Fallout series

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I'm not sure anyone cares, but I've completed Honest Hearts. I wasn't sure what to expect (I'd seen the Joshua Graham memes with zero context), but I liked it! I felt like I was playing a Western where some plucky cowboys have to help the natives with their problems because the cowboys are, directly or indirectly, the cause of them. Loved Joshua Graham, both as a character and the fact he and Daniel are positive portrayals of religious men. Follows-Chalk was fun to listen to.

I chose to help the Sorrows drive out the White Legs, but managed to talk Graham down from killing Salt-Upon-Wounds. The ending slides are a nice way to wrap it up and helps me feel like I left the place a little better than I found it. I just wish there was a scene of Joshua giving us his gun instead of having it in a footlocker right at the exit - felt a smidge anti-climatic.

All that, however, and I'm still short the caps to get into New Vegas. I did help out the Kings with their NCR problem, so I probably could get King to forge me a way in, but something tells me I want to save his favor for something else. I'm going to dump off some excess stuff and make my way to the Sierra Madre. I'm told that's more of a survival-horror vibe, and that sounds up my alley after the post-post-apocalyptic Old West of Honest Hearts.
 
but something tells me I want to save his favor for something else.
Technically yes- if you want a peaceful solution to the NCR path involving Freeside, anyways.
Otherwise it's an outfit and free hairstyling, one-time payout of 1k caps, or the free passport (as opposed to i think 500/375 caps for buying one).
I like their outfit so i usually just grab that since by the time i hit Freeside i usually have the caps to get the passport at minimum or the Science pumped so hard to just bypass the whole deal, but if you're doing NCR 'good end' i'd save it until King's Gambit is active.
I'm going to dump off some excess stuff and make my way to the Sierra Madre. I'm told that's more of a survival-horror vibe, and that sounds up my alley after the post-post-apocalyptic Old West of Honest Hearts.
Not necessary unless you're a hoarder because it's an Invstrip DLC. Enjoy the cloud.
 
Can't you just buy a pass off Ralph? Should have the money after doing Debt Collector and Wang Dang Atomic Tango.
 
Can't you just buy a pass off Ralph? Should have the money after doing Debt Collector and Wang Dang Atomic Tango.
You can also just go to Camp McCarran and run past the guards to board the monorail. They'll shoot at you, but as long as you don't fight back and just book it for the train, you won't gain NCR infamy and the NCR at the Vegas terminal won't be hostile when you arrive on the Strip. Wearing an NCR uniform will also let you pass, so you can also steal one from the camp in Primm or just start going east from the entrance to McCarran, since there will be NCR troops fighting Fiends at the street corner at the end, and if you can't find a dead trooper to loot, you can then just go south since there's another fight between the NCR and Fiends set up by the warehouse halfway down the length of the base. You can also just start doing side quests for them, since once you have high enough reputation (I think it has to be "liked" and not just "accepted"), they'll let you board without a uniform.
 
I chose to help the Sorrows drive out the White Legs, but managed to talk Graham down from killing Salt-Upon-Wounds. The ending slides are a nice way to wrap it up and helps me feel like I left the place a little better than I found it. I just wish there was a scene of Joshua giving us his gun instead of having it in a footlocker right at the exit - felt a smidge anti-climatic.
I don't think anybody legit chooses to side with Daniel, except for the achievement. Letting Joshua execute Salt or not depends on preference, for example who I am roleplaying as, but the general consensus is that Daniel is a pussy and that Sawyer should have gave you more reason to side with him.
The locker is really out of place, to the point of being a meme for anyone who played the game, but with how short and hectic the development for those DLCs was, I am guessing they didn't have the time for any better solution. There is a way to get two salt fists and helmets btw, if you fight him you can quickly loot his corpse and get his stuff then drop it on the ground before the final slideshow. When the slideshow ends, go back to Three Marys and pick up the stuff you dropped, then back to the locker and pick up the second set. Either way, I can imagine how many people would kill Joshua for his unique armor and gun if the DLC just didn't give them to you at the end anyways, just don't think about it too hard how that came to be.
 
