Fallout series

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Ah yes, the most hamfisted and shitty ending ever conceived, where it was so bad they needed to release DLC to fix it.
"Would you please go inside and do it instead, extremely radiation resistant Super Mutant who has already waded through deadly radiation for me once on my quest"
"No, kill yourself."
Well OK, what about you, Slave Girl who I can literally kill on a whim for not obeying my commands?
"No, kill yourself."
Shit, alright, what about you, Ghoul who is completely immune to radiation and is subject to a psychological condition where you have to follow my commands no matter what?
"No, kill yourself."
OK, and you, robot who is literally my property and is complete unaffected by radiation?
"No, kill yourself."
Alright fuck you guys then, I'm leaving.

And then the narrator calls you a massive piece of shit for not wanting to sacrifice yourself in order to complete daddy's vanity project.
Fuck off.
The companions telling you to fuck off is a last minute addition, because companions were done only very late into the game. If you recall, Oblivion didn't really have companions in a traditional sense, unless you count Adoring Fan, so they had to figure out how that would work. Of course, Obsidian would finish their job since in Fallout 3, they are buggy and tempermental as shit without mods, but the devs didn't even get to think about using them to enter the purifier as much as that would make sense since the game was ready to ship by then. All they had time to do was write a dialogue option for each and that's that, they only had time to actually implement the scripting needed for the former option with Broken Steel.

Not that this excuses them mind you, but it does draw a funny parallel with the first game, where the companions were also something of an after thought. Without an NPC mod, you cannot order your companions to change their armor, change their weapons, you cannot even take their gear without "pickpocketing" it from them(will never fail if they're in your party but you don't get XP for it). Then, by the time Fallout 2 launched, they were not just an integral part of the game but Fallout 2 still has the most in-depth companion system to date, much like how Fallout New Vegas companions run circles around Fallout 3 and even 4 companions. History doesn't repeat, but it sure does rhyme.
 
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Fallout New Vegas companions run circles around Fallout 3 and even 4 companions.
No they don't. 3 yes, 4 no.
Again, people can't just be objective and rate NV for its good and bad parts. It always has to be a full on glazing session.

One of the most overrated games in history and almost solely responsible for turning the fallout scene into a faggot parade. I thoroughly enjoyed watching popular opinion turn on NV because of how spergy its fans were over the show.
 
No they don't. 3 yes, 4 no.
Again, people can't just be objective and rate NV for its good and bad parts. It always has to be a full on glazing session.

One of the most overrated games in history and almost solely responsible for turning the fallout scene into a faggot parade. I thoroughly enjoyed watching popular opinion turn on NV because of how spergy its fans were over the show.
NV had janky triggers for the quests but didnt 4 just add in shitty TellTale games "Niggerman liked that!" grinds to a kinda forgetable cast?
 
NV had janky triggers for the quests but didnt 4 just add in shitty TellTale games "Niggerman liked that!" grinds to a kinda forgetable cast?
while most of the companions were boring as all fuck (Looking at you, Piper and Preston) I remember thinking that Curie was kind of neat and had a pretty neat little character quest.
Or maybe I just liked her French Accent idk.
 
NV had janky triggers for the quests but didnt 4 just add in shitty TellTale games "Niggerman liked that!" grinds to a kinda forgetable cast?
I liked the companions, I don't think they were bad but the companion quest themselves were eh. Almost all of them came down to going to a dungeon and clearing it, which is what you are already doing anyway.

They were also romanceable which was laughable, especially since you can abuse the system and they can go from neutral to "I love you" in minutes while they stand still.
 
The command system was also way improved in 4. Each companion has different levels of various perks so some of them were able to hack terminals for you. In my recent play through I was able to allocate more points into important skills (I was trying to get my bases built quicker and scrapping was a must) solely because Nick Valentine was hacking terminals for me. In addition to this you can command them to attack specific targets mid combat or initiate a fight to draw fire (most of their sneaking skills are poor so they typically do this without you asking for it). Changing equipment is easy and you can just force equip things for them. I'm not sure if companions do this but settlers use infinite ammo as long as one quantity of the ammunition type is in their inventory. I've started to ramp up base construction and have been outfitting settlers with more advanced weapons now that I've been forming supply lines to transfer crafting materials.

