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Author Topic: Fallout: New Vegas  (Read 206494 times)

Sergius

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Re: Fallout: New Vegas
« Reply #1830 on: July 13, 2015, 10:32:45 am »

I would think of it like a bunch of people talking to a nuclear technician (bomb collar) at once, so he can't hear the correct person (Beardman) telling him not to launch the bomb (destroy the Courier's head, a second time).

But radios don't talk, they just listen.

(they "talk" in soundwaves but that's not the same as radio signal, and I don't think the collars operate with microphones)
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forsaken1111

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Re: Fallout: New Vegas
« Reply #1831 on: July 13, 2015, 10:35:08 am »

I would think of it like a bunch of people talking to a nuclear technician (bomb collar) at once, so he can't hear the correct person (Beardman) telling him not to launch the bomb (destroy the Courier's head, a second time).

But radios don't talk, they just listen.

(they "talk" in soundwaves but that's not the same as radio signal, and I don't think the collars operate with microphones)
What do you mean? A radio can also transmit if it was designed to do so. "Radio" is a really imprecise word which can mean a transmitter, receiver, or both. I have several two-way radios which can talk with each other.
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Tnx

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Re: Fallout: New Vegas
« Reply #1832 on: July 13, 2015, 10:35:45 am »

I just found out that some seemingly useless items can be turned in to NPCs to be converted into useful crafting mats (mugs and dinner plates Muggy in OWB).  Are there any other "junk" items I should be saving/looking out for when looting?
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Sergius

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Re: Fallout: New Vegas
« Reply #1833 on: July 13, 2015, 10:43:32 am »

I would think of it like a bunch of people talking to a nuclear technician (bomb collar) at once, so he can't hear the correct person (Beardman) telling him not to launch the bomb (destroy the Courier's head, a second time).

But radios don't talk, they just listen.

(they "talk" in soundwaves but that's not the same as radio signal, and I don't think the collars operate with microphones)
What do you mean? A radio can also transmit if it was designed to do so. "Radio" is a really imprecise word which can mean a transmitter, receiver, or both. I have several two-way radios which can talk with each other.

But these are clearly one-way radio speakers, not two-radio transmitters. I'm obviously talking about the Dead Money ones.
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forsaken1111

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Re: Fallout: New Vegas
« Reply #1834 on: July 13, 2015, 10:46:23 am »

Alright then, I didn't realize it was explicitly stated that they're only receivers
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Sergius

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Re: Fallout: New Vegas
« Reply #1835 on: July 13, 2015, 10:46:52 am »

BTW, the collar doesn't seem to need a continuous signal to tell it NOT to blow up, just a detonation signal, otherwise it would go off every time any of the victims gets out of range or blocked, which is what actually happens when you go inside the Casino, and when you run away from Elijah/other collared people inside the Casino after triggering.
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scriver

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Re: Fallout: New Vegas
« Reply #1836 on: July 13, 2015, 01:04:34 pm »

Wait...

Aren't radios receivers, not transmitters?

Yeah, that's right. I guess obsidian made the same thought-fart I did? Great minds think alike, and all that.

BTW, the collar doesn't seem to need a continuous signal to tell it NOT to blow up, just a detonation signal, otherwise it would go off every time any of the victims gets out of range or blocked, which is what actually happens when you go inside the Casino, and when you run away from Elijah/other collared people inside the Casino after triggering.

I believe there was some mumbo jumbo about the gala event triggering explicitly having changed something about the bomb collars, though.
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Metalax

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Re: Fallout: New Vegas
« Reply #1837 on: July 13, 2015, 02:22:17 pm »

I just found out that some