You can also just go to Camp McCarran and run past the guards to board the monorail. They'll shoot at you, but as long as you don't fight back and just book it for the train, you won't gain NCR infamy and the NCR at the Vegas terminal won't be hostile when you arrive on the Strip. Wearing an NCR uniform will also let you pass, so you can also steal one from the camp in Primm or just start going east from the entrance to McCarran, since there will be NCR troops fighting Fiends at the street corner at the end, and if you can't find a dead trooper to loot, you can then just go south since there's another fight between the NCR and Fiends set up by the warehouse halfway down the length of the base. You can also just start doing side quests for them, since once you have high enough reputation (I think it has to be "liked" and not just "accepted"), they'll let you board without a uniform.
There's also a dead NCR guy with a rifle in a cave guarded by some coyotes in the back of that little rise just to the south of the canyon wreckage that leads to the Lonesome Road DLC.
 
There's also a dead NCR guy with a rifle in a cave guarded by some coyotes in the back of that little rise just to the south of the canyon wreckage that leads to the Lonesome Road DLC.
I always done the Powder Gangers questline and defending them with sneak attacks. I got some NCR dogtags and armor by courtesy.
 
I'm not sure anyone cares, but I've completed Honest Hearts
i enjoy the updates. it's fun hearing someone else's playthrough. Everyone has different experiences. sorry you wound up short on caps. if you ignore the point of dead money to spite chris avellone you will have enough caps guaranteed tho.
 
I've been enjoying my time playing, just unexpectedly busy irl atm, so I don't get to explore the Mojave as much as I'd like.
 
i enjoy the updates. it's fun hearing someone else's playthrough. Everyone has different experiences. sorry you wound up short on caps. if you ignore the point of dead money to spite chris avellone you will have enough caps guaranteed tho.
To break the economy, I just take the Jury Rigging perk, max out Sneak, and start genociding NCR troopers with my silenced sniper rifle. Once you get enough NCR dogtags, you can hand them over to the centurion at Cottonwood Cove for Legion fame, which will eventually result in a frumentarius hunting you down and giving you the Caesar's Favor quest, which is the Legion equivalent of the NCR Emergency Radio (but this one actually works). Every 3 days or so, you can go back to the boxes on the hill above Cottonwood Cove to pick up the confiscated contraband they've left for you, and if you've reached idolized status, you're guaranteed to find either recon armor or metal armor. Thanks to Jury Rigging, I can use the metal armor to patch up my power armor, and use the NCR armor I've been hoarding to fully repair the recon armor to full condition (base value: 7,200 caps) and sell it for obscene profit, and I can do it twice a week. Best of all, if you're idolized by the Legion, unless you kill Caesar your reputation can't ever go low enough to get the boxes taken away or have hit squads sent after you. I know some people like to fight the hit squads and loot their high-level gear, but I find the boxes to be a better option.

I also routinely buy all the corn from Farber at Camp McCarran every time I go back there to buy more drugs from Contreras and then have the pervert machine at the Sink convert it to Salient Green to increase its value tenfold. And I also take the Them's Good Eatin' perk to be able to loot Blood Sausage or Thin Red Paste off my numerous victims since they both sell for insane prices. (edit: Don't forget to hoard empty bottles of all types, since the faucet at the Sink can convert them into Purified Water and increase their value up to twentyfold.)

As for spiting Chris Avellone, Cass serves as his mouthpiece during the end slides if she lives, so I always recruit her, do her quest if I want the XP, and then slip a stick of dynamite into her pocket back at the Lucky 38. (Arcade Gannon is Josh Sawyer's mouthpiece, is gay, and talks like a Redditor, so I do the same to him unless I'm doing a Legion run and can sell him into slavery, although one day I might do the thing where you complete his companion quest, convince the Remnant to fight for the NCR, and then side with the Legion to get the end where his armor is recognized by NCR rangers during the retreat and he spends the rest of his life imprisoned as an Enclave war criminal.)
 
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I've been enjoying my time playing, just unexpectedly busy irl atm, so I don't get to explore the Mojave as much as I'd like.
What kind of build are you doing if i missed it in an older post that i did not see, Are you a Melee, Guns or Energy weapons guy and what weapons are of said type are you enjoying, One build I did was a sneaky melee weapons and explosives user. A funny contrast for my guy to be a master of the blade and TNT.
 
I'm going Energy Weapons, with Guns as backup because I've found myself going for stretches without easy access to cells. I was regretting taking the trait where you shoot faster at the cost of 20% accuracy, but it turns out Gunslinger and Commando (at least mostly) nullify that disadvantage.

