Fallout series

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Unrelated to Falllout 1, but I've plans to make a chainsaw character with Rad Child in New Vegas this year.

Do critical perks work well with the chainsaw, or should I forgo all that in favor of the Heavy Handed trait?
 
Unrelated to Falllout 1, but I've plans to make a chainsaw character with Rad Child in New Vegas this year.

Do critical perks work well with the chainsaw, or should I forgo all that in favor of the Heavy Handed trait?
Bear in mind that the "Ignore DT/DR" effect in broken in vanilla NV. Either YUP or iStewie's tweaks fixes it but I forget which one.
 
Bear in mind that the "Ignore DT/DR" effect in broken in vanilla NV. Either YUP or iStewie's tweaks fixes it but I forget which one.
I plan on taking Piercing Strike to mitigate that and to make the Dead Money spears better (XP and infinite WRKs are why I bother).

I might just stick with the Xbox version since it has guaranteed 60fps on the Series X now, not sure how my laptop would do with the game and I'm not sure how I'd handle the keyboard controls (Game Pass PC has the Ultimate Edition however, so at least I won't have to buy the DLCs again if I ever decide to give it a whirl).
 
Bear in mind that the "Ignore DT/DR" effect in broken in vanilla NV. Either YUP or iStewie's tweaks fixes it but I forget which one.
You should be using JIP LN NVSE combined with xNVSE as a basis, along with New Vegas Tick Fix and New Vegas Heap Replacer. OneTweak if you want to be able to alt-tab without your game shitting itself. And lStewie (not iStewie, believe it or not) has a lot of lovely stuff that goes beyond mere bugfixes, but its modular so you can enable what you like.
 
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Found out that the Khans could end up terrorizing the wastes if I left them alone in one of their endings, so I rectified that.

I came back with Ian, slaughtered every Khan there with the 10mm SMG on burst mode (one critical hit caused over 100 damage, Garl got annihilated by one of the bursts), freed two slave girls, and walked out with metal armor and Desert Eagles (and over 200 rounds of its ammo). I also used a hunting rifle to take aimed shots at their groins (I didn't discriminate), that was kinda amusing.

I also taught a Shady Sands farmer about crop rotation, so that was a nice way to cap off such a violent session.
 
Found out that the Khans could end up terrorizing the wastes if I left them alone in one of their endings, so I rectified that.

I came back with Ian, slaughtered every Khan there with the 10mm SMG on burst mode (one critical hit caused over 100 damage, Garl got annihilated by one of the bursts), freed two slave girls, and walked out with metal armor and Desert Eagles (and over 200 rounds of its ammo). I also used a hunting rifle to take aimed shots at their groins (I didn't discriminate), that was kinda amusing.

I also taught a Shady Sands farmer about crop rotation, so that was a nice way to cap off such a violent session.
Ah man. I remember first getting Power Armor and the first thing I did was obliterate the Khan’s camp. Good times.

Obligatory "The Khans didn't come from New Vegas?!" comment.
Of course not. The Khans don’t exist in New Vegas. The GREAT Khans do.
 
That's a side-effect of playing as any faction other than Caesar's Legion. You get deeper storyline, but at what cost.

Don't play shit vegas, people.
 
Got done with Junktown. Killed Doc Morbid and his goons, got the Skullz gang arrested, recruited Tycho and Dogmeat, worked with Killian to stop Gizmo (fat fuck didn't stand a chance), and got over 10,000 caps from the roulette tables. Left for Necropolis since I found out the Hub's good ending's inaccessible (thus, I can get over to help the Ghouls sooner) and found the motherfucking Alien Blaster on the way over.

Guys, am I set for the rest of the game now? Please tell me small energy cells become more common soon.
 
Alien Blaster’s pretty damn powerful so I would say so.

Don’t get cocky though. Super Mutant crits are absolutely devastating, even with power armor. (Especially if you have the Kamikaze trait)
 

Dont post this on reddit or else you will piss off the NV neckbeards that those a fit everytime you suggest their game isnt perfect. And that Fallout 3 is overhated.
Found out that the Khans could end up terrorizing the wastes if I left them alone in one of their endings, so I rectified that.

I came back with Ian, slaughtered every Khan there with the 10mm SMG on burst mode (one critical hit caused over 100 damage, Garl got annihilated by one of the bursts), freed two slave girls, and walked out with metal armor and Desert Eagles (and over 200 rounds of its ammo). I also used a hunting rifle to take aimed shots at their groins (I didn't discriminate), that was kinda amusing.

I also taught a Shady Sands farmer about crop rotation, so that was a nice way to cap off such a violent session.

Khans: WE WILL MEEEET AGAIN, FALLOUT PLAAAAYEEEER!!

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Sorry for the lack of update, but a lot has happened since.

Went to Necropolis to get the water chip and fix the Ghoul's water pump, and I had a miserable time just trying to navigate. Didn't help that night time makes things harder to see, and Set only speaks to you at night (real nice that I could only wait while in the sewers, no other place had that sort of limit). Regardless, I fixed their pump, killed the Super Mutants there, and got the water chip, which I promptly returned to Vault 13 to get rid of the time limit.

