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Author Topic: Fallout: New Vegas  (Read 206502 times)

Sergius

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Re: Fallout: New Vegas
« Reply #1740 on: July 06, 2015, 02:34:45 pm »

Kill the Think Tank? Madness! Where else am I going to get my 2 free scrap and 10 bottlecaps every few days?
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Bohandas

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Re: Fallout: New Vegas
« Reply #1741 on: July 06, 2015, 02:49:52 pm »


As a usually evil/pragmatic courier, I let them live to do !!!SCIENCE!!! in my name. I wonder how you would have gotten the truly evil non-standard game over, though:

Quote
...and the human cattle of NCR were re-educated into believing they existed in perpetuity in a nation-wide version of someplace called "Tranquility Lane."...


Unfortunately it was cut. Probably because it didn't mesh with the goofy theme of the DLC as a whole.

You know, I've been playing Fallout 3 and I -thought- Tranquility Lane looked like one of Big MT's creations.
(Speaking of which, does anyone know if Dr.Braun from FO3 is in any way inspired by the villain from Kung-Pow: Enter the Fist, who also randomly changed his name to "Betty")

EDIT:
Also, I still haven't gotten a full answer about what you all think they were thinking when they decided to not let you freely travel between the main map and the DLC maps
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SOLDIER First

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Re: Fallout: New Vegas
« Reply #1742 on: July 06, 2015, 03:20:29 pm »

You were missing several organs in the Big MT, the Courier probably wanted to "finish up" with Ulysses, I guess you had the bomb collar like everyone else in Dead Money, and...
IDK about Zion.
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Flying Dice

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Re: Fallout: New Vegas
« Reply #1743 on: July 06, 2015, 04:10:52 pm »

You were missing several organs in the Big MT, the Courier probably wanted to "finish up" with Ulysses, I guess you had the bomb collar like everyone else in Dead Money, and...
IDK about Zion.
You wanted to kill every single one of those assholes before you left.
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Sergius

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Re: Fallout: New Vegas
« Reply #1744 on: July 06, 2015, 05:21:19 pm »

You were missing several organs in the Big MT, the Courier probably wanted to "finish up" with Ulysses, I guess you had the bomb collar like everyone else in Dead Money, and...
IDK about Zion.

Nah, actually, Lonesome Road made a big deal about being able to go back to the Mojave for a breather whenever the player felt like it before resuming the journey.
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Teneb

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Re: Fallout: New Vegas
« Reply #1745 on: July 06, 2015, 05:32:37 pm »

You were missing several organs in the Big MT, the Courier probably wanted to "finish up" with Ulysses, I guess you had the bomb collar like everyone else in Dead Money, and...
IDK about Zion.
You wanted to kill every single one of those assholes before you left.
I think it's outright stated that the way you used to get to Zion became impassable (can't remember what. Landslide? Something else? Dunno.) and you don't know the route out. In fact, I think you can just kill Joshua and... Daniel?, take the map and get out.

The DLCs tie into the main game mostly due to explaining how various things came to be. In fact, most of it can be traced to one to all of these, depending on the issue: The Courier, Ulysses and/or The Think Tank.

Spoiler: Details (click to show/hide)
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Bohandas

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Re: Fallout: New Vegas
« Reply #1746 on: July 06, 2015, 05:51:55 pm »

You were missing several organs in the Big MT, the Courier probably wanted to "finish up" with Ulysses, I guess you had the bomb collar like everyone else in Dead Money, and...
IDK about Zion.

Yes, but what I mean is why did the developers feel the need for these contrived things?

(BTW IIRC with Zion the excuse was that return via the original route was blocked by a landslide or something)
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Re: Fallout: New Vegas
« Reply #1747 on: July 06, 2015, 06:45:14 pm »

Anyone play with the Real Time Settler mod?  Is it funner with FO3 or NV?  Any recommended mod pairings with RTS mod?
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Darkmere

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Re: Fallout: New Vegas
« Reply #1748 on: July 06, 2015, 06:52:30 pm »

Anyone play with the Real Time Settler mod?  Is it funner with FO3 or NV?  Any recommended mod pairings with RTS mod?

Good luck to you. The idea was neat, but the implementation, at least the version I had, was janky as hell on its own. Other mods made it collapse under its own weight. Try normal first, then once you have a clean save point, add mods one at a time until you're absolutely sure they're stable.
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And then, they will be weaponized. Like everything in this game, from kittens to babies, everything is a potential device of murder.
So if baseless speculation is all we have, we might as well treat it like fact.

Rolan7

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Re: Fallout: New Vegas
« Reply #1749 on: July 06, 2015, 06:54:16 pm »

Yes, but what I mean is why did the developers feel the need for these contrived things?

