Fallout series

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So I'm trying out that setup I talked about for New Vegas where actions drain AP during combat, such as moving, attacking, jumping, opening the pip-boy ect and honestly it's kind of fun.
Also forces me to think more tactically about my every move including the best and quickest way to move behind cover without wasting too many points.

It's kind of like if Fallout 1 and 2 had real time combat instead of turn based. Before you ask I did download a few mods to make it a bit more fair. Like the Realistic Movement mod which tones down the NPCs insane movement abilities, makes them actually have to turn to you instead of just snapping to you and a mod that makes NPC accuracy vary based on the NPC. (Description claims it's based on multiple factors including faction. Like for instance raiders usually can't shoot for shit but an Enclave soldier will probably score headshots on you consistently.)

But yeah, it's way more fun than I expected it to be. Running survival mode too so hunger and water is also a factor. All around I'm having fun atm.

EDIT: Before anyone asks it still functions as normal in that it regens slowly whenever you aren't doing an action that drains AP. So far the only actions during combat that don't seem to drain AP are standing still, walking slowly, crouching, crouch walking and attacking normally. Reloading, putting my weapon away or pulling it out ect. All drains a bit of AP when I do them. So it definitely forces me to be a bit smarter about how I do things. (But only during combat so I can be a little tricksy like pre-emptively drawing before I think combat is going to start.)
 
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As I am nearing the end of my London playthru, I think I made all the needed changes to the mod. Here is release 1.07 of my module, probably my last update:
Highlights include adding in a new recipe for Softshell Mirelurk Meat(Animal Friend 2) and making BIMT Fare tokens give you one Aluminium(useful junk item as it is weightless).

I also tinkered around with the level up jingles you hear when you open the skill tree to get a new perk. There is three in the game files, altho I only heard two play, and I modified the game so that only the third one plays since I like how it sounds(that's the one with the alarm klaxon). Did the same thing for Fallout 4 so that only the jingle that sounds like the main Fallout 4 theme ever plays on level up. Here is a link if anybody is interested:

Lastly, I am making progress on finding more undocumented tracks from London's development. Sadly, I was unable to get in touch with what appears to be one of the first composers who made a ton of pre-production OST as they seem to have disappeared off the face of the earth. Good news is that the composer I initially reached out to is still in contact with me and he's releasing all the music he still has. I will get back to the thread and link his stuff when he has released everything he's got.

Edit: @CIS White Droid
I got something for you
Ported straight from F76, have fun!
 
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Tbh, I wish someone would make a mod for TTW to try and flesh out the FO3 companions to be on a similar level to NV companions. It's definitely possible, especially now with A.I. voice being a thing. I'd do it myself if I wasn't retarded and actually had talent in that sort've thing.
There IS a mod that is trying to overhaul all Fallout 3 dialogue to be more in-line with New Vegas but I haven't tried it yet. Not sure if it changes the companions at all.

Like for instance, Charon. I like Charon, he seems like a possibly interesting companion at a glance. You, like me were probably curious about why he's so devoted to his contract or whatever (All we know is that he was apparently brainwashed to listen to whoever holds his contract but it's never elaborated on.) only to be completely disappointed by his utter lack of dialogue and thus personality. This is a problem with a lot of the FO3 companions but I felt Charon was a pretty decent example of missed potential. I was genuinely disappointed to find you can't investigate his story all that much or probe him for any personal information because the little we know has potential to be interesting if done right but yet there's just nothing.
 
Tbh, I wish someone would make a mod for TTW to try and flesh out the FO3 companions to be on a similar level to NV companions. It's definitely possible, especially now with A.I. voice being a thing. I'd do it myself if I wasn't retarded and actually had talent in that sort've thing.
There IS a mod that is trying to overhaul all Fallout 3 dialogue to be more in-line with New Vegas but I haven't tried it yet. Not sure if it changes the companions at all.