After that, I went to the Hub to do as much as I could there (side note, this game seems rather short, I'm getting to the end game at around 10 hours). I helped the farmer get his home back, killed Decker with the town sheriff, helped solve the missing caravan problem with Harold's help (rather chipper compared to his portrayal in 3, at least here he can move around), got a bunch of books and weapons, saved the Brotherhood prisoner, and got Rad-X to make my trip to the Glow easier.

I went to the Glow at the behest of the Brotherhood guard (I'm positive he sent me there as a joke), and I managed to get the random encounter with that Celtic singer that raised my Charisma by 1. The Glow itself wasn't too bad with the Rad-X, and I found out that I could kill the robots while they were deactivated. Reactivated the place, talked to the ZAX computer, and got to the armory at level 5 (found a Plasma Rifle, so I decided to switch fully to Energy Weapons with it and the Alien Blaster).

Came back to Lost Hills with the Brotherhood holotape (can I drop these holotapes and keycards after I activate them, they weigh 1lb each and they're taking up space), and became an Initiate on the spot. So far, I've observed the sparring matches to get 500 XP and received Power Armor for saving that prisoner earlier.

I'm at the point where I can get Implants, but they're expensive and take time to implement. I have a 6 in Strength (9 with PA), 8 in Perception (enough for Sniper, if I ever get to level 18 in time), 4 in Endurance, 9 in Intelligence, and 9 in Agility. I'm getting the Agility one for sure, but should I bother with any of the others?
 
Yeah, 1 is a pretty short game, although I really think that works in its favor. Makes it that much easier to replay and try out different builds. Plus the story I feel is the most cohesive in the series.

I don’t really recall using implants much, so it’s really up to you.
 
(side note, this game seems rather short, I'm getting to the end game at around 10 hours).

Fallout is all about the whole experience, if you reduce it all down to the bare bones main quest, its actually all rather short.

1 - Get water chip - Go Back - Find and destroy the leader of the Super Mutants
2- Get Geck - Go Back - Oh noes, save your village
3- Find Dad - Ask Around - Go to "Its a Wonderful Life" land - Fix Water facility - Get Geck - Let 'Murica Fuck Yeah The Bot clear the way - Decide if you want to die a moron to send your radiation immune companions instead like a smart person (the game still scolds you either way)
NV - Yo, find out who shot you - Meet with the faction you will stick with - Fight In Hoover Dam - Profit
 
Completed Fallout, will write my experiences tomorrow. For now, I'd like feedback on a Fallout 2 Big Guns build that has Fast Shot & Gifted as Traits, Speech & Lockpick as two Tags, 6 Strength, 4 Charisma (for two companions), and 9 Agility. I'd like Intelligence and Luck to be at least 6, and the other attributes can be whatever you guys think would work best.

Tips for the game would also be appreciated, thanks.
 
Completed Fallout, will write my experiences tomorrow. For now, I'd like feedback on a Fallout 2 Big Guns build that has Fast Shot & Gifted as Traits, Speech & Lockpick as two Tags, 6 Strength, 4 Charisma (for two companions), and 9 Agility. I'd like Intelligence and Luck to be at least 6, and the other attributes can be whatever you guys think would work best.

Tips for the game would also be appreciated, thanks.
Make sure you download the Restoration Patch to get access to cut content. It makes the game a little harder too, so heads up.
 
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@Vault Boy

Download Fallout: FIXT for future playthroughs. (Fairly sure that vanilla saves won't load on it) It fixes a bunch of bugs, brings back kids, and even has optional features to implement such as being able to play after the ending.


There's also this other mod that implements Fallout 2's mechanics and weapons into 1, so that might be worth checking out as well.

I never knew this stuff existed - finally, no more getting stuck in a game-ending state because Ian is a little bitch blocking the only door in an outhouse that I ran into to see if there was anything lootable there!

Also, no more having friend or foe colouration being a fucking perk pick!

Hey @Overcast am I retarded or are these mods mutually exclusive? If so, would you recommend FOTutu over FIXT?
 
Hey @Overcast am I retarded or are these mods mutually exclusive? If so, would you recommend FOTutu over FIXT?
They are.

Overall, I'd probably recommend FO 1 to 2 as it does implement mechanics from 2 like the amount of followers being based on your Charisma and you also have the ability to move non follower NPC's out of the way. (Really handy if you're attacking the Military Base with the BoS. Beaten the game yesterday with FIXT and constantly had the Paladins blocking the entrances of the elevators essentially soft-locking me unless I kill them)

Only thing I didn't really care for was that they replaced the Overworld music with the one from 2 as well as replace 1's ending song with 2's. But that's just me. I'd imagine there's some way to change that though.

EDIT: Stupid me, FIXT is partially included with FO 1 to 2. Although it's up to you whether or not you want the stuff from 2 in there or not.
 
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