(BTW IIRC with Zion the excuse was that return via the original route was blocked by a landslide or something)

Removing player choice is always tricky and opinions will differ, but I didn't mind being locked in the Big MT.  I actually forgot that I could leave Lonesome Road because it felt particularly silly to backtrack from there.  Both areas were cut off from the rest of the Wasteland - both mechanically and thematically.  Jumping back to Vegas to sell off loot and grab supplies would have interfered with that feeling.  "Why aren't the NCR or Legion here?  Why aren't the enemies here in the main area?"  They were designed as separate, self-contained episodes (plus tie-ins) rather than map extensions.
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Re: Fallout: New Vegas
« Reply #1750 on: July 06, 2015, 07:15:28 pm »

Anyone play with the Real Time Settler mod?  Is it funner with FO3 or NV?  Any recommended mod pairings with RTS mod?

Good luck to you. The idea was neat, but the implementation, at least the version I had, was janky as hell on its own. Other mods made it collapse under its own weight. Try normal first, then once you have a clean save point, add mods one at a time until you're absolutely sure they're stable.

What about the Wasteland Defense Mod?
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Rolan7

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Re: Fallout: New Vegas
« Reply #1751 on: July 06, 2015, 07:37:27 pm »

My brother showed me that mod (or one very much like it).  Ran well and he had a lot of fun with it.  He used it with a mod that lets you rebuild and run the Bison Steve Casino in Primm, and he fortified the outside as his base.  He also got a mod for cluster mininukes, heh.
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Flying Dice

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Re: Fallout: New Vegas
« Reply #1752 on: July 06, 2015, 07:43:56 pm »

Wasteland Defense is pretty solid. I liked turning that raised area around the water-pumping station east of NV (under the highway) into a fortress.
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Darkmere

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Re: Fallout: New Vegas
« Reply #1753 on: July 06, 2015, 09:09:20 pm »

My brother showed me that mod (or one very much like it).  Ran well and he had a lot of fun with it.  He used it with a mod that lets you rebuild and run the Bison Steve Casino in Primm, and he fortified the outside as his base.  He also got a mod for cluster mininukes, heh.

The guy that made the Bison Steve mod also made a Schoolhouse house mod for goodsprings that was fully voiced, very convenient, and had a pretty neat quest chain for it. I'm plugging it even though my basic assumption is everyone else who plays the game just wants a house with everything possible in it that gives you free cheat implants or whatever.

But I liked the schoolhouse.
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And then, they will be weaponized. Like everything in this game, from kittens to babies, everything is a potential device of murder.
So if baseless speculation is all we have, we might as well treat it like fact.

Astral

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Re: Fallout: New Vegas
« Reply #1754 on: July 06, 2015, 10:56:22 pm »

  I actually forgot that I could leave Lonesome Road because it felt particularly silly to backtrack from there. 
I personally forgot this as well, but it's a point of the DLC that you could have, in Ulysses' words, turned back at any time, preventing or ignoring what he was going to do. Had the Courier not interfered, would the targeted locations have been nuked regardless? Or would Ulysses have gone ahead with nuking a lot more than what we see with the ending we choose? And despite all of this, with him calling you out on breaking everything in the first place, he ended up being the one to break the events of the other DLCs in his own way (Telling Elijah about the Sierra Madre, breaking the Think Tank out of their loop, etc). Very hypocritical, but it's disappointing that you can't call him out on it.

Anyone play with the Real Time Settler mod?  Is it funner with FO3 or NV?  Any recommended mod pairings with RTS mod?
Played with it, was about as shallow as a puddle in terms of mechanical depth, but had some interesting ideas that I'm sure factored into the Fallout 4 implementation coming up soon. Basically limited you by caps or Pre-War Books, in terms of what you could build, as scrap and methods to get it were plentiful.

I prefer the Searchlight Airport as a place to build in, preferably alongside something like this that allows you to clean Camp Searchlight's radiation. Lumber is sparse, so you will need to get a lumber mill going at some point, but there is plenty of flat space to organize a town in. I've got every member of my town armed to the teeth with weapons that I didn't sell, and some unique named weapons on the soldiers as well. I made a mini mod of my own that removes the radscorpion spawn points as well. It usually generates a bit of conflict from time to time due to scavengers making their way to the town, which is populated by feral ghouls.

A little bit of using the systems available in RTS can result in a very serviceable base, such as by fixing the chain link fence with concrete barriers, adding some guards with sniper rifles on towers, and barricading the entrance with turrets, as it ends up with a base that has only a single entry and exit point. That doesn't stop the random invasions from spawning inside, but it at least makes sense and looks nice with a bit of work.
« Last Edit: July 06, 2015, 11:28:15 pm by Astral »
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