Fallout series

Funny I think the beginning of that sort of describes what happened to me. I actually thought I had never played this game despite having purchased it around 10 years ago when it came out. As I played through the main storyline with Shaun I started to realize I had at least played through a single main storyline but eventually quit not really liking some of the systems.
Sounds about right for the average Fo4 experience with someone that has two braincells to rub together. It feels a little surreal doesn't it? You can get mods to help fix the issues but the only mods that outright fix the issues are mods that removed them entirely. Shit like FROST or that one mod that deletes all story based NPCs that's usually used with zombie apocalypse and horror mod lists.
 
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You don't have to pay Nexus money at all to use it though?
You need an account to download now but that's about it.
:thinking:
Maybe it's just because I have good internet but the download speed penalty for not paying for Nexus gold or whatever the fuck they call their bullshit is negligible.
Honestly, if anyone is paying them money they're fucking suckers.
Tfw bought lifetime membership over a decade ago and THEN they started doing all the gay shit.
 
For years ive been waiting for someone to make an edit of the trailer version of country where the fiddle in the beginning was could be heard more clearly and without the monologue about Vault 76. That never happened so I went and did it myself (kinda)..
 
Started playing survival as a sort of act based RPG. You arrive at a settlement build up the defenses, infrastructure, build up shops, complete all the quests in the vicinity and use that settlement as your hub/town. when youve all the quests/cleared everything nearby and sold off everything nearby you move on to a new settlement.

supply lines and having lots of shops at each settlement is amazing. seems like the clinic shops have the most caps available, you just need rank 1 medic. Still havent gotten to where i can get the rank3 shops or the special npc vendors but looking forward to that.

I am trying to figure out how to avoid settlement attacks as much as possible. Seems unfeasible to have to constantly travel to settlements under attack in survival. So ive been putting ridiculous amounts of turrets everywhere.
 
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Started playing survival as a sort of act based RPG. You arrive at a settlement build up the defenses, infrastructure, build up shops, complete all the quests in the vicinity and use that settlement as your hub/town. when youve completed sold off everything nearby you move on to a new settlement.

supply lines and having lots of shops at each settlement is amazing. seems like the clinic shops have the most caps available, you just need rank 1 medic. Still havent gotten to where i can get the rank3 shops or the special npc vendors but looking forward to that.

I am trying to figure out how to avoid settlement attacks as much as possible. Seems unfeasible to have to constantly travel to settlements under attack in survival. So ive been putting ridiculous amounts of turrets everywhere.
At this point just download Sim Settlements 2, it has a brand new campaign easily the length of the base game or even longer and completely overhauled settlement mechanics. Every single quest, even hours in, either introduced new characters, settlement functions or progresses the story or new factions included in the mod. MATN is 50 episodes into the mod, with the main story seemingly finished and he is still getting new settlement mechanics thrown at him that make the base game settlement system look like a non-functioning broken pre-alpha that it is.
 
At this point just download Sim Settlements 2, it has a brand new campaign easily the length of the base game or even longer and completely overhauled settlement mechanics. Every single quest, even hours in, either introduced new characters, settlement functions or progresses the story or new factions included in the mod. MATN is 50 episodes into the mod, with the main story seemingly finished and he is still getting new settlement mechanics thrown at him that make the base game settlement system look like a non-functioning broken pre-alpha that it is.
im one of the wierd few i guess that loves bethesda games and has played them for 20 years but never once modded them as a rule.
 
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im one of the wierd few i guess that loves bethesda games and has played them for 20 years but never once modded them as a rule.
Isn't SS2 on the paid mod store or whatever it's called? It's practically a free DLC/main quest expansion, you're doing yourself a disservice not playing it. Settlements in the base game serve no purpose, there is no reward for building them up nor is there a punishment for failing to meet their upkeep or even failing to stop an invasion. It is a prototype that shipped as a bare minimum lego set for curious players and autistic minecraft fans, doing a settlement/mayor run without SS2 or another mod that completely overhauls the mechanics and rewards you for engaging with the mechanic is a waste of time. How do I know? Because I also made several runs where I did just that, except I had to find some way to give myself incentive at some point and that led to me massively modding the game to give mayor character unique benefits. At least with Raider outposts you get a whole lot of regenerating loot, some of the best stores in the game and unique buildings, like chem vending machines. Even that is a step in the right direction compared to the vanilla game mechanic.
At least watch the series yourself to see what you're missing out on. I already modded settlements myself a long time ago so I don't want to try SS2 in fear of it breaking something for me, but if I haven't this would be one of the first priorities for any character that wants to engage with the system in any way:
 
Isn't SS2 on the paid mod store or whatever it's called? It's practically a free DLC/main quest expansion, you're doing yourself a disservice not playing it. Settlements in the base game serve no purpose, there is no reward for building them up nor is there a punishment for failing to meet their upkeep or even failing to stop an invasion. It is a prototype that shipped as a bare minimum lego set for curious players and autistic minecraft fans, doing a settlement/mayor run without SS2 or another mod that completely overhauls the mechanics and rewards you for engaging with the mechanic is a waste of time. How do I know? Because I also made several runs where I did just that, except I had to find some way to give myself incentive at some point and that led to me massively modding the game to give mayor character unique benefits. At least with Raider outposts you get a whole lot of regenerating loot, some of the best stores in the game and unique buildings, like chem vending machines. Even that is a step in the right direction compared to the vanilla game mechanic.
At least watch the series yourself to see what you're missing out on. I already modded settlements myself a long time ago so I don't want to try SS2 in fear of it breaking something for me, but if I haven't this would be one of the first priorities for any character that wants to engage with the system in any way:
Sim Settlements 2 is fucking awesome and turns settlements from these boring things that just exist into actual thriving towns. I like to set up Sanctuary as a water supply/generalist base since its your first, Red Rocket as a commercial area for caps (not that you really need that since a couple purifiers in Sanctuary means you're just printing money), the movie theater as my initial industrial area since its got all that flat land, the farm by Sanctuary as well, my main farm, and when I head south the marshland construction site is a second industrial area since it too has a lot of flat land.