This is on top of the intimidation perk which allows you to essentially have a free additional follower who will help you out in fights. The notion that the other games have better companion mechanics is laughable.

And for as simplistic as the characters are in 3 I find it odd that people in this thread appear to be unable to be attached to them. On one of my playthroughs Charon was my absolute rock that followed me through thick and thin as I toed the line between good and evil. The game has it's limitations of course, but that's where the imagination takes over. For me he was a protector but also a silent judge, constantly observing and noting my deeds throughout the game. The one time I used Butch it was the old enemy becoming a friend, and a foil to his own story: The Lone Wanderer helped him and his mother in their time of need, and when LW needed someone in the quest to find dad Butch was there to return the favor. Two big fish from a small pond realizing it's a big ocean out there.

This time in Far Harbor I kept Old Longfellow the whole time. It started as a grizzled vet leading an outsider through the mist, but through our time on the island I gained his respect, and he got to observe all the lengths I went through to earn the respect of the locals: The Captain's Dance, fixing the hull, building up the settlements locally (still have to go back and do that but I wanted to get back into the main game to manage stuff I'd been neglecting). Every bit of the time spent in Far Harbor was like a little story with him, and by the end when I filled up his bar it was completely natural. I'd relied on him the whole time and it felt like a progression. He shared more of his story with me and it was great. I got to hear some of his opinions on the local happenings as well. Where Bethesda writing can fall short I'm more than capable of filling the gaps.
 
No they don't. 3 yes, 4 no.
Again, people can't just be objective and rate NV for its good and bad parts. It always has to be a full on glazing session.

One of the most overrated games in history and almost solely responsible for turning the fallout scene into a faggot parade. I thoroughly enjoyed watching popular opinion turn on NV because of how spergy its fans were over the show.
Fallout 4 companions are garbage, both personality wise and how they function in game, their personal quests are garbage too. So, what's the big comeback to this statement?
"Durr, New Vegas overrated!"
Good to see that trademark IQ Bethesda fans are known for being put to good use.
Actually, I take it back, there is some fun companions in the game but they're all locked behind DLC. And you still have to engage with the awful Fallout 4 companion system.
NV had janky triggers for the quests but didnt 4 just add in shitty TellTale games "Niggerman liked that!" grinds to a kinda forgetable cast?
There is a rather in-depth system of what a companion likes and what they don't, but once again it's a false sense of choice as it only impacts two things: If a companion wants you to do their quest/engage in a shitty conversation where they say shit nobody cares about, or if it's negative if they will have a tizzy fit and scold you. It's done much better than in Starfield but it's essentially the same system. New Vegas is jankier, but it is much more organically done how you interact with companions there.

They were also romanceable which was laughable, especially since you can abuse the system and they can go from neutral to "I love you" in minutes while they stand still.
Preston and Danse going from neutral to "I literally want to fuck you(full homo)" just by standing around and watching you build shit in the settlement or craft weapon mods is a testament how useless this whole system is. Compare that to Boone, whom will not open up about his PTSD until you both know what to say(by interacting with the world and various NCR NPCs) and by exploring large chunk of the map. Same with Arcade, but then again the payoff is worth it. Companion quests in Fallout 4 are boring and don't give you anything interesting from the gameplay perspective aside from a new perk which is usually gimmicky garbage.

