore. There's a reason the hunting rifle looks like a decaying piece of shit that needs duct tape on the barrel in Fallout New Vegas and 3; it's old and pre-war technology salvaged from wreckage. They also throw in technology that clashes horrendously with the retro-futurism aesthetic the game's supposed to convey like modern m16s and L86As with ACOG optics which look cheesy as hell. If you want to play with those mods I'm not shaming you, but that's why I don't use them.

Also Fallout New Vegas runs like shit on Windows 10 and any texture enhancer or ENB I use crashes the game meaning there's a lot of contradictory shit going on in the spaghetti code that's causing errors in graphical fidelity even on vanilla settings.

Well, to be fair modern firearms from our universe have been part of the Fallout universe from the beginning. Weapons like the M16, that British abortion of a bullpup, the P90, the H&K CAWS, the H&K G11, the Steyr AUG...all of them were in either Fallout or Fallout 2. And the Gun Runners were making brand new firearms clear back in Fallout, so not all the weapons on the West Coast and the Mojave were old as fuck pre-war remnants.
 
For me, the most obnoxious thing about weapon retextures is that every single one of them that touches the Survivalist's Rifle feels the need to "fix" the ironsights. I don't know if it was intentional or a bug, but those beaten to fuck, misaligned-but-still-usable sights are an absolutely defining part of the weapon for me.
I knew one guy who hated using it solely because he was very OCD and hated the misalignment for that reason.

Of all the people who annoy me in the fallout community, Fallout 4 a-loggers are by far the worst. "Hurr durr I can write better game than Bethesdurr!" Proceeds to make Call of Duty in Gamebryo. "Hurr durr, I'm going to destroy brotherhood of steel so Fallout 4 no happen!" It's like Bethesda unleashed the coming of the anti-christ to these people.
There's two types of those.

The boomer who hates Bethesda for making Fallout not to their liking.

The zoomer who pretends to know all about the lore despite only playing New Vegas and just read the Fallout wiki or watched shoddycast lore recaps.
I still can't believe that people have a mod just to block out Fallout 4's story, when the Broken Steel DLC for Fallout 3 literally lets you destroy the East Coast Brotherhood of Steel using the Enclave's satellite weapon, which results in the death of that little shit Arthur Maxson, making the story of Fallout 4 impossible.
"B-B-B-B-B-But that would make me a bad guy"
 
Well, to be fair modern firearms from our universe have been part of the Fallout universe from the beginning. Weapons like the M16, that British abortion of a bullpup, the P90, the H&K CAWS, the H&K G11, the Steyr AUG...all of them were in either Fallout or Fallout 2. And the Gun Runners were making brand new firearms clear back in Fallout, so not all the weapons on the West Coast and the Mojave were old as fuck pre-war remnants.
The Gun Runners have actually been a major supplier to the NCR ever since it was a serious thing. If it isn't supplied to the NCR Army by them, its supplied by the Crimson Caravan.
The only problem is, when I confiscate guns from dead NCR rangers and soldiers, they're in poor-as-fuck condition, whereas the guns the Gun Runners sell to me are pricey because they're in decent-to-mint condition. So either they used those guns a lot after the Gun Runners made them, or they took those guns from an armory somewhere.

It's probably a little bit of both.

There's two types of those.

The boomer who hates Bethesda for making Fallout not to their liking.

The zoomer who pretends to know all about the lore despite only playing New Vegas and just read the Fallout wiki or watched shoddycast lore recaps.
I'm a New Vegas fan, but I liked Fallout 3 and 4 enough to admit that they're good games. That, and without Bethesda's Fallout 3, there wouldn't be a New Vegas, and I love New Vegas the way it is. So I still owe Bethesda and their Fallout 3 dev team for making something that directly led to Fallout New Vegas being made, since NV was made due to Bethesda wanting to capitalize on the success of Fallout 3, so if Bethesda never made Fallout 3, there would be no New Vegas.

And that's a special kind of hell I would never wish on anyone.

"B-B-B-B-B-But that would make me a bad guy"
So? Can't these players suck it up and bear that mark with pride? I did when I blew up Megaton. And unlike Lonesome Road where Ulysses bitched at me for "destroying" a town I never got to blow up ingame, I actually chose to destroy Megaton and even pushed the trigger so I can watch it explode before my own eyes. So when Three Dog blames me for blowing it up, and the Regulators and Megaton survivors go after me, it actually feels like a mark of pride, since my character really is that evil, and the world is reacting to it.

