Fallout series

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Nah, 3 is the one that gives a shit about karma. NV cares more about faction reputation. Even then it doesn't affect speech directly; off the top of my head NCR rep can be used on the mercs who show up at Jacobstown and Henry Jamison. Idk what others there are.
You can get walk into Helios One without a speech check, and having high Rep gets you nice shit. Caesar's Favor is absolutely delicious in terms of loot. Take the denarii, head to casinos, trade for chips then back to caps, profit.
High Strength - duh
High Endurance - see above
Low Charisma - no one wants a crackhead around
Low Agility - your hands are always shaking

Tag skills:
Science, Survival - make your own chems
melee/unarmed - for when you go into a drug-fueled rage
There's a chem for that shaking, Steady 80% addiction rate, but no big deal, right?. Also Buffout boosts STR, END, and max HP so a high STR build is less useful than you think. Science needs high INT though, so you can compensate for being a little weakling with Buffout for the stat boosts and Med-X to boost your DR for a straight 25% reduction of all incoming damage. Mentats boost your PER and not just INT, so that's bonuses to Explosives. Take the Small Frame trait for the AGI boost and compensate with Hydra and Med-X, and you'll be a lovely combo of Walter White, PhD and House, MD.
 
You can get walk into Helios One without a speech check, and having high Rep gets you nice shit. Caesar's Favor is absolutely delicious in terms of loot. Take the denarii, head to casinos, trade for chips then back to caps, profit.

There's a chem for that shaking, Steady 80% addiction rate, but no big deal, right?. Also Buffout boosts STR, END, and max HP so a high STR build is less useful than you think. Science needs high INT though, so you can compensate for being a little weakling with Buffout for the stat boosts and Med-X to boost your DR for a straight 25% reduction of all incoming damage. Mentats boost your PER and not just INT, so that's bonuses to Explosives. Take the Small Frame trait for the AGI boost and compensate with Hydra and Med-X, and you'll be a lovely combo of Walter White, PhD and House, MD.
I was going for a RPing build than an optimized build. Idk off the top of my head, but I'm pretty sure the chem recipes don't require Science to be THAT high (Stimpak's probably the highest at 70). I suggested high STR/END because I was thinking of meth Jet fueled psychotic episodes.
 
I was going for a RPing build than an optimized build. Idk off the top of my head, but I'm pretty sure the chem recipes don't require Science to be THAT high (Stimpak's probably the highest at 70). I suggested high STR/END because I was thinking of meth Jet fueled psychotic episodes.
The best rp is obviously legion soldier that bangs ncr babes.
 
I was going for a RPing build than an optimized build. Idk off the top of my head, but I'm pretty sure the chem recipes don't require Science to be THAT high (Stimpak's probably the highest at 70). I suggested high STR/END because I was thinking of meth Jet fueled psychotic episodes.
Fair. But Science also lets you have fun with explosives and energy weapons. Also, multiple ways to RP out a chem fiend. You can either go on Jet-fueled rampages, or be Dr. House or Heisenberg constantly doped up on painkillers and steroids, tossing homemade explosives at anything that movies.
 
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Does karma affect speech and charisma skillchecks? It should if it doesn't, junkies are usually great at conning people at the start then as they keep doing junkie things and people get wise to them...
I think there may be like one or two for the whole game, but really all karma does in NV is change the end game cutscene.
 
Re: karma and faction rep in NV

I thought when I would get the little message saying You've lost karma! for stealing or whatever that it was affecting my faction rep, if I stole from a Legion footlocker and lost karma I'd be losing Legion rep, if I stole from Camp McCarran and lost karma I'd be losing NCR rep etc., but when I blow away some Legionaries or NCR soldiers it doesn't say I've lost karma so yeah I was wrong about that
 
Just started dabbling in the original Fallout through Game Pass, any tips I should know about?

Just reached Shady Sands, and tried to use a knife to conserve ammo in the Vault 13 cave, is the game stingy with ammo?

Going with a high Perception, Agility, Intelligence, and Luck character with Small Guns, Lockpick, and Speech as my tags by the way.
 
Ah I didn't know that. She's one of my least favorite companions, if I wanted to listen to whiney drunks, I could just go to an actual bar.
Yeah, but her perk is pretty sweet. No INT loss or alcoholism penalties? Combine that with Old World Gourmet and you can chug booze for all your problems. Sadly, beer doesn't apply towards those perks. :(
 
Going through Fallout relatively decently so far, just made it to Vault 15 with Ian after eliminating the radscorpions.

I made sure to grab that rope from Shady Sands too, I've got a walkthrough that can help with stuff like that. Is it true that the Super Mutant army timer was patched out of the game? Not a fan of timers in general, but I can stomach the water chip timer if it's the only one the game has (it helps that it's apparently not that strict).
 
Going through Fallout relatively decently so far, just made it to Vault 15 with Ian after eliminating the radscorpions.

I made sure to grab that rope from Shady Sands too, I've got a walkthrough that can help with stuff like that. Is it true that the Super Mutant army timer was patched out of the game? Not a fan of timers in general, but I can stomach the water chip timer if it's the only one the game has (it helps that it's apparently not that strict).
If you're playing on the 1.1 version, then yes, the super mutant time limit should be raised to 13 years instead of 500 days.
 
If you can access the game files, the version should be written on the readme file.

Or, you can check if there are children in the game or not. Iirc, both GOG and Steam removed them, probably so is the Gamepass version.

If you can't find kids, then your game is running on the most recent version available.
 
There's a chem for that shaking, Steady 80% addiction rate, but no big deal, right?. Also Buffout boosts STR, END, and max HP so a high STR build is less useful than you think. Science needs high INT though, so you can compensate for being a little weakling with Buffout for the stat boosts and Med-X to boost your DR for a straight 25% reduction of all incoming damage. Mentats boost your PER and not just INT, so that's bonuses to Explosives. Take the Small Frame trait for the AGI boost and compensate with Hydra and Med-X, and you'll be a lovely combo of Walter White, PhD and House, MD.
Here's the issue, you're using logic for why people shouldn't pick strength builds yet that's EXACTLY why a crackhead build would work so well. With what you're doing, you're more prone to rounding out your character so it ends up playing like every other New Vegas character, with this one it proves that the character is a grade A bartard who doesn't know what the fuck they're doing.
 
If you're playing a junkie you should not be minmaxing your SPECIAL stats for what some ideal junkie character is in your mind

They should be all over the place or totally regular or anywhere in between, anyone can get addicted to Jet
 
If you can access the game files, the version should be written on the readme file.

Or, you can check if there are children in the game or not. Iirc, both GOG and Steam removed them, probably so is the Gamepass version.

If you can't find kids, then your game is running on the most recent version available.
Were there kids in Shady Sands? It's the only town I've been to so far, and I didn't see any when I was there.

Found a hunting rifle and 10mm SMG in Vault 15, should I give Ian the SMG and all the 10mm ammo while keeping the rifle?
 
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