The command system was also way improved in 4. Each companion has different levels of various perks so some of them were able to hack terminals for you. In my recent play through I was able to allocate more points into important skills (I was trying to get my bases built quicker and scrapping was a must) solely because Nick Valentine was hacking terminals for me. In addition to this you can command them to attack specific targets mid combat or initiate a fight to draw fire (most of their sneaking skills are poor so they typically do this without you asking for it). Changing equipment is easy and you can just force equip things for them. I'm not sure if companions do this but settlers use infinite ammo as long as one quantity of the ammunition type is in their inventory. I've started to ramp up base construction and have been outfitting settlers with more advanced weapons now that I've been forming supply lines to transfer crafting materials.
In theory, that sounds useful. In practice, you will never utilize any of these features as the base gameplay itself is still just Skyrim with guns. This isn't Fallout Tactics, you never need to do anything more in-depth in combat than "Shoot the guy in the face and hope he dies before you do" and your companion will likely just stand there and do the same as well.

This is on top of the intimidation perk which allows you to essentially have a free additional follower who will help you out in fights. The notion that the other games have better companion mechanics is laughable.
Nobody ever used this perk or the other two that function the same way. What a waste of Charisma slots, they should have just brought back Animal Friend that works passively and added two brand new perks.

And for as simplistic as the characters are in 3 I find it odd that people in this thread appear to be unable to be attached to them. On one of my playthroughs Charon was my absolute rock that followed me through thick and thin as I toed the line between good and evil. The game has it's limitations of course, but that's where the imagination takes over. For me he was a protector but also a silent judge, constantly observing and noting my deeds throughout the game. The one time I used Butch it was the old enemy becoming a friend, and a foil to his own story: The Lone Wanderer helped him and his mother in their time of need, and when LW needed someone in the quest to find dad Butch was there to return the favor. Two big fish from a small pond realizing it's a big ocean out there.
None of these characters feel real and any impact their too kewl for skool backstory might have evaporates when they tell you to piss off when you ask them to go into the purifier, which as it was stated quite literally shouldn't be possible with most of these companions. Also, they are broken in Fallout 3, the code is literally unfinished. For example, most of the time after a gunfight, companions will glitch the weapon in their inventory and spawn a phantom copy of whatever they were holding, this means that they will be unable to attack but still hold the weapon in their hand, staring daggers into the eyes of the enemy as they are getting shot up like a moron. Charon is so cool, am I right? No, and even if he wasn't broken half the time, he would be useless as all companions aside from Fawkes, RL3 and Dogmeat do not scale properly to DLC threats and will die instantly to later gunfights, similarly to Fallout 1 companions. Again, like pretty much everything else in Fallout 3 the idea was solid, but the execution was poor.

Where Bethesda writing can fall short I'm more than capable of filling the gaps.
Well sorry to say, that's not a selling point as much as it is Stockholm Syndrome levels of cope. I can say I love Outer Worlds as much as I want, but that won't change that it is a mediocre game nobody remembers, in the same way Bethesda games will never be "good" no matter how wholesome chungerino unfinished, janky and buggy they might be.
 
