Fallout series

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In her dialogue she mentions being good with her fists thanks to bar fights and explosives thanks to needing to clear passes or scare off wildlife while on the trail, but the skills she's tagged with are Guns, Melee Weapons and Sneak. The mod changes that so she's tagged with Guns, Unarmed, and Explosives
Moot point since there is no reason to give here anything but a Dinner Bell or Riot Shotgun. She has Shotgun Surgeon so you might as well. Giving explosives to companions is a terrible idea, has been since Fallout 1 really. Don't trust any of them with grenades or rocket launchers, especially if they tell you they "specialize" in them.
Also, call me cold hearted but since her perk is garbage(you rarely need alcohol for anything unless you're roleplaying as an alcoholic), I usually just deliver her to The Silver Rush so I can get my cool 1000 caps and a free suit of black combat armor(the one you get from this quest is better than the freebie outside Vegas).
 
call me cold hearted
You're cold hearted. Besides, you can combine her perk with Old World Gourmet to be the world's most durable alcoholic, chugging down Scotch and Whiskey to keep yourself fighting no matter how bad it gets like some Wild West gunslinger.
 
You're cold hearted. Besides, you can combine her perk with Old World Gourmet to be the world's most durable alcoholic, chugging down Scotch and Whiskey to keep yourself fighting no matter how bad it gets like some Wild West gunslinger.
I'v a few alcohol related builds and none of them are that good. They only work for melee characters due to the STR buff and those don't need a boost before a fight, +1 or even +2 STR are pointless so the bottles only waste space. They're only good for giving you a quick carry capacity buff, but they themselves have weight so it kind of defeats the purpose. Alcohol also doesn't do jack shit in the older games, so even less of a reason to use it(altho Tactics does have a hilarious perk that increases Unarmed whenever you're under effect of alcohol, but drinks last so little time that you're going to need to chug several bottles per fight, plus Unarmed sucks in that game)
 
well, i'm playing a melee critical build with heavy armor as final gear.
And in F:NV you must have 7 str at min to get unstoppable force. In VNV they using Lone Star so DR/DT changes and Burden to Beat OG effect is there.
So, the base STR needs to be 7 to get 8 with Implants. And Old World Blues buffs STR no matter what.
T51b is the must before doing Lonesome Rosd and get 87th Tribe armor (armor durability is more important IMO if you get Build to Destroy, Raul is fine with Full Manten.) 1st recon beret is the other and lucky shades the main eyewear.
I made a perk road until lvl 50, which i divided Vanilla NV and VNV (Stewie Tweaks had a custom level cap, i always putting it in 100).
 
So, the base STR needs to be 7 to get 8 with Implants.
Its actually Endurance that increases the number of Implants you can get and the Endurance implant does not increase the amount of implants you can get. High endurance is also good on Melee characters because it grants access to the Implant GRX perk which a free multi use Turbo that replenishes daily.
One of the builds I made was a Stealth Melee, Explosives guy. I like the dumb contrast between the 2 weapon groups and sneak crits on explosives are ridiculous.
 
I kinda hate Fallout 2 to be honest...
No matter how many times I try to get into it I just crash out when 50s gangsters start fighting with ninjas. As fucking stupid as F03 gets at times it still feels more grounded than 2. 2 Feels like the real black sheep of the big 4.
Fallout 2 has some of the dumbest shit in the franchise for sure, nobody is going to argue with that. The fact that you can still take the world seriously and care about the stakes, or that Fallout 2 lore still fits like a glove with the future games is a testament to how good worldbuilding and writing is in that game(forced pop culture references aside).
 
Fallout 2 has some of the dumbest shit in the franchise for sure, nobody is going to argue with that. The fact that you can still take the world seriously and care about the stakes, or that Fallout 2 lore still fits like a glove with the future games is a testament to how good worldbuilding and writing is in that game(forced pop culture references aside).
Fallout 2 feels like going on a wild roadtrip with your friends.....which is can be in-game too if you get the car
 
The fact that you can still take the world seriously and care about the stakes
I can't, for me the appeal of FO is the grim setting, I can live with humour on top, FO1 is my favourite in the series and it has plenty of goofy moments but the world just needs that bleak foundation for it to work for me. Just got to accept that 2 isn't for me I suppose, It shows how big a difference the tone of a game can make though, with them both being the same engine etc and one being in my top 10 and another being something I can't even bring myself to finish.
 