Thanks to how the supply lines work you really only need a couple food plots in non-producer settlements and a water pump or two so they aren't a total drain on your main ones, and your industrial areas will start shipping out the necessary tools so your rural plots upgrade before too long.

And god damn it, fuck all you niggers for making me reinstall FO4 when I thought I was done for good.
 
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Sim Settlements 2 is fucking awesome and turns settlements from these boring things that just exist into actual thriving towns. I like to set up Sanctuary as a water supply/generalist base since its your first, Red Rocket as a commercial area for caps (not that you really need that since a couple purifiers in Sanctuary means you're just printing money), the movie theater as my initial industrial area since its got all that flat land, the farm by Sanctuary as well, my main farm
How are you running SS2 with Sanctuary, Red Rocket, and Abernathy Farm all active and not crashing the moment you step foot in their vicinity?
 
can you console command dlc items into new vegas?
Yeah, same as anything else. The item IDs are all on the wiki. The only thing you need to know is the load order of the DLC. Those two "xx" at the start of the item ID on the wiki? That's gonna be related to your load order, so for example Honest Hearts is the second DLC in your load order it would be '02' or something. Basically, depending on what DLC the item you're trying to spawn is from you'll have to check what order it is in your load order to figure out the magic number.
 
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Yeah, same as anything else. The item IDs are all on the wiki. The only thing you need to know is the load order of the DLC. Those two "xx" at the start of the item ID on the wiki? That's gonna be related to your load order, so for example Honest Hearts is the second DLC in your load order it would be '02' or something. Basically, depending on what DLC the item you're trying to spawn is from you'll have to check what order it is in your load order to figure out the magic number.
thanks dawg I just want that cool ass desert armor for my second playthrough
 
I'm running a fork of SawyerBatty for TTW, with an addon called "Rebirth"
Oh yeah in case anyone was interested in those. Sawyer Batty TTW and Rebirth - TTW Gameplay Overhaul. (Also if you're using JIP CCC make sure to grab the patch for that so companions can use the health items added by JSawyer.)

I didn't use the Stewietweaks config that came with the mod though, using my own settings and so far nothing is wrong from what I can tell so you can safely ignore that change if you don't want to override your settings.

I'm probably the only person here who runs TTW though. I bought Fallout 3 game of the year edition years ago on Steam because I was nostalgic for it and forgot how bad it was. Then I couldn't even get the game working. That was cool. At least it's somewhat useful now.
 
No, you are not.
I don't play FO3 standalone. It's always TTW to play FO3 first then FNV.
Yeah I do it the other way around since I really dislike Fallout 3's intro and storyline in general. And that one mod that disables the story is the best mod I've found so far for TTW.
You're not locked out of areas or anything because of it either the mod says the means of entering those areas has simply been altered. Tbh, I might try heading up to Raven Rock at some point to see if it's even accessible and if it is what loot I might find there. Probably just Enclave shit but I'm just curious to see the changes.

Hell I wonder if Fawkes is still in Vault 87. I imagine he would be, but I won't know until I make the trek over. Fuck, I wonder if Vault 112 is still accessible and if there's even anything there without Dad being involved.
It'll probably just be inaccessible or something but now I'm curious enough to go looking just to see the changes without the main story being a factor.

EDIT: I do have to say though, if we didn't have Bethesda's Fallout 3 we wouldn't have gotten New Vegas. So I can at least say that. I mean, alright I overhype Fallout 3's badness a lot, but yeah the writing just isn't quite as good as New Vegas. It was better than Fallout 4 though, no idea how the fuck they dropped the ball so hard after just one game.
 
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(Can't edit previous post anymore so double post it is.)

On another note, I find it amusing how much trouble some people have with Cazadors. Honestly they're not that bad once you know the tactics. Actually same with Deathclaws. You're only really in trouble if there's a bunch of them and you have no companion to back you up.

Cazadors? Cripple one of their wings and they're basically fucked.
Deathclaws? Cripple their legs, neuters their movement speed.

Had a friend recently get into New Vegas and he tried to go through that one valley next to Goodsprings and got raped by Cazadors, then he tried going past Sloan and got raped by Deathclaws too so he asked me if there was any way to deal with them.
I advised him of course to go where the game was telling him to, which was to Primm but that if he ever encountered those enemies again what tactics to use.

Then I found out he actually managed to beat the Cazadors by crippling their wings and skipped straight to New Vegas super early. (Granted he couldn't get into The Strip from what I can tell and obviously still doesn't know where to find Benny or that he even is in New Vegas but still.)
Can't say I wasn't impressed, though it's cool that you can do it at all.
 
Hell I wonder if Fawkes is still in Vault 87.
He was but he was unconscious. But when I released the cells to go and try to investigate what I thought was his corpse initially... he was gone.

Real talk though I'm mildly disappointed because Fawkes is a menace and tbh was like the only interesting companion in Fallout 3. Probably because he's one of the few that actually had a fucking backstory so if the mod just makes him unobtainable that's kind of lame.
 
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