Preston and Danse going from neutral to "I literally want to fuck you(full homo)" just by standing around and watching you build shit in the settlement or craft weapon mods is a testament how useless this whole system is.
You do realize you don't *have to romance them?* It's not essential to progress anything. In my current playthrough I maxed out Preston just because I was doing settlement building and responding to calls for help from factions. You know what I did when it said relationship? I just clicked a different option. Preston isn't drooling to fuck me. When you ask how he feels about he he says that you turned his life around and he would proudly follow you (his general's) orders. Danse when I asked him last (again have never hit the relationship button with him) said "I'm glad you follow the tenets of the Brotherhood." Do you just not have restraint? Do you lack the ability to not click on the romance option?
In theory, that sounds useful. In practice, you will never utilize any of these features as the base gameplay itself is still just Skyrim with guns. This isn't Fallout Tactics, you never need to do anything more in-depth in combat than "Shoot the guy in the face and hope he dies before you do" and your companion will likely just stand there and do the same as well.
I literally used it with Nick Valentine for several hours so I could conserve my perk points to put into other skills I needed. We were able to open various doors to get better vantage points, take over turrets and Protectrons for additional chaos, and there were rewards I was not locked out of because he was able to get the terminal open. This is base gameplay. Maybe you didn't use it, but I certainly have. Were sneak not borked on companions I'd probably be having them start fights as well and taking a different spot to shoot. If their sneak level was set to the player's it would probably be a non-issue. I actually wonder if there's a mod for that...
Nobody ever used this perk or the other two that function the same way. What a waste of Charisma slots, they should have just brought back Animal Friend that works passively and added two brand new perks.
Just because you didn't use it means nobody did. You search it on Youtube and different videos come up. They're not super popular, but I'm skeptical of any video about Fallout 4 being "popular." Quite a few of them are tied into various overhaul mods as well so I think the perk even got spotlighted in a few different mods. This is just a silly statement.
None of these characters feel real and any impact their too kewl for skool backstory might have evaporates when they tell you to piss off when you ask them to go into the purifier,
Yes it's an oversight. Part of the point of Fallout 3 is sacrifice though, and the inital writing didn't want to consider it. By taking the neutral stance it does completely cheapen the idea of self-sacrifice. Fallout 3's writing has issues. I've always felt it's better played as a "role" playing game. You play a very specific style of character. A goody two shoes who took the lesson of helping others at risk to your own safety from their father or somoene who, once out of the restricting confines of the vault, finds freedom in the chaos of the wastes.
Well sorry to say, that's not a selling point as much as it is Stockholm Syndrome levels of cope. I can say I love Outer Worlds as much as I want, but that won't change that it is a mediocre game nobody remembers, in the same way Bethesda games will never be "good" no matter how wholesome chungerino unfinished, janky and buggy they might be.
I don't get how it's cope to engage with the game and it's characters. When I played through Fallout 1 and brought companions through there was a lot of great times to be had. Ian just opening burst fire at the wrong moment and causing a mess was great. I'd argue it was a flaw in the game as he'd take horrible shots with little to no regard for anything. It was fun. When he finally bit it towards the end of the game I was bummed. Same thing happened with the characters in Atom: RPG for me. Fidel and Hexogen helped me soldier through so much of the game and in the final fight they got ripped through. The game doesn't give a way for the player to process that. You're just a robot that picks up the loot they had and keeps going. *You* as the player have to engage with the game to give it meaning.
 
No they don't. 3 yes, 4 no.
Again, people can't just be objective and rate NV for its good and bad parts. It always has to be a full on glazing session.
I'd say half of nvs companions are good while the other half is just okay. Cass, Veronica, Raul aka my nigga, and ede are great characters while Boone is a one note tough guy constantly moping about muh wife and muh bitter springs. Lilys entire quest line can be missed if you don't pay attention to her, and no matter what choice you make she suffers. Arcade is a character written as a reddit archetype and while amusing he grates really quickly. Rex is a pain in the ass to get, simple as.
Everyone shits on 4s companions citing the bad ones like x688 or Preston but ignores the amazing ones like nick, danse, cait and deacon.
One of the most overrated games in history and almost solely responsible for turning the fallout scene into a faggot parade. I thoroughly enjoyed watching popular opinion turn on NV because of how spergy its fans were over the show.
I love nv but the cult like fanbase it has has soured me on it greatly. The same fans who laugh at Bethesda fans for being culty and dick suckerish are the same ones who white knight obsidian for making mediocre to downright bad games. The show was mid but the nv fans acting like giant babies showed everyone they're no different than Nintendo fans when the company doesn't cater to them. Again, I agree that Bethesda is not the right choice for fallouts future but neither is obsidian. I genuinely love the series but either Bethesda needs a complete overhaul or the ip needs new blood.
Fallout is a dead ip and while I've enjoyed the new games [nv included] i hate seeing the state its in. But oh well.
Edit: fuck the khans they've doomed countless lives to drug adled fiends, they deserved bitter springs.
 
