Fallout series

BTW, the same person who voices Myron voices Boone in New Vegas.
I'm aware and I find it hilarious, whenever I tell people who have played both games this they are blown away. Honestly part of me kinda wishes they had snuck in some audio log of Myron moments before his death somewhere as an easter egg since they had his va on hand.
Jericho was fine, altho it kinda takes away from him a bit since he was the quota "evil" companion, there is also Crimson but she's more of a brainwashed whore than someone who is actually evil.
To be honest I barely use companions in 3 for some reason, like I sometimes grab Dogmeat or Fawkes and that's about it. I don't really have a real reason for it besides wanting to feel more like a Lone Wanderer I guess or its just laziness since most of them require some hoops or an alignment check.

Gage in Fallout 4, which I talked about, is also one of the best companions in that game.
Gage is a cool dude honestly, even if it is still REALLY underwhelming for someone who wanted to rp an evil character I liked Nuka World a lot and Gage definitely is one of its highlights along with the dude Andrew W.K. voices that does the Raider Radio station, I just wish he had more content to play. Frankly I liked the Disciples and Operators for as edgy as they where, well I forgot which one was the edgelords off the top of my head as it has been a few months since my last run of NW but the other one was cool, I just don't like the Pack because I just naturally hate anything furfaggotry related.
 
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To be honest I barely use companions in 3 for some reason, like I sometimes grab Dogmeat or Fawkes and that's about it. I don't really have a real reason for it besides wanting to feel more like a Lone Wanderer I guess or its just laziness since most of them require some hoops or an alignment check.
I can tell you why, it's because companions are broken in Fallout 3. They were a last minute addition into the game, ironically just like they were in Fallout 1, another game with underwhelming companions. This is why there is no dialogue to force radiation immune companions into the chamber at the end of the main quest, since they literally didn't have time to program that in. Vanilla Fallout 3 companions, aside from being incredibly weak and easily being able to be killed in a matter of seconds by high level enemies(or in one hit by extremely powerful DLC enemies like Albino Radscorpions or Feral Ghoul Reavers) also suffer from various bugs, such as forgetting how to use their weapons and trying to kill their enemies by staring at them to death while still holding their weapons. This means you have to go into their inventory after every battle and equip/reequip their weapons, even if they fought against something like a radroach or a molerat. This was before companion wheels btw, it's amazing that Obsidian was able to fix the companions and make them so useful in as little time and experience as they had with the engine. This is also why TTW is the optimal way to play Fallout 3 today, since it fixes this and many, many other bugs the original release had.
Gage is a cool dude honestly, even if it is still REALLY underwhelming for someone who wanted to rp an evil character I liked Nuka World a lot and Gage definitely is one of its highlights along with the dude Andrew W.K. voices that does the Raider Radio station, I just wish he had more content to play. Frankly I liked the Disciples and Operators for as edgy as they where, well I forgot which one was the edgelords off the top of my head as it has been a few months since my last run of NW but the other one was cool, I just don't like the Pack because I just naturally hate anything furfaggotry related.
I had an entire playthrough where I conquered the entire wasteland with raiders, that includes dozens of new settlements and taking over The Castle(modded, not possible in vanilla game). Gage was a perfect companion, playing as a Raider warlord that sided with The Institute was a great time for an evil but not insane type of playthru. Having a mod that lets you kill any character you want, including kids, helped since I could get rid of annoying NPCs I didn't like.
I actually like The Pack more than Disciples, simply because at least they aren't pretentious or batshit insane like the latter. If you don't have anything they want, they will likely leave you alone, and they take good care of animals to boot. Disciples, on the other hand, have no useful skills and kill for fun, they're a nuisance even if you are playing as an evil character. Operators should always be one of the gangs you side with, since they give you a legendary sniper rifle at the end of the Raider questline, where as Disciples and Pack both give you a legendary melee weapon, you obviously don't need two so it comes down to a choice between these two.
 