Like for instance, Charon. I like Charon, he seems like a possibly interesting companion at a glance. You, like me were probably curious about why he's so devoted to his contract or whatever (All we know is that he was apparently brainwashed to listen to whoever holds his contract but it's never elaborated on.) only to be completely disappointed by his utter lack of dialogue and thus personality. This is a problem with a lot of the FO3 companions but I felt Charon was a pretty decent example of missed potential. I was genuinely disappointed to find you can't investigate his story all that much or probe him for any personal information because the little we know has potential to be interesting if done right but yet there's just nothing.
You don't need complex companions with a novel of a story to have them be fun. Companions in F1 were just random dudes, there was more going on to them in F2 but they were still mostly hired guns, aside from a few interactions they had with the overworld. Tactics literally had nothing going on with your squadmates aside from a few sentences of bio they have, but at least you can directly control all of them, and we come to Fallout 3 which mostly just goes back to your companions being...just dudes.
I very much prefer it this way, I'm not looking for a best fwend to tag along with me out on the wastes nor do I want someone's emotional baggage or judgement. I love FNV but I can only stand Boone, Cass and friends for so long when all I want is a hired gun. That's why I like Lily, EDE and Raul so much, they don't bore me with their life stories(Raul kinda does but his quest breaks most of the time).
Jericho, Cross and friends are all badasses without a need for a personal quest or doing errands for them, they're just glad to be there. That's honestly what I want, companions in FNV and F4 were all very fan-fic character like. London and Outer Worlds has the same problem for me, there is only one companion that I can stand in both of these games that is just a random dude and they're both robots(Pendragon and SAM respectively). Most of my modded in companions for TTW and F4 are also mostly just dudes, I can't stand the likes of Willow or Niner. I can play around with all these companions, sure, but most playthrus I just want no-strings minimalist followers with me.
Besides, their writing would be shit, it's Bethesda we're talking about. It's for the best we know very little about these companions. Hell, they don't even follow their own internal logic, why the fuck won't Charon go into the irradiation chamber that won't harm him if he's pretty much a brainwashed slave that has to do whatever you say? Because you need to pay for a DLC to do so, obviously. Nah, I will take Jericho with me instead, who just wants a piece of the action instead.
 
I'm not looking for a best fwend to tag along with me out on the wastes nor do I want someone's emotional baggage or judgement.
You'd have a point if the game didn't have that retarded karma system where if you don't micro manage your karma they get all pissed off and leave.
Charon is actually one of the few companions in the game where he'll follow you no matter what. Even the fucking robot gets mad if you don't have neutral karma.

Thankfully the latest version of TTW makes the Speech bobblehead completely disable this system. Like yeah NV had it too but it was a little more refined, it wasn't just karma but faction reputation too. Though I think the mistake was making neutral only followers. Nobody is going to want to sit there and manage their karma to prevent Butch or the military robot from leaving it just isn't worth the hassle.
Though the thing FO3 definitely has over NV is the choice of "Evil" companions or at least companions that make sense for an evil character whereas NV has basically none.
 
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You don't need complex companions with a novel of a story to have them be fun. Companions in F1 were just random dudes, there was more going on to them in F2
the intelligent scholar death clause the best fallout 2 companion I forget which head of fallout killed off all the intelligent death claws the creator literally have that done behind his back which is kind of messed up
 
the intelligent scholar death clause the best fallout 2 companion I forget which head of fallout killed off all the intelligent death claws the creator literally have that done behind his back which is kind of messed up
It was Avellone because he felt they didn't fit the world, and also cause he is an edgelord. If memory serves Tim Cain despite not working on 2 felt they didn't fit either
 
It was Avellone because he felt they didn't fit the world, and also cause he is an edgelord. If memory serves Tim Cain despite not working on 2 felt they didn't fit either
Avellone is one of those writers that has a habit of hating anything old that he wrote and trying to retcon it when possible.
At least from what I gather based on things he's said.
 
Avellone is one of those writers that has a habit of hating anything old that he wrote and trying to retcon it when possible.
At least from what I gather based on things he's said.
It really does seem like it, but he also has a habit of making a mouth piece to rant about his hatred of whatever he is working on as a setting too. Which I mean we all know that due to the bear and the bull schizo and the cunt from KOTOR II but still.
 
And I joined the Enclave so I can slaughter all muties for the glory of AMERICA. :semperfidelis:
Thoughts on the 'America Rising 2' mod? The absolute madlad who made it worked with Bethesda to do a Enclave update... That he has work flawlessly with his own mod. Dude got paid by Bethesda to work on an update to his passion project, basically.
 
You'd have a point if the game didn't have that retarded karma system where if you don't micro manage your karma they get all pissed off and leave.
Charon is actually one of the few companions in the game where he'll follow you no matter what. Even the fucking robot gets mad if you don't have neutral karma.

Thankfully the latest version of TTW makes the Speech bobblehead completely disable this system. Like yeah NV had it too but it was a little more refined, it wasn't just karma but faction reputation too. Though I think the mistake was making neutral only followers. Nobody is going to want to sit there and manage their karma to prevent Butch or the military robot from leaving it just isn't worth the hassle.
Though the thing FO3 definitely has over NV is the choice of "Evil" companions or at least companions that make sense for an evil character whereas NV has basically none.
Meh, karma is so piss easy to manipulate in 3 that it barely counts. They also never actually leave you, they will simply refuse to join if your karma isn't at their appropriate level, it's a simple check when initiating a conversation with them.
There is a TTW mod that disables this entirely and it feels much better. Doesn't really matter either way, I still prefer those simpler companions even if the system has a few wrinkles. Cass in NV is also bitchy and will actually leave if your karma isn't good, this is the only meaningful karma check in the entire game btw aside from the endings.
Thoughts on the 'America Rising 2' mod? The absolute madlad who made it worked with Bethesda to do a Enclave update... That he has work flawlessly with his own mod. Dude got paid by Bethesda to work on an update to his passion project, basically.
I only tried the beta, aka America Rising 1. It's pretty good for what it's worth, basically a DLC sized expansion. AR2 goes a step further and makes The Enclave a proper faction that you can side with to finish the game. They are the fifth wheel and you can do their questline all the way to the end during the second act when the game asks you to pick sides, you can destroy the bos blimp/railroad and deal with The Institute just like other factions equivalent quests and they have their own bonuses as well(vertibirds that the BOS uses, best power armor and end game weapons in the game, their own bases ect.). The mod doesn't pull any punches and makes sure to let you know that these guys are the evil Enclave that want to experiment on people from F2, it makes for an interesting dilemma when siding with them considering you're also one of the "pure humans" that has a stake in trying to rebuild the old world, especially Nate as he is a war vet.
It definitely puts the official update and it's Enclave questline to shame, that's for sure.
 