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but ignores the amazing ones like nick, danse, cait and deacon.
You just named three miserable ones to work with- the only one that's not grating from that selection is Nick.
For reference- Deacon is a stalker motherfucker and cannot be trusted (his words) and he likes leaping in front of shotgun blasts but ONLY when not an active companion; and Danse has gameplay issues that make him a pain to work with (Power Armor means no sneaking, have to side with the Brotherhood and NOT bring him along, etc.)
Okay, Cait's not so bad, but the fact that she whines constantly if you complete her quest and drink DLC Nuka Cola sometimes is a nonstarter.
Other gripes: Curie has fixed HP and no Armor values despite being a robot and won't shut up about her companion quest; MacCready won't shut up and is directly linked to one of the worse-backgrounded areas in 3; Piper literally cannot shut up ever; Ada also cannot shut up ever but differently.
Again, I agree that Bethesda is not the right choice for fallouts future but neither is obsidian.
You say this, and then you trash NV enthusiasts for saying that Obsidian should get it back, yet the only NV fans i've seen say that are literally from Reddit and were talked down with examples of modern Obsidian's work (and sometimes, how they treat their sometimes former staff).
Where are you finding these people? I think i want to hit them with a rock, it might improve their Intelligence enough for them to stop doing it.
fuck the khans they've doomed countless lives to drug adled fiends, they deserved bitter springs.
Eh, i'd say Springs is karma enough for them to have a chance at redemption.
But that'd take a serious catalyst to kick off. Like the Courier.
Actually, I take it back, there is some fun companions in the game but they're all locked behind DLC.
Did you try Strong or were you put off by him complaining about using Exo Armor?
 
Just because you didn't use it means nobody did. You search it on Youtube and different videos come up. They're not super popular, but I'm skeptical of any video about Fallout 4 being "popular." Quite a few of them are tied into various overhaul mods as well so I think the perk even got spotlighted in a few different mods. This is just a silly statement.
Nobody uses these three perks because they are useless. They are only there because the devs used them for debugging/testing purposes and in their infinite wisdom, decided to give their new toy to players via a perk. I wouldn't mind if it didn't waste a limited perk slot, which leaves Charisma perk tree bereft of as many useful perks as other trees. Simply put, if you can aim a gun at an NPC or a creature, you can also press the fire button and kill them. Pacifist runs are impossible with Fallout 4 so leaving them alone doesn't matter, sneak builds won't make use of this and leaving a useless raider or a wild dog as a temporary neutral creature is the most gimmicky of all gimmicks. The perk WOULD be useful if it worked on enemies much higher leveled than you, but that's not the case, the enemies this works on(and not 100% of the time mind you) will always be weaker, and therefore easily disposed of with a bullet.

I know you like your gimmicks, but this one is pointless and wasted valuable dev time. One that could be used to, say, add some skill checks, which are absent from the game entirely except for one quest designed by an Obsidian employee, who likely put them out of pity for any returning Fallout players.
Everyone shits on 4s companions citing the bad ones like x688 or Preston but ignores the amazing ones like nick, danse, cait and deacon.
Really, Deacon is supposed to be "amazing"? Half his backstory has been cut from the game and he works for the worst faction in the game, if not the entire franchise. Danse is a one note soldier boy until the big reveal at the end, which I missed the first time around since he is so unlikable. Cait is a one note tough-irish chick with a shitty personal quest, and as much as I like Nick, his base game personal quest and perk sucks. You need to play Far Harbor to actually go thru any sort of character arc with him. Ironically enough, X6-88 is one of the better companions in the game as he simply shuts up and shoots whatever you point at. He's also one of the few characters that despises the Commonwealth cattle as much as I do, which is also why me and Gage get along as well. Fallout 4 is short on "good" companions, having a whole load of dialog doesn't make a companion likeable or relateable. A lesson that Bethesda should have learned with Starfield, where the most charismatic companions are literally the generic ones with as little dialogue as possible, if we were to count Starfield as a Fallout title then the main Constellation companions would have to be the worst companions in the entire franchise. Fallout 4 companions don't get anywhere near that level, but it gets close at some points, Piper for example is insuffurable.
Did you try Strong or were you put off by him complaining about using Exo Armor?
Strong is a piece of cardboard, just like Macready. Why he was even included in the game to begin with is a mystery. Lily, Marcus and even Fawkes run circles around him, hell the generic Super Mutant recruits from Tactics do so as well.
 