This is also why TTW is the optimal way to play Fallout 3 today, since it fixes this and many, many other bugs the original release had.
This. TTW is great because it allows you to play Fallout 3 with Fallout New Vegas' improvements. (Including its skill checks and reputation system if you download separate mods for those.) also the benefit of being able to use certain New Vegas mods with Fallout 3.

I can tell you why, it's because companions are broken in Fallout 3.
The only two companions that were worth a shit in Fallout 3 were Fawkes, because he had a shitton of health and a laser gattling gun. (The fact that they buffed his health to like eleven thousand in Broken Steel was hilarious.) and Charon because his exclusive combat shotgun had way more fucking range than it had any business having meaning he could basically snipe people with his fucking shotgun.
 
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The only two companions that were worth a shit in Fallout 3 were Fawkes, because he had a shitton of health and a laser gattling gun. (The fact that they buffed his health to like eleven thousand in Broken Steel was hilarious.) and Charon because his exclusive combat shotgun had way more fucking range than it had any business having meaning he could basically snipe people with his fucking shotgun.
Dogmeat and RL-3 also had ridiculous amount of health since these are technically "creatures". Human NPCs didn't get the pleasure, since their leveling is programmed in properly.
Dogmeat can also become invincible with a new perk introduced in Broken Steel, which can be exploited to get all the companions in the game if you want. I wonder if it can be used to bring them over into DLCs, just like Veronica's method of getting infinite companions does in NV. It was really fun fucking about in Zion and Big MT with Raul, altho he did lose his Paciencia somewhere in the latter and never found it.
 
I can tell you why, it's because companions are broken in Fallout 3. They were a last minute addition into the game, ironically just like they were in Fallout 1, another game with underwhelming companions. This is why there is no dialogue to force radiation immune companions into the chamber at the end of the main quest, since they literally didn't have time to program that in. Vanilla Fallout 3 companions, aside from being incredibly weak and easily being able to be killed in a matter of seconds by high level enemies(or in one hit by extremely powerful DLC enemies like Albino Radscorpions or Feral Ghoul Reavers) also suffer from various bugs, such as forgetting how to use their weapons and trying to kill their enemies by staring at them to death while still holding their weapons. This means you have to go into their inventory after every battle and equip/reequip their weapons, even if they fought against something like a radroach or a molerat. This was before companion wheels btw, it's amazing that Obsidian was able to fix the companions and make them so useful in as little time and experience as they had with the engine. This is also why TTW is the optimal way to play Fallout 3 today, since it fixes this and many, many other bugs the original release had.
God I completely forgot about all of that jesus, I am so used to playing 3 through TTW just because of NV having proper iron sights that I completely forgot about how fucking poorly implemented companions where.

I had an entire playthrough where I conquered the entire wasteland with raiders, that includes dozens of new settlements and taking over The Castle(modded, not possible in vanilla game). Gage was a perfect companion, playing as a Raider warlord that sided with The Institute was a great time for an evil but not insane type of playthru. Having a mod that lets you kill any character you want, including kids, helped since I could get rid of annoying NPCs I didn't like.
I have considered doing that before but I decided I would hold that off for when the mood really struck me to do so.
 
Best thing to come out of Fallout was the cover of Country Roads by Spank.
I prefer the original but the cover is pretty damn neat. I had no interest (and still don't) in Fo76 but I remember listening to this song much more than I expected to.
100%, you just don't see companions like him anymore in games, especially in western games, and it is really sad.
Nothing "problematic" is allowed to exist anymore, anything they can't erase entirely must be memory holed. Anything that is "problematic" is usually sterile and benign comparatively.
 
"So please, if you meet one of the Capital Wasteland's many Ghouls, leave your prejudice at the door and your pistol in its holster."
I always thought the idea of Ghouls being treated as a separate race never really worked. They're literally just people with severe skin burns and radiation-centered abilities, depending on the game. Also it was said/implied at least once that Ghouls going feral is a matter of "when" and not "if" so they're walking liabilities.
 