It's actually kind of funny that most of these mods get a lot of hype. As in, the anti-Bethesda crowd starts talking about how fans can make real Fallout games unlike Fallout 3 and 4, which they see as abominations. Then when these mods (Frontier and New California) get scrutinized in terms of story and content, people laugh at them, and realize that they're nowhere near as good as the Bethesda Fallouts. New California has a reputation of being bad, and the same goes for the Frontier. People like Four Decent Friends openly state that Fallout 4 is better than them, while saying that Fallout fans who liked New California have no standards. As a New Vegas boy who fell in love with Fallout 3 and who respects Fallout 4 as a good game, it just makes me laugh to see these boomers and zoomers get so hyped for a "real" Fallout game made by "real" Fallout fans, only for them to crash and burn while people laugh at how bad their mod is.
 
The only problem is, when I confiscate guns from dead NCR rangers and soldiers, they're in poor-as-fuck condition, whereas the guns the Gun Runners sell to me are pricey because they're in decent-to-mint condition. So either they used those guns a lot after the Gun Runners made them, or they took those guns from an armory somewhere.

It's probably a little bit of both.


I'm a New Vegas fan, but I liked Fallout 3 and 4 enough to admit that they're good games. That, and without Bethesda's Fallout 3, there wouldn't be a New Vegas, and I love New Vegas the way it is. So I still owe Bethesda and their Fallout 3 dev team for making something that directly led to Fallout New Vegas being made, since NV was made due to Bethesda wanting to capitalize on the success of Fallout 3, so if Bethesda never made Fallout 3, there would be no New Vegas.

And that's a special kind of hell I would never wish on anyone.


So? Can't these players suck it up and bear that mark with pride? I did when I blew up Megaton. And unlike Lonesome Road where Ulysses bitched at me for "destroying" a town I never got to blow up ingame, I actually chose to destroy Megaton and even pushed the trigger so I can watch it explode before my own eyes. So when Three Dog blames me for blowing it up, and the Regulators and Megaton survivors go after me, it actually feels like a mark of pride, since my character really is that evil, and the world is reacting to it.

It's actually kind of funny that most of these mods get a lot of hype. As in, the anti-Bethesda crowd starts talking about how fans can make real Fallout games unlike Fallout 3 and 4, which they see as abominations. Then when these mods (Frontier and New California) get scrutinized in terms of story and content, people laugh at them, and realize that they're nowhere near as good as the Bethesda Fallouts. New California has a reputation of being bad, and the same goes for the Frontier. People like Four Decent Friends openly state that Fallout 4 is better than them, while saying that Fallout fans who liked New California have no standards. As a New Vegas boy who fell in love with Fallout 3 and who respects Fallout 4 as a good game, it just makes me laugh to see these boomers and zoomers get so hyped for a "real" Fallout game made by "real" Fallout fans, only for them to crash and burn while people laugh at how bad their mod is.

I think Fallout 4 is a lot better in hindsight. It's an solid 8/10 who's flaws now look pretty quaint compared to flaming dumpster fires like Cyberpunk2077.
 
I think Fallout 4 is a lot better in hindsight. It's an solid 8/10 who's flaws now look pretty quaint compared to flaming dumpster fires like Cyberpunk2077.
Exactly. It's not a perfect game, it's not as good as Fallout 3 or New Vegas, but it's still a solid game taken on its own merits, despite having a few plot holes here and there. It's nowhere near as bad as Cyberpunk 2077, and it's nowhere near as bad as Fallout: the Frontier.

I suppose Bethesda/God Todd are going to get their own "George Lucas" moment where people who used to despise them run back to them after the next large story mod made by "real Fallout fans" ends up flopping. That would be a funny day, indeed. We already got two strikes, Fallout: New California and Fallout: The Frontier. The third large story mod to flop is going to make people yearn for the days of Fallouts 3 and 4, and would probably drive up subscriptions for Fallout 76.

This is especially the case when you compare Fallouts 3 and 4 to the Frontier's main NCR campaign. FO3 makes you a badass who fights for the cause your dad believed in, while FO4 makes you into a badass who fights to find your long-lost son. The emphasis is to empower you and make you the big hero that the inner you wants to be. You're the badass who decimated whole platoons of power-armored troops in Raven Rock and Adams Air Force Base. You're the badass who defeated a tough mercenary dude and either wiped out the Brotherhood Paladins or the Institute's Synth Army. In Fallout 3, you're the hero who brought hope to the Capital Wasteland and gave everyone free drinking water, or you're the monster who blew up Megaton and made the Capital Wasteland worse. In Fallout 4, you're the guy who's so influential in the Boston Commonwealth that you practically took over the place by building enough fortresses and settlements to the point where you might as well start your own version of Caesar's Legion with the Sole Survivor as the new Caesar. Hey, the male Sole Survivor was an actual soldier of the old world, he's definitely more qualified than some nerd from the NCR.