Currently rocking Joshua Graham's armor, but I was wearing the NCR patrol armor for a while since I don't think my character's going to support the Legion (found Boone easy enough and was disgusted after finding the bill of sale for his wife and unborn child).

Speaking of, is it me or are most of the traits either ridiculously situational or just plain drawbacks with little to make up for them? Very few of them looked worthwhile to take at all.
 
Speaking of, is it me or are most of the traits either ridiculously situational or just plain drawbacks with little to make up for them? Very few of them looked worthwhile to take at all.
Skilled, Small Frame are both unambiguous goods, Good Natured and Hoarder are potentially really positive depending on the build you are going for.
 
Good Natured and Hoarder are potentially really positive depending on the build you are going for.
Good Natured is arguably the best. You essentially gain more points than you lose. Most people aren't going to use every weapon type in the game so you're really only losing 5-10 points that you would benefit from having while gaining points in skills that you will use the entire game.

Hoarder I forget how it works. isn't it just free carry weight as long as you're carrying something? I think if you've got the repair skill the one that causes increased weapon decay is okay as well? The issue with traits is that it's a first person game and you're not really going to have many options to make the traits meaningful like you would in a CRPG, since most of the combat gameplay. I recently played ATOM RPG and Trudograd and found myself roleplaying as the addicted medic. It was a neat trait in the first game that made you more likely to be addicted but gave you increased medicine. Took it as a roleplay chance and just made my character try to be very adverse to drugs (like a struggling addict). Second game pooed on that quite a bit. They made the perk much better but you essentially *had* to use drugs to make it work. I think it was bonus crit chance while chemmed up, but you were constantly addicted so you had to be using nonstop. Killed the roleplay i had from the first game.

Most games with traits run into the issue of most of them being extremely tedious or unfun for gameplay purposes, and the only reason to pick them is roleplay or extra challenges.
 
Speaking of, is it me or are most of the traits either ridiculously situational or just plain drawbacks with little to make up for them? Very few of them looked worthwhile to take at all.
A lot of them feel useless on your first playthrough, but some of them become better once you've played through the game once or twice.
  • Built to Destroy is bad on a first run, but once you've learned how to farm currency and craft weapon repair kits to offset the decreased weapon lifespan (or get Raul as a companion), it becomes a lot more useful.
  • Good Natured is usually a net positive, since it takes skill points away from all the combat skills and puts them into the five most useful non-combat skills, but most players use one or at most two combat skills so you can eliminate the practical downside on your first level-up.
  • Skilled is bugged, where you can take it again when you leave Goodsprings and get to rebuild your character, and a third time when the Autodoc in Old World Blues lets you re-roll your traits, and the +5 to all skills stacks each time, but the 10% decrease in XP gain doesn't. If you're not as averse to using exploits as I am, that's +10 to all skills at the start of the game, raised to +15 in the midgame, all for a 10% decrease in XP earned in a game where XP is not hard to come by.
  • The downside to Small Frame can be mostly neutralized in Goodsprings by jumping off a cliff to break your legs, then sleeping in a bed to fully heal, until you've broken a total of 50 bones and get the Tough Guy challenge perk that reduces limb damage.
  • Logan's Loophole gives you full immunity to addiction and doubles the duration of all consumables (not just chems, like the description says, so your Stealth Boys will also last twice as long) at the cost of capping your level progression at 30 instead of 50. You can completely counteract this by completing Old World Blues, then return and use the Sink's Autodoc to remove it or replace it with another trait just before hitting level 30.

Since this is your first playthrough, I'll give you one important warning: When you enter a casino and turn over your weapons, there's a bug that causes your companion's weapon to be permanently lost, so be sure to put their weapons into your inventory before entering.
 
because I've found myself going for stretches without easy access to cells
Get Vigilant Recycler and start taking trips to workbenches or you will probably end up rather sad until you get Brotherhood access, start buying out Van Graff stock, or go to the Big Empty.
Speaking of, is it me or are most of the traits either ridiculously situational or just plain drawbacks with little to make up for them? Very few of them looked worthwhile to take at all.
They rely on having a build in mind, but most of the relevant more general-use/minmaxer ones have been gone over already.
 
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