Fallout series

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At least in F:NV they put different names on each group of raiders (Vipers are from FO1 iirc, Scorpions and Jackals are new).
But nah, FO3 and FO4 just uses the same archetype TES uses from Oblivion (even Morrowind had near all hostile NPC's unique names).
4 at least gave the raiders somewhat of a personality, they all have different gangs with bosses and they all hate each other and try to take each other out (offscreen of course, lol)

with 3, I like the idea that they all are all a part of one large raider gang, with Evergreen mills being sort of an "HQ"
 
That... actually is a good point. I suppose there's an abundance of drugs, and you've still got producers (except in 1, 3, and 4)

I dunno. Maybe the actual ammount of things is not the issue, maybe it's just carrying capacity, or maybe even currency. I wonder if a Daggerfall currency system would work well in any of the fallouts.
New Vegas makes it clear in dialogue that way more than jet has re-entered production. The Followers are doing their best to make drugs from leftover precursors and have Arcade looking into alternate sources, they passed that knowledge to the Khans, and when you're running jobs for Contreras Blake at the Crimson Caravan says that painkillers are easy to come by and but iodine and allergy meds are not. So at the very least straight-up meth is back in business, and I'd assume opium poppies are being grown for use in Med-X given the NCR's military needs. Just because Myron and the Mordinos couldn't pull it off that doesn't mean the NCR would be unable to as well.
 
Whats the main issues with TTW now? I took a notion to download it and start a new playthrough.

Was planning on editing the levelled lists and giving the enclave m4s and US marine digicam armor ripped from mw2 but anytime you load TTW into the GECK it just flatlines.
TTW devs forcing shit stats on armor (especially light) because and i quote 'fuck your crit builds' and 'damage reduction will make up for less DT', not to mention reintroducing HP damage effects to Point Lookout enemy weapons. 30+ is right on this one, use 2.9 if you can find it.
Fallout 4 stops being complete boring dogshit when you stop playing it as a Fallout game and play it as something akin to Gmod where you just dick around with it like a sandbox.

Speaking of mods, is basedmods just dead/replaced by a better website or something? The site just seems to shit itself whenever I try to access it.
New website is harddepend on JS which locks up until it gets the mod list retrieved even when not on the Browse tab. It times out 90% of the time.
Basically, it's fucked.
 
TTW devs forcing shit stats on armor (especially light) because and i quote 'fuck your crit builds' and 'damage reduction will make up for less DT', not to mention reintroducing HP damage effects to Point Lookout enemy weapons. 30+ is right on this one, use 2.9 if you can find it.
Strange. I'm using a modlist which uses a heavy-modified v3.4 and the light armor is just fine; a lot of DR but less DT.
New website is harddepend on JS which locks up until it gets the mod list retrieved even when not on the Browse tab. It times out 90% of the time.
Basically, it's fucked.
Sad. Is a good webpage. Like rpgHQ.
 
Does gecko-backed and Reinforced have nearly identical values to base leather still?
Let me check:
  • Leather Armor base has 24 DR and 5 DT. Same as the other variants and the lightweight leather armor.
  • Leather Armor, Reinforced has 28 DR and 5 DT. Same as the gecko-backed one.
Idk, light armor is just moving fast and doing criticals. DT needs to be much less than Medium (escales between 10DT and 18DT, with DR being more).
The gecko variants are much better having those % resistances. I think it's ok.

They changed basically the 5DT difference with a 4DR difference.
I know TTW merged both DR and DT mechanics but balancing around them. Basically the 3-layer defense from both FO1 & FO2.
DR is first layer of defense; reducing incoming damage.
DT is second layer of defense; ignoring damage at thresold.
 
…which only becomes stranger when, how tf is he supposed to cross the glowing sea... now that he's no longer immune to radiation?
Keep in mind these were the same writers who gave you two companions in Fallout 3 that are immune to radiation but who both refuse to go into the reactor at the end of the main storyline to force the player character to sacrifice themselves.
 
My bad.

That said, even ONE was too many if they wanted to force the heroic sacrifice at the end without it being total bullshit.
Being fair to Bethesda, companions in 3 were a last minute addition and they literally didn't have time to edit the main quest by the time all of them were developed. The last quest is retarded and that's a bigger problem, considering there is an entire DLC dedicated to retconning it and fixing it even the devs pretty much admit to it.
I would give them more flak for it, but they didn't have much experience with companions in their games by that time, unless you count The Adoring Fan in Oblivion. Funnily enough, companions in Fallout 1 were also a last minute additions, which is why without patches and fan fixes they are buggy as all hell and barely functional in that game, too.
 
Keep in mind these were the same writers who gave you two companions in Fallout 3 that are immune to radiation but who both refuse to go into the reactor at the end of the main storyline to force the player character to sacrifice themselves.
Nah, you can use Sarah Lyons to activate the purifier and getting evil karma, but still in the game without Broken Steel ends abruptly.
 
Jackals are also from FO1 cut content. Basically the losers who existed only so the other raider clans would have someone to bully around.
True. I forgot about being cut content.
But we can't deny there's one big raider group called Khans. Even they appeared in New Vegas.
But in FO3 and FO4? Nothing. Just in Nuka-World there's the groups.
 

I would watch it but i cant stand TK-Mantis.

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