They also never actually leave you
Damn, my memory must be worse than I thought.
Thoughts on the 'America Rising 2' mod? The absolute madlad who made it worked with Bethesda to do a Enclave update... That he has work flawlessly with his own mod. Dude got paid by Bethesda to work on an update to his passion project, basically.
Haven't played it. Don't really play Fallout 4 all that much.
 
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Finished my playthrough with Someguy Series installed today, and I must say that other than it being buggy as fuck I really enjoyed it. Writing was really eye-rolling sometimes (other than forced pop-culture references in NVB I, why the fuck does the Mojave have so many advanced bunkers in random places, some of which are said to be very hidden but are in everyone's plain sight? And why do a bunch of junkie raiders like Fiends have an entire succesion line of like 20 different bozos that you need to take down before they finally decide to eat shit and die? Not to mention Marko as a whole), but otherwise it was very solid and I was actually invested in roleplaying and weighting my decisions. You can tell that the Someguy loves Wild West fiction and knows what makes it good. His style of comedy was really up my alley, too - when among corpses of mafioso NPCs I killed I spotted one named "Paulie Almonds" I actually grinned like and idiot, normally I would cringe at such blant reference but author's writing skills made it actually work.

Gameplay-wise, I wish the mods were more balanced. Their difficulty ranged from "piss easy" (90% of bounties) to "what the fuck" (ghouls under Chola Mountain [seriously, maybe I was underleveled but spawning a bunch of glowing ones and ghoul reavers behind your back every few moments is NOT my definition of balanced], Marko, that clown who takes all your gear and has scripted knife that can two-shot you), but there also were fights that I actually loved - like the one where you have to evade, spot and kill an invisible sniper, for example.

As for NVB III, I actually played with an unofficial rewrite someone posted in the thread earlier, so I have higher opinion of it than most. I later watched Marko's original dialogue on Youtube and the rewritten version is so much better - it turns him from emotionally unstable edgelord ("yeah I raped and murdered a pregnant woman in front of her husband once, it was funny as fu- HOW DARE YOU GUN MY PIECE OF SHIT BROTHER DOWN YOU MONSTER! YOU WILL PAY!") to someone who can be described as an twisted reflection of Courier's - or maybe even player's - soul. Rewritten Marko has extremally darwinistic world view, and sees the world as his playground - he views himself as this world's main character and thus believes that he has divine right to shit it up as much as he wants, like a bored New Vegas player who does an evil playthrough just because its fun. He respects Courier as an equal, someone who's free and carves their own patch at all times just like he does, and even admits that he doesn't give two fucks about his brother anymore because he considers you, someone as powerful as him, as his true sibling. Also, the new music that plays both times you confront him sets atmosphere WAY better that the original one.

Overall I recommend playing it if you haven't, even to just make up your own opinion. There is a reason why everyone agrees that NVB 1-3 are the best quests quest mods for New Vegas, even though the bar isn't that high. They are better than your average coomer Manic Pixie Dream Girl follower mod, at least.

Also
Imagine nuFallout having dialogue like this.
 
It's a retarded take. Vault Boy is not a character, it's a corporate mascot used to illustrate various situations a vault dweller - including a gay vault dweller - may encounter.
The TV show already claims that the mascot is based off an existing character within the show("the ghoul), which this then further implies that the ghoul is not only a coal burner but also bisexual(ie likes taking it up the ass)
It's over, this is what Bethesda considers canon now. This is what (You) will consider canon now too, unless you join the "TV show is not canon" club along with pretty much every other Fallout fan.
 
This is what (You) will consider canon now too, unless you join the "TV show is not canon" club along with pretty much every other Fallout fan.
I considered Fallout series to be concluded when they announced that there will not be FNV2.
Fallout: F1, F2, NV.
Spin-offs: Tactics, BOS, F3.
The rest: glorified fangames \ fanfics.
 
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