Meanwhile, the Frontier's main campaign, the NCR one, wants to make you be second-fiddle to the OC DONUT STEEL characters the author makes. You're easily captured by some Legion mook the author wants to shill as one of the heavy hitters. You're rescued like Princess Peach by the hardasses in Wolfpack, who die like real men while you got captured like a punk. You have to make it up to the Frontier NCR and make their sacrifice worth it. You get played like a tool by Tiberius Rancor, a Legion Frumentarii whose name might as well be "Roman McRomanface", and he managed to turn the NCR Congress against you because you're just that easy to fool. Instead of the Fallout 3 and 4 stories where YOUR actions determine the shape of the future, in the Frontier NCR plotline, you're just along for the ride, a plaything or a second fiddle to the OCs. It's as if the game resents your presence and might as well play better if it was just the story of Hardcase doing cool shit. Really, if you took the Courier in the Frontier NCR storyline and replaced them with Hardcase, he'd probably do better if we go by the author's logic. He probably wouldn't get captured like a punk, and he'd have cleared the Enclave Space Station much easier.

And it's not like the other two campaigns are that much different; the Crusaders campaign is a decent romp whether or not you team up with Blackthorne against the Legion or wipe him out, but the Legion campaign just makes no sense, all the while, their OC DONUT STEEL Legion characters can get away with SECEDING FROM CAESAR without much hassle, which defeats the purpose of having Caesar's Legion up north in the first place. These two campaigns are decent romps through the Frontier, but nowhere near as epic as say, annihilating an entire Enclave army by yourself, or shooting down a Brotherhood airship from your own private fortress and then gunning down hordes of their forces when they come at you like pissed-off bees whose hive got swatted.

Todd Howard wants you to feel like a hero. The Frontier devs are just stringing you on for a ride. That's why the Courier feels so different in the Frontier than in the actual New Vegas game. In the Frontier, you have implied importance that's highlighted by the cast, but in New Vegas, the Courier's awesome factor is determined by their own status, with House, the NCR, and the Legion liking the Courier more for doing things like say, saving the NCR's ass (NCR), wiping out the Brotherhood of Steel (House), or killing President Kimball (Legion). The Courier becomes important because of their actions, not because they were seen by others as important. It's the classic case of show, don't tell, which the Frontier devs utterly failed at.
 
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You're acting here like Bethesda had any sort of artistic integrity. If they did they would've scrapped Fallout 76 in the early design stages and fired everybody remotely in charge faster than you could say "map that glows in the fucking dark", except maybe the map people, it's a pretty good map mostly. There are similar but less severe arguments to be made on certain lore and design decisions for Fallout 3 and 4 but those kind of pale in comparison. Don't forget to pick up Skyrim now new on Gameboy Color.
 
The only problem is, when I confiscate guns from dead NCR rangers and soldiers, they're in poor-as-fuck condition, whereas the guns the Gun Runners sell to me are pricey because they're in decent-to-mint condition. So either they used those guns a lot after the Gun Runners made them, or they took those guns from an armory somewhere.

I think the general implication is that due to burocracy or supply fuckery the average grunts get the short ends of the stick when it comes to standard issue gear, the arms dealer at the 188 post mentions that the most green recruits dont even get body armor (and they dont, the primm troopers just have the uniform and not the chestpiece or helmets) and instead of service rifles they have varmint ones (which only due to a coding mistake use 5.56mm when 22.lr was their intended caliber)

Only at the super frontline areas is where you see decent gear, but the reserves barely get shit
 
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You're acting here like Bethesda had any sort of artistic integrity. If they did they would've scrapped Fallout 76 in the early design stages and fired everybody remotely in charge faster than you could say "map that glows in the fucking dark", except maybe the map people, it's a pretty good map mostly. There are similar but less severe arguments to be made on certain lore and design decisions for Fallout 3 and 4 but those kind of pale in comparison. Don't forget to pick up Skyrim now new on Gameboy Color.
They don't. I keep saying that their games play like dumb action movies. That's the exact opposite of saying that they have artistic integrity. But the difference is, you actually do feel like having fun, blasting your way through three dozen power-armored Enclave troopers before you single-handedly blow up their base again and the whole Wasteland worships you for it. Or, if you're an asshole, you blow up the Citadel and kill Sarah Lyons as she goes nuts over the fact that her father's dead. Compare that to Frontier where the story shills its OCs more, and it feels like the game would have a better story WITHOUT the Courier, and it's like night and day.

Both Frontier and FO3 are dumb, but FO3 is at least the fun kind of dumb.