Also it was said/implied at least once that Ghouls going feral is a matter of "when" and not "if" so they're walking liabilities.
I think this is Bethesda's invention - feral ghouls weren't a big deal in F1 and F2, Bethesda needed zombies for their Elder Scrolls reskin so now feral ghouls are everywhere. In F2 Typhon is like 160 years old and still lucid and vigorous enough to be a coomer.
 
I always thought the idea of Ghouls being treated as a separate race never really worked. They're literally just people with severe skin burns and radiation-centered abilities, depending on the game. Also it was said/implied at least once that Ghouls going feral is a matter of "when" and not "if" so they're walking liabilities.
That's kind of the point, nobody wants a ticking time bomb that smells like shit and is decomposing. Doesn't help that there is a ton of POS ghouls, like Roy Philip's cheery little band or Ahzruhkal and his pet slave Charon. Plus, take a load of just how many ferals there are on the east coast, people are definitely justified in their xenophobia.
You know what they say, "Despite making up only 13% of The Capital Wasteland, Feral Ghouls commit 50% of the murders within the DC area".
 
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I always thought the idea of Ghouls being treated as a separate race never really worked. They're literally just people with severe skin burns and radiation-centered abilities, depending on the game. Also it was said/implied at least once that Ghouls going feral is a matter of "when" and not "if" so they're walking liabilities.

The existence of pre-war ghouls proves that its not a matter of time but then again, ghouls are a mystery even to themselves as ghoul scientists didnt figure out much even after 200 years of tests and studies.

Its possibly a matter of a genetic lottery and the amount of radiation exposure

The amazon series really seems to be doubling down on the ghouls being their own different species by this point, with even a freaking potion to keep them from going feral (again, you could have written so that this is exclusive to The Ghoul, maybe is so near to becoming feral that he drinks this stuff, maybe radway mixed with something, to hold off the process but hey, Im not a million dollar nepo baby early history hollywood writter, what do I know?)
 
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I stopped using scrap mods years ago because breaking precombines makes downtown fucking unplayable. Just use a cleanup mod instead.
There is one I've been using for years and it also lets you scrap pretty much everything. The way that one works is that you need to press a button to activate a mode that lets you scrap everything, had no problems with it or precombines altho you can't delete *everything*, just vast majority of objects.

I've found a follow up video to Jeff's Sneaking Test in New Vegas, made 2 years ago
Link to original video, which I recommend watching first
This dude makes some good videos, one of the few people still doing research and challenge runs for Fallout 3 and New Vegas. Here are a few he also made recently:
All skills raised to 100 by Level 7
Unlisted/Hidden effects of various perks in Fallout 3 and New Vegas
Vault 87 lore sperging
Raven Rock related autism
Run Speed research videos, similar to his Stealth one
 
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There is one I've been using for years and it also lets you scrap pretty much everything. The way that one works is that you need to press a button to activate a mode that lets you scrap everything, had no problems with it or precombines altho you can't delete *everything*, just vast majority of objects.

I've found a follow up video to Jeff's Sneaking Test in New Vegas, made 2 years ago
Link to original video, which I recommend watching first
This dude makes some good videos, one of the few people still doing research and challenge runs for Fallout 3 and New Vegas. Here are a few he also made recently:
All skills raised to 100 by Level 7
Unlisted/Hidden effects of various perks in Fallout 3 and New Vegas
Vault 87 lore sperging
Raven Rock related autism
Run Speed research videos, similar to his Stealth one
Now this is my kinda tism
 
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fallout 2 or 3 next?
2. You should know what Enclave is before you encounter them in 3. You should know who Harold is before you encounter him in 3.
Actually, if you are prepared to play isometric one, start with 1, it's much shorter and a great introduction to the story that continues in 2 and NV.
 
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