Why he was even included in the game to begin with is a mystery.
Mutant Companion since the devs didn't consider the multiple Synth ones Mutant enough.
Lily, Marcus and even Fawkes run circles around him, hell the generic Super Mutant recruits from Tactics do so as well.
I mean, yeah, of course the Gen 1 (and Gen 1 analogue) are going to run circles around the Self-Aware Dumdum.
Anyways, fair enough.
 
There's at least one mod that does each separately, and then one that does check which one is present. Unfortunately i can't track down either of them because Nexus has broken their search for me yet a-fucking-gain, but i know they're still on there.

Outside of Sarcastic responses, this is probably my biggest gripe with the voiced protagonist and why i try to obliterate any line containing player voice into a silent file when possible. Sadly, modders are retarded and copy instead of read-from-existing for player dialogue half the time, and the other half you need XDI/FDI so that you even know what you're about to say- which is honestly the better outcome.

Nate's VA has to be at least a quarter of the lunatic that Nate is to have recorded those lines.

"RUAAAAAHHH!!"

"FUCKING KILL!!!"

The psycho injection lines were pretty funny at least
I always laugh when retards cry out that obsidian should get the rights to fallout. Considering how dogshit their last few games have been, it'd be a disaster. And don't get me started on the argument that "fans do a better job" cause nigger I've seen the frontier.

Then what would you suggest instead?
Companions might be a bust but they were always a gimmick in the first Fallout anyways

There are Doom mods with companions like Brutal Doom, not that there wouldnt need some adjusting so they behave more similarly to how they did in F1
I never understood that sentiment. Compared to a lot of CRPGs, Fallout 1 and 2 are extremely easy to get into, especially since both also have good tutorials that will have you know how to play the game in less than an hour.

"WhY Am i MIssINg?! he iS rigHT In froNt oF me!"

-Mfs shocked that they cant win by just pressing the same button over and over.
Hey, Kiwi Vault Dwellers, Chosen Ones, Lone Wanderers, Couriers, and Sole Survivors. Started with 3, then went back and played 1, 2, and even Tactics (which I didn't find awful!). I played a bit of NV when it came out, but I got hit bad with Fallout burnout about twenty or so hours in and never finished it. I'd like to fix that, and to that end I'd like to ask what bugfixes you guys recommend. I do not intend to install any mods beyond patches/fixes (besides maybe Titans of the New West, since I love powered armor). I figured I'd ask here, since I don't feel like dealing with Nexus trannies or Redditors.

I'd suggest you go to Nexus and go with the most popular mods and look around them before installing anything. Keep a track of those that got your interest and when you are done, you install them


And pray to god it somehow it all works out together lol
And for as simplistic as the characters are in 3 I find it odd that people in this thread appear to be unable to be attached to them. On one of my playthroughs Charon was my absolute rock that followed me through thick and thin as I toed the line between good and evil. The game has it's limitations of course, but that's where the imagination takes over. For me he was a protector but also a silent judge, constantly observing and noting my deeds throughout the game. The one time I used Butch it was the old enemy becoming a friend, and a foil to his own story: The Lone Wanderer helped him and his mother in their time of need, and when LW needed someone in the quest to find dad Butch was there to return the favor. Two big fish from a small pond realizing it's a big ocean out there.

Im on the same boat, I guess it was thanks to me playing this game when I still had an imagination and still being able to enjoy games for what they are but I did enjoy perhaps inserting more depth into these companions that they actually had.

It does make me make me wish they had NV level depth since they all have a lot of potential in terms of character, Charon has no true free will (at least while his contract is on), Fawkes is clinging onto sanity by the fingers, Butch having absolutely no idea how to fit in, RL-3 just being a funny deranged murder bot

People did used to have a lot of fun filling up the gaps back then. Guess we were too busy having fun.
 
One of the few saves of 3 I remember fondly was when I found out Butch makes it out of the Vault if he survives Homefront and I made it a mission to recruit him. His Karma requirement was a little annoying, but finding gear for my LW and him and making sure we were ready for whatever the Wasteland threw at us was fun.