I think the general implication is that due to burocracy or supply fuckery the average grunts get the short ends of the stick when it comes to standard issue gear, the arms dealer at the 188 post mentions that the most green recruits dont even get body armor (and they dont, the primm troopers just have the uniform and not the chestpiece or helmets) and instead of service rifles they have varmint ones (which only due to a coding mistake use 5.56mm when 22.lr was their intended caliber)

Only at the super frontline areas is where you see decent gear, but the reserves barely get shit
My point exactly. The average NCR grunt got stuck with a gun three centuries older than him, while the NCR Veteran Rangers get high-caliber rifles that can make power armor be as effective as tissue paper.
 
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The NCR standardizing the Service Rifle for their standard grunts mostly makes sense though, given what they come up against historically. They're probably cheaper and easier to make en-masse than more powerful guns.

Normally you'd think this would be an issue, but the vast majority of people they run into aren't going to be Brotherhood of Steel or Enclave, they're going to be tribals or raiders armed with rusty spoons or pilfered dynamite or whatever. Yes, I know when you're higher level enemies can have more powerful things, but that's like, a game thing.
 
The NCR standardizing the Service Rifle for their standard grunts mostly makes sense though, given what they come up against historically. They're probably cheaper and easier to make en-masse than more powerful guns.

Normally you'd think this would be an issue, but the vast majority of people they run into aren't going to be Brotherhood of Steel or Enclave, they're going to be tribals or raiders armed with rusty spoons or pilfered dynamite or whatever. Yes, I know when you're higher level enemies can have more powerful things, but that's like, a game thing.

That does bite the NCR Troopers in the ass when the Legion also has service rifles (I got my first service rifle off a dead Legion recruit) as well as shotguns and cowboy weapons. Service rifles are meant for long-range fire, whereas the Legion forces not only have long-range cowboy weapons and rifles, but they also tend to favor ambushes and close-range combat. Not to mention Legion forces tend to rush the NCR positions, and as Colonel Moore stated, Legion troops are in excellent physical condition, which means that they can run fast, and grazing wounds won't slow them down that much. Automatic weapons like submachine guns as well as shotguns would work better due to the Legion forces' propensity to charge and engage in close-quarters combat, especially since those weapons are far better at dealing with close-range crowds of enemies. Instead, the NCR soldiers typically use service rifles, which means that once the Legion forces close the gap and start savaging them in the face with power fists and super sledges, or blowing their brains out with shotguns and cowboy weapons, they're toast.

Not to mention that many NCR troopers don't even have standard service rifles or armor, as Chief Hanlon worryingly stated. They're in that WW1 Russian situation where they have more men than rifles, and even at the final battle of Hoover Dam, where the NCR position is at its strongest, (stronger than even Camp McCarran or Camp Golf, I've tested it myself) even at max level as a Legion player, I still encounter NCR troopers with pistols as the first wave of the defense. When I saw them, I just sat there thinking "who did those idiots piss off to get this post in the Dam, armed with those dinky weapons?" It makes them the weakest faction I've ever faced in a Fallout game. Other factions in the final battles are far more well-armed. The Enclave's frontline troops are armed with power armor and energy weapons, while the Legion rushes your position with veteran troops led by Centurions. When even a bunch of savages led by a history nerd are more well-equipped than your forces, you really need to take a second look at your supply routes.
 
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That does bite the NCR Troopers in the ass when the Legion also has service rifles (I got my first service rifle off a dead Legion recruit) as well as shotguns and cowboy weapons. Service rifles are meant for long-range fire, whereas the Legion forces not only have long-range cowboy weapons and rifles, but they also tend to favor ambushes and close-range combat. Not to mention Legion forces tend to rush the NCR positions, and as Colonel Moore stated, Legion troops are in excellent physical condition, which means that they can run fast, and grazing wounds won't slow them down that much. Automatic weapons like submachine guns as well as shotguns would work better due to the Legion forces' propensity to charge and engage in close-quarters combat, especially since those weapons are far better at dealing with close-range crowds of enemies. Instead, the NCR soldiers typically use service rifles, which means that once the Legion forces close the gap and start savaging them in the face with power fists and super sledges, or blowing their brains out with shotguns and cowboy weapons, they're toast.

Not to mention that many NCR troopers don't even have standard service rifles or armor, as Chief Hanlon worryingly stated. They're in that WW1 Russian situation where they have more men than rifles, and even at the final battle of Hoover Dam, where the NCR position is at its strongest, (stronger than even Camp McCarran or Camp Golf, I've tested it myself) even at max level as a Legion player, I still encounter NCR troopers with pistols as the first wave of the defense. When I saw them, I just sat there thinking "who did those idiots piss off to get this post in the Dam, armed with those dinky weapons?" It makes them the weakest faction I've ever faced in a Fallout game. Other factions in the final battles are far more well-armed. The Enclave's frontline troops are armed with power armor and energy weapons, while the Legion rushes your position with veteran troops led by Centurions. When even a bunch of savages led by a history nerd are more well-equipped than your forces, you really need to take a second look at your supply routes.