Fallout 2 feels like going on a wild roadtrip with your friends.....which is can be in-game too if you get the car
Correct, and it's not a bad thing. The main quest is an afterthought, the game even lampshades it by pointing out how ridiculous the idea of looking for a mcguffin that might not even exist is. Doesn't change that the locations you visit and the people you meet make Fallout 2 what it is. Even towards the end, in the very last leg of the game in San Francisco, you get to side between asian stereotypes or a scientologist parody and the game somehow made it work. The world still works even with the whacky stuff like the 50s gangsters, you know why a city exists and what it provides, where the food comes from, how one city and it's politics effect the other ect.
On the other hand, in Todd's games you move from one attraction to the other. How does that city work, what does it provide to it's people and the surrounding towns, hell what do they even eat? Don't think about it, just move on to the next whacky setpiece. Bethesda copied the funny but didn't have the chops to make the writing work, not even make sense. A lot of content in F3/F4 feels like a Wild Wasteland or a random encounter skit, but it's just something that we're supposed to take at face value.
I can't, for me the appeal of FO is the grim setting, I can live with humour on top, FO1 is my favourite in the series and it has plenty of goofy moments but the world just needs that bleak foundation for it to work for me. Just got to accept that 2 isn't for me I suppose, It shows how big a difference the tone of a game can make though, with them both being the same engine etc and one being in my top 10 and another being something I can't even bring myself to finish.
Fair enough, there is actually a pretty big divide between people who love Fallout 2 and those who say that Fallout 1 is the only true Fallout game. I actually prefer the darker, more cohesive setting of Fallout 1 as well, but F2/FNV are so good that I can stomach the setting becoming more flanderized and silly if the content justifies it. To not harp on Bethesda games again, Fallout Brotherhood of Steel follows a similar theme park ride and stupid, flanderized take on the world and it is an Interplay game, just like the older titles. Todd didn't ruin the setting, for as good as it was Fallout 2 started the trajectory and BOS finalized the journey. That said, Van Buren looked like it was going back to the roots of what made Fallout great and was going to be much more grim and dark, but alas, it never came out.
Anyways, like I said, I don't think anyone will hold that against you that you can't stand F2. This is a similar sentiment a lot of old time fans had during release of Fallout 3, they wouldn't touch it either for the same reasons and they were right. Just look where the franchise is today. I don't even know where the TV show falls into it, the dumbest shit from F2 looks downright good in comparison.
 
It's also possible that the radiation levels in the eastern portion of America ( the majority of China's Nukes hit the East Coast because that's where most of the pre war American population lived ) were so severe that it permanently decreased the IQ of the populations living there, which in turn lead to slower civilizational development on the East Coast ( aka the area where all Bethesda games take place ) .
That would require the radiation to permeate every Vault in the region through their shielding. Dumb on the face of it.
A better argument would be that no Vault opened to actually civilize the region, since discounting the ambiguity of 106 there's no canonical vault that actually deployed successfully in DC- what with their control Vault staying sealed the whole time. We don't talk about 108.
It's up for debate whether 75/95 and 81 deploying properly could counteract the sheer stupid in the Commonwealth. I'd say only just not, mostly due to 81 not actually leaving the damn place and the other two having violent overthrows of the established order with records ending there.
The primary argument against the game is that it's been 200 years since the bombs fell and yet there is barely any civilization in the capital wasteland. Newsflash boys, people and the societies they create are not equal, the magical 200 years number means nothing in the grand scheme of things, what matters is the quality/culture/ethics of the people that live in that territory and what they are doing ( or not doing ) to improve their living standards.
The main problem is that there's no records of prior successful populations save for one example- Ridgefield- which were all enslaved in living memory. Everything in the game is just living memory or two thousand year old records.
The game just makes more sense if it took place before all others on the timeline, minus the Enclave migrants. They could be the East Coast Enclave, i guess? The Brotherhood are already recruiting non-Mariposa groups by radio at that point for several decades, so you can thank 76 for the precedent.
Related to that, technically the 76 BoS has a claim to the Army's chain of command. This is fucking hilarious.
 
Yeah I also go with the theory that the East Coast just didn't have any successful Vaults for one reason or another. I was explaining to my girlfriend the how the amlunt of "successful" Vaults across all the games could just be counted on one hand out of the nearly 200. Though I'm sure we could count a good few more if you want to count all the Tribes that came from Vault populations. They didn't resettle but they've alive and have some form of society.

If so many Vaults in the Bethesda games weren't just wacky setpieces I could see a lot more being likeVault 101, never opening. Not due to their experiment mind you like Vault 101 (since that one was meant to be sealed shut and had the side experiment of Overseer loyalty) but because people saw the fucked up state of things and just decided to stay safe indoors instead of bothering minus occasional explorations.
 
Well, i hacked a lot with a katana.
Going Independent this time: nobody in the Mojave can stop me with my crits.
Live by the blade, die by the blade.
 
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Limiting yourself at level 30 seems too hard to me.
I'm using Build to Destroy & Small Frame before OWB. In that DLC i'm gonna swap those for Four Eyes (synergizes like hell with Lucky Shades) & Kamikaze (i'm using Power Armor and had the DT implant so piss off with the debuff).
15 perks is more than enough and enemies in DLCs don't scale further either. Perfectly doable, altho to make most of the trait, you have to keep using drugs non-stop. Not really worth it.
 
wasnt there a quest in oblivion where you help a guy to kill himself?
i believe that "how about a suicide?" was the dialog option
 
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