NV update: I knew Nipton was coming, but I'd completely forgotten the details. As Vulpes instructed, I took in the details of Caesar's justice, to better warn everyone else what he's capable of. Recruited Boone, made it to Freeside after helping those weird Ghouls fly to wherever they were going and turning on HELIOS-1. Now I'm doing odd jobs and exploring around to scrounge up caps to get in (or get enough XP to get science up to 80 so I can reprogram the robot to let me in). Benny's ass will be grass soon enough.
 
You know thinking about it, it's kind of funny that you can totally fix the plot of Fallout 3 making no fucking sense if you just switch the Enclave about.
Make it so that the Robot President is the one that doesn't want to FEV the water while Colonel Autumn does want that.
Immediately you've actually got a motivation for the big endgame fight and a villain (while derivative of Fallout 2) that does make sense.
 
Even back when I played for the first time, Autumn felt like the "designated human villain", since you can kill Eden with either speech checks or a decent Science skill.
 
One of the few saves of 3 I remember fondly was when I found out Butch makes it out of the Vault if he survives Homefront and I made it a mission to recruit him. His Karma requirement was a little annoying, but finding gear for my LW and him and making sure we were ready for whatever the Wasteland threw at us was fun.

NV update: I knew Nipton was coming, but I'd completely forgotten the details. As Vulpes instructed, I took in the details of Caesar's justice, to better warn everyone else what he's capable of. Recruited Boone, made it to Freeside after helping those weird Ghouls fly to wherever they were going and turning on HELIOS-1. Now I'm doing odd jobs and exploring around to scrounge up caps to get in (or get enough XP to get science up to 80 so I can reprogram the robot to let me in). Benny's ass will be grass soon enough.
I like tackling Honest Hearts before entering New Vegas proper. I like to take it as a roleplaying moment and say that the courier needs to make some quick caps in order to make it into the strip. lets you get some neat loot, the requirements aren't super high, and you get the context of the burned man you've heard a bit about by this point, especially after seeing the result of the fight in Boulder City. After getting a major dose of religion and learning of redemption and penance the courier then gets to go right into the city of sin with vengance on the mind, or maybe Graham could teach you to turn the other cheek?
 
I hadn't considered going into the DLC areas yet, might take the detour to meet Graham after all.
 
I hadn't considered going into the DLC areas yet, might take the detour to meet Graham after all.
You're probably closing in on like 12-15 in level? The game suggests 10 as the minimum. It's very odd since Dead Money is 20 while OWB is 15. My "i want to complete everything" route is this:

  1. Goodsprings and follow the southern path all the way to Freeside
  2. Complete some of the stuff in Freeside, either fake the pass into Freeside with Mick and Ralph or set an arbitrary cap amount on the requirement (i usually have enough to just enter the strip but who cares)
  3. While waiting for the pass or trying to make the caps respond to Chet's Caravan call, complete Honest Hearts
  4. Get a crash course in religion, take those lessons back to the Mojave with me
  5. Enter Vegas proper, meet House and decide if I'm going to kill Benny or turn the other cheek.
  6. Next stop is the Fort to either deal with Benny or handle House's Robots
  7. On the way pick up the bunker's signal, get drawn into the trap and start Dead Money
  8. Become the unwilling participant in a heist, Confront Elijah and learn a lesson about letting go (or don't)
  9. Return to the Mojave, back to my quest to the Fort
  10. Resolve my conflicts there, platinum chip secured
  11. Game opens up, follow the orders of whatever faction I'm going for, complete some side areas and companion quests for a bit
  12. At some point while exploring the south discover a downed satellite (hate where they position it. I'd prefer it somewhere more northernly but it's one of the few spots where a drive-in fits and it matches the theme of a 50s sci-fi special)
  13. Make up my mind (about my brain) and really solidify who I am and get closure on Elijah and finally some more pieces on that Ulysses guy
    1. I love Old World Blues as a concept and go hog wild completing everything before ending the dlc so I get the cool slides.
    2. You could complete this instead of Dead Money first but then you get a premature introduction to Elijah and the happenings at the Sierra madre and the ending slides say you have only one road left to walk. It's awkward because OWB works better as closure after experiencing DM first, and if you leave Dead Money for your third DLC you still technically had another road to walk, and while Dead Money mentions LR it doesn't imply it's your next step.
  14. Getting close to finishing touches in the Mojave, I typically try to finish up companion related stuff or just focus on the ones I'm keeping around if I don't feel like maxing everything out, and some of the other stuff like acquiring the unique weapons if I want to go for even more completion. I try to keep every major player alive until this point so there's some stuff to complete after:
  15. A strange message: Courier, meet me at the Divide. You have one more road to walk.
    1. I personally loathe Lonesome Road. I love the aesthetic, the gear, and quite a bit of the concept, but I hate Ulysses. It's very much a railroad job and you're left holding the bag for something you have no understanding about until you are there.
    2. The one saving grace the DLC has is choosing the option to gaslight Ulysses every time by saying you don't have a clue what he's talking about and you weren't the one that caused the Divide. It's frustrating because if you do it everytime it seems like he might finally get it but then goes "but I don't care. It's too late to fix it."
    3. There is a reward for a faction specific duster. I would be cautious as I have no clue what the determining factor is for them. I think it's just reputation based but if you're not careful it's very easy to just end up with a random one. There's a House, Wild Card, NCR, and Legion one. If it's something you're concerned about I'd look up how it's calc'd and plan accordingly. Just doing some things to anger the NCR maybe if you don't want that one, or look up the ID code for the duster you want and add it post completion. You also have to consider dropping the nukes which gets you really cool power armor and grenade launchers with some tough boss fights. Nuking the NCR is a little lore questionable because it takes the Long 15 out of commission which is the only entry point for caravans into the Vegas area NCR side. It's also awkward because if you nuke the legion for the NCR your reward is Legion armor and a legion grenade launcher, and flipped if you nuke the NCR for the Legion.
  16. After the confrontation of what should be two nobodies standing at the edge of the world you return to the Mojave with one last road ahead: The Hoover Dam. Ulysses (for all his faults) imparts one final lesson for you: War, the conflict between opposing factions? It doesn't change. But people do, through the roads they walk. Have you changed?
  17. With this metssage ringing in your ears you should be all set to tackle your final road. All that is left is to tie up any loose ends in the lead up to the Battle for Hoover Dam.
This allows you to experience the game in what I consider a narratively effective way for yourself and your character while experiencing everything. In between DLCs just pick a few things to focus on that you feel like experiencing. You don't *have* to complete everything if you don't want to or if you're playing for a specific faction doing their missions in particular and ignoring others. the only thing i would be particularly cautious about is receiving the Mark of Caesar and then pissing them off after the Karma reset. I solve this by making my journey down to the Sierra Madre Bunker start at Camp Golf to pick up the ranger camp missions for later, maybe help out the sperg squad and then just pop into Forlon Hope and not complete every mission there. Maybe just do some of the stuff that isn't going to anger the Legion and make the narrative reason if I'm siding with NCR later down the line that instead of assaulting Nelson right away I'm scouting it out when I stumble upon the abandoned BOS bunker. After getting out of Dead Money it solidifies my resolve to make it to Fortification Hill. Thinking about it you could also do it in reverse order: Go to the Fort and finish that up, then while you're trekking your way back along the river from Cottonwood Cove you stumble on the BOS Bunker. That way you don't have to worry about wasting the Mark of Caesar and Forlorn Hope is your first stop after returning from Dead Money. Narratively I like the idea of being told to Let Go, but accepting that some things, like your mission to recover the platinum chip, cannot. Dead Money also works better at a lower level since I don't think the enemies in it tank up the same way they do in OWB and LR, so if you're level 30+ you're just ripping through them and it cheapens the effect of the DLC. OWB and LR will end up with tanks as enemies but you can craft ammo and get the weapons to tear through them.
 
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