Isn't the Legion/NCR war basically the NCR's Vietnam? I could have sworn there was some dialogue about how the war was viewed poorly in Shady Sands by various politicians and that was another reason for the poor material support.
 
Yeah. Its rather unpopular among the NCR Senate thanks to a combination of conscription and high financial costs in general in the Mojave thanks to the treaty. There's been much less payoff than expected and the NCR has troubles with raiders in Baja and the slow boil that's the NCR/BoS War at home. Kimball pushed for it, and if the NRC wins its a major boost to him and the military, and if the NCR loses its going to be just as brutal back home as Vietnam was for the USA... if not worse given its "their" territory and not overseas.
 
Isn't the Legion/NCR war basically the NCR's Vietnam? I could have sworn there was some dialogue about how the war was viewed poorly in Shady Sands by various politicians and that was another reason for the poor material support.
Not really. America was able to supply its forces well in Vietnam, whereas Shady Sands couldn't supply an army for shit. They're stretching themselves as is, and many of their soldiers don't have the necessary equipment to win. And even those who do aren't as well-trained as the Legion soldiers are. Colonel Moore even describes the Legion troops as having similar training to the NCR Rangers.

Yeah. Its rather unpopular among the NCR Senate thanks to a combination of conscription and high financial costs in general in the Mojave thanks to the treaty. There's been much less payoff than expected and the NCR has troubles with raiders in Baja and the slow boil that's the NCR/BoS War at home. Kimball pushed for it, and if the NRC wins its a major boost to him and the military, and if the NCR loses its going to be just as brutal back home as Vietnam was for the USA... if not worse given its "their" territory and not overseas.
It's gonna be even worse for the NCR than Vietnam was for Uncle Sam. Vietnam was a PR nightmare for America and a source of PTSD for the troops going home, whereas if the NCR loses the Mojave, not only do they lose a major source of electric power and clean water, the Legion gains those as well, and in due time, the Legion will be invading California. The Vietcong and the Commies never got that close to threatening America after the loss at Vietnam.
 
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Bringing us back to the Frontier, I made an idle pass by a certain website to see if they'd made progress, and it appears that as of xNVSE 6.0.6 the compatibility issues with their framework has been resolved. That means that the door is now open for the creation of Frontier-specific content (like snek fucking), but even they seem to have realized how bad of an idea Frontier was.

(If you don't know where that link goes, DO NOT CLICK IT)
 
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Bringing us back to the Frontier, I made an idle pass by a certain website to see if they'd made progress, and it appears that as of xNVSE 6.0.6 the compatibility issues with their framework has been resolved. That means that the door is now open for the creation of Frontier-specific content (like snek fucking), but even they seem to have realized how bad of an idea Frontier was.

(If you don't know where that link goes, DO NOT CLICK IT)
When that website thinks that Frontier is a bad idea, you know you fucked up.
 
Bringing us back to the Frontier, I made an idle pass by a certain website to see if they'd made progress, and it appears that as of xNVSE 6.0.6 the compatibility issues with their framework has been resolved. That means that the door is now open for the creation of Frontier-specific content (like snek fucking), but even they seem to have realized how bad of an idea Frontier was.

(If you don't know where that link goes, DO NOT CLICK IT)
When even pornographers see that kind of smut as disgusting, that's when you know it really is disgusting.

I know people like to rag on Bethesda Fallout stories, yet when they're allowed to make their own Fallout stories, they either shit the bed (Frontier) or just make a nostalgia trip for previous games. (New California) But if any of you guys had your way, say, you have your own team of modders and you're writing the story, what kind of Fallout story would you tell?
 
Since we sat here for the past 30 pages shitting on this god awful mod and its writing , why don't we say how we'd rewrite it? (Woops lord imperator said nearly the same thing as me damn)

Gonna spoiler each part of mine just to keep the page clean, Im keeping the same setting but changing everything else.

Firstly the beginning, I'd make it so you started as an NCR grunt, maybe having a fallout 4 style opening of you as a guy at home and an NCR recruiter comes to your door and convinces you to sign up/you get a draft notice. Afterwards, you go through basic training and this is where you do the character creation and pick starting stats and name, from here you go through a bare-bones tutorial and then you jump from basic to a battle, sorta like how you go from the truck to helios one, maybe have it be the first battle of hoover dam or something, and in this battle, you gain renown for doing something that wins the battle for the NCR. After this you get signed up for a spec ops unit called wolf pack, you are the newest and sixth member of the wolf pack, giving you the nickname 6.
In portland you are part of an expeditionary force sent to scout out the city for possible NCR expansion, given a "Chinese" (this is actually the space station which has since fallen to earth) weapon has hit the city it has been plunged into a permanent winter. You and wolf pack are sent out on small missions to clear out good comm and FOB locations, along the way you start to run into , and see in the distance, what looks like brotherhood and enclave scouts, and around mission 5 or 8 you fight a small group of these soldiers, 2 to 4 of them, and they nearly wipe the floor with the wolf pack and you lose number 5 , but you win and search the bodies.
These soldiers are part of the Crusaders, an obscure brotherhood shoot off which fled to portland due to it being the home of a famous pre-war catholic priest and his church being in the city, they are lead by a small lineage of a uber catholic family started by one of the original brotherhood knights, with the current leader being the grandson said knight. When the Crusaders arrived in portland they engaged in many small scale fights with enclave soldiers in the city, but when president Eden was killed the enclave soldiers make peace with and joined the Crusaders, making them one of the most well trained and armed factions aside from the enclave, fielding a small fleet of vertibirds at, where else? , the airport which is their 2nd biggest base, behind the church they came for. Your team reports to the general and he starts sending you on missions to scout out and capture emplacements of the Crusaders, eventually, you capture a scribe and bring him back to the NCR headquarters which is in an old mansion on the outskirts of the city. After 2 more missions you get an urgent distress call from base, rushing back you find that it is being attacked by the crusaders who have already taken out most of the exterior defences and have breached the building, just in time you save the general and his top staff and escape in a captured vertibird.
The captured vertibird lands in a long-abandoned hospital, its roof-mounted helipad serving as ample space to repaint the bird as much as possible to be clearly marked as NCR, you are given time to ask the top brass and a few wounded soldiers what happened, and they relay a horrible story of being like a sandcastle facing an oncoming tsunami. Once the vertibird is clearly NCR the general calls on the radio for all nearby NCR forces to regroup at the hospital, in the distance the lights of burning and the sounds of still raging firefights show that this is not something the NCR was prepared for. After doing some fetch quests to find needed supplies and tools to make a long-range radio , the general links up with NCR forces a state away and calls for reinforcements and explains the situation, the NCR, however, has to deal with the standard bureaucratic nonsense so, for now, reinforcements are going to have to wait. The hospital starts to shape up into a nice little base, but the threat of another attack looms large over the general and the base at large, and the general needs a trump card to have a chance of defeating them. He gets reports of a small military depot nearby said to house as of yet unlooted gear, rumors stated this depot had gotten a shipment of t-51 power armor prior to the war starting and the general hopes this depot holds what is needed to at least gain a stalemate against the Crusaders. He sends your team on a mission to recover the gear from this depot, it's hidden underneath a nearby farm in the barn and requires a key card to open. The team splits up looks for a possible 2nd entrance or for said key card, even though it's likely long gone by now. The player can either find a ventilation pipe and enter that way or find a military staff car with a skeleton holding said keycard in a briefcase. Once you and the squad enters , no matter what way you got in , you are put into the same large room, inside are at least 100 service rifles in conditions ranging from spare parts to Vietnam relic, but better than nothing. Inside one heavily locked room is a power armor workbench, but all that's left of the power armor is lens and the undersuits. Wolfpack nearly leaves empty-handed say for spare parts and some basic gear, when one of them notices a small service hallway, following the hallway it opens into a very large room, inside is a massive elevator numerous , heavy machine guns and anti-air cannons, a entire shipping container full of t-45 power armor and , the biggest prize hidden under a tarp , a complete tank (probably based off of the m47 or m48 pattons).
The NCR has finally gotten the reinforcements, the risk to the crusaders air and ground forces from the aa and power armor has made them wait to attack, and now the NCR is stronger than before, a crusader approaches the base under a white flag, offering for the general and the king of the crusaders to meet in neutral ground and hopefully reach a peace settlement, depending on a few speech checks during chapter 3 the general may approach 6 to go the peace talks , if 6 refuses or failed the speech checks the general will send an advisor, if the advisor goes it will always result in the final battle , If 6 goes the player can reach a peace settlement or can start the final battle. Before The Final battle the player can help prepare defenses and help repair the tank. When the battle starts the Crusaders launch an artillery strike on the hospital, attempting to destroy the Anti Air before launching a vertibird assault on the hospital , the strike however only destroys one anti-air gun and takes out a guard post. The NCR takes advantage of a break in fire to launch their own assault, the player is given the option to drive the tank, if not the tank is controlled by a NPC, The NCR advance is high in deaths but is successful enough that the NCR now has a foothold in a crusader land, taking several prisoners, at this moment a crusader vertibird swoops in and fires into the advancing NCR troops but is taken out by a soldier with a rocket launcher, the vertibird crashes which prompts a charge from the crusaders who attempt to push the NCR back but the NCR holds the line just barely. WolfPack has been at the front of this assault and if the player is on foot, 6 and wolfpack sneak through nearby tunnels and plant charges under a crusader forward base as the Main assault advances across the ground, the vast majority of troops using the tank as cover. If the player was in the tank they advance with the troops being rolling cover and having to take out heavy crusader vehicles such as armored trucks and homemade APCs.
The result is the same if the player is on foot or not, the forward outpost is destroyed and the NCR takes a fortified position in the plaza of a nearby office building. At This point both options intersect as 6 is either with wolfpack or is pulled from the tank to join a shock force of NCR power armor troops with wolfpack to take on the Crusaders main troop encampment, the wolfpack and the new temporary members of them are sent in via vertibird to land on top of a nearby building and have to fight through 5 floors to the ground level and then take on the remaining crusaders, who have dwindled down in size to around 25 to 50. The last fight is won and the crusader captain is captured and is either killed or arrested.
The ending slides play telling of what happened after 6 made his decisions at the end, Either the NCR and crusaders are stuck in a cold war, neither risking a full-on assault on each other so they just pay scavs and raiders to attack each other's caravans, or if the battle happened the NCR forces the crusaders into surrendering and they take most of the crusaders high tech gear and arrests most of the Ex-enclave members as war criminals. The Portland airport is the last hold out of the crusaders who refused to surrender but they are eventually starved out, the tank and anti-air guns are taken to California and reversed engineered into being able to be produced by the NCR , but these advancements will not be made in time for hoover damn. After the final battle wolfpack is left shattered as their leader was killed not long after by a enclave prisoner and their story never reached the homeland, they are broken up into the new detachments of spec ops , 1 becomes the leader of the first NCR power armor battalion, as for 6 , 6 left the NCR all together and wasn't heard from again, maybe he wandered the wastes for a while before eventually dying somewhere far from home, maybe he joined the legion, maybe he even became a mailman (insert epic fallout score here and then the main game starts at doc Mitchells)

I doubt my story would hold a candle to anything a real writer could do , but at least there isn't any snake sex.
Also, my story only covers the NCR and it takes place sometime between 3 and new vegas, or maybe before, if before remove Eden and replace it with something else.

gonna add my fallout 5 thing here too just to not double post

Its set in the deep south , around Atlanta or New Orleans , and takes place prior to fallout 3 , by like 5 years.
The player is a survivor of a caravan raid and has lost most of their memory from the attack , and as such has to rediscover who they are while trying to survive the wastes.

The main factions are the neo confederates, a bunch of larpers who dress up as confederate soldiers and try to take over the entire region to start CSA 2.0, there is a small group of neo union larpers who are pretty much worse minutemen, and the enclave who have smallholdings in the region. The player can join any of the main 3 factions , enclave basically being cleansing missions to rid the area of raiders and eventually the neo cons and union tards.

The Confederate's main quests involve capturing key landmarks and eventually knocking out the union (neither the cons or union know of the enclave other than legends and myths) and controlling the major city in the region.

The union's quests are similar to the confederate's but they also help escaped slaves and settlements outside their territory while the cons only help their settlements.

the final battle is basically the burning of Atlanta 2 , with the player's side either defending or attacking the opposing faction's base. Now you may ask where the enclave is? they just can't be assed to get involve and care more about defending their supply lines in the area. Their ending is attacking whoever comes out on top of the burning of Atlanta 2.

there are some interesting settlement ideas I have like a riverboat casino that now houses a small town of people that will stay in one place for a week before moving to another. A large town in an old farming area that is close to the size of megaton but with the looks of the sharecropper farms. A plane that crash-landed but was mostly intact that is now slaver outpost (player can get buddy buddy with them and can take bounties for escaped slaves) and a hidden missile silo that if found will open up a new quest for what ever main faction the player is with to either destroy or use the nuke against their enemies.
 
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When even pornographers see that kind of smut as disgusting, that's when you know it really is disgusting.

I know people like to rag on Bethesda Fallout stories, yet when they're allowed to make their own Fallout stories, they either shit the bed (Frontier) or just make a nostalgia trip for previous games. (New California) But if any of you guys had your way, say, you have your own team of modders and you're writing the story, what kind of Fallout story would you tell?
Revisit the midwest and Chicago. I'd shamelessly take inspiration from Van Buren and have the MC be an inmate that escaped from jail during a mysterious jailbreak. Your highest tagged skill would denote which crime you got thrown in jail for. Sneak would mean you got busted for stealing, Unarmed for assault & battery, Explosives mean you blew something/someone up, Barter means you committed fraud, etc. During the course of the game you could select dialogue choices that reveal if you actually did what you got jailed for. Like if you got thrown in jail for burglary you could say you didn't do it, or that you did do it but for some justified reason like you would starve otherwise, or that you did it for the hell of it. Let you role play as an innocent or a guilty person. Throughout the game your reputation and history of being a felon would change on how you act/what dialogue you pick. You could be the criminal trying to turn it all around and do good, or be a wrongly accused person who decides to go down the path of crime because of how you got fucked over anyway; be a total villain in your own right.

Overarching story would be the Midwest BoS versus the Enclave in Chicago. The Enclave won't be "bad guys because bad" like they were in 2 and 3. You can join them if you want and I'm mostly gonna sperg about what you could do with them. The BoS and Enclave are duking it out in the midwest for different reasons. The BoS remembers the Enclave from the west coast and wants them gone because from their perspective why should this Enclave be any different? The BoS also wants access to Chicago's ports so they can more easily fish whatever's left in Lake Michigan and perform some maritime expeditions to Canada to see if any technology is still there from the pre-war US annexation. And of course, they want that cutting edge Enclave tech. The problem for them is that the Enclave used that superior technology to take over most of the Chicago area. The Enclave truly want to start America over, and Chicago is their starting point. The next step for them is expanding outward and acquiring whatever arable land is still out there in the plains, along with uniting the populace into new citizens; not entirely unlike the NCR did in California. Finding a GECK is high on the priority list for both factions, and it'd be one of the last things you do if you decide to side with the Enclave. The Enclave are a bit slow to expand because they don't have quite the manpower the Midwest Brotherhood has. To remedy this they've been taking nearby settlements under their wing to bolster their numbers and build goodwil. The BoS takes as a threat since that's been their schtick and they don't like a perceived enemy doing it. Really my idea for the story is showing what the NCR did off-screen inbetween Fallout 1 and 2, except if they had to fight an actual war while gathering their territory. Like if they had to fight the Legion while doing it.

Your stats and gameplay choices would determine where you end up in the organization. If you're a high INT/Speech character and spend enough time doing sidequests away from the battlefield you end up as a trusted advisor to the President. If you just wanna be a frontline fighter then you end up as a highly decorated trooper/officer. A high Science skill would land you in their high tech R&D divisions, and so on. With a high Sneak skill you could even be a (perhaps literal) glowie and do espionage against the Brotherhood. One quest I thought of would involve experiments on ghouls given to you by a Brotherhood ghoul who escaped from an Enclave test lab. He wants you to destroy it and promises to give you a good word with the Brotherhood if you do it. When you get there you can discover that the Enclave is experimenting on feral ghouls and regular ghouls that voluntarily submit to the experiments. They do it for a generous amount of caps and in hopes of reversing the condition, or at the very least managing it so they don't eventually go feral. The Enclave scientists would reveal they don't force the sane ghouls under their protection into the program, however ghouls working for the Brotherhood aren't so lucky; like the one that busted out gave you the quest. The scientists would even mention how ghouls can be citizens. By their logic, some of those ghouls were once US citizens and they owe it to them to try and help. See the Midwest Enclave, unlike the East and West coast ones, realize that radiation and mutation (and ghoulification) are just a fact of life now. They also need the centuries of experience ghouls can bring to the table to survive and thrive in the new world. The experiments are for the betterment of both ghouls and normal humans since it could happen to anyone. Ghouls aren't allowed in positions of high power like the Congress or Senate because they're afraid they might naturally go feral and munch on the leadership. It's yet another reason they're experimenting on ghouls.

One of the ways to get into the Enclave to begin with would be partnering up with one of the inmates you break out of jail with. She's a young lady who's part of the Enclave's espionage division, though you need a high speech stat or enough trust for her to divulge that. She got caught and sent to the prison with you, and if you stick with her and do well by her she puts in a good word for you and provides the "join Enclave" story route. You could join them in other ways, but doing her storyline would net you a higher reputation faster.

Like I said before, I'm "borrowing" a lot from Van Buren's story. The New Plague would make a comeback, along with Dr. Presper. Presper was an Enclave scientist who is more in line with 2 and 3's "unabashed genocide advocate" archetype. He figures biowarfare is the quick and easy route to establish dominance, and breaks off from the organization when they disagree with using pre-war viruses. The Enclave's higher ups are convinced it would just blow up in their faces and make everything worse. The Enclave still has records of the pre-war era, including how the New Plague got unintentionally released. They figure if they couldn't contain it back then when the world wasn't an irradiated crater, they probably won't do any better now.

I could probably keep rambling but those are some of my (not very original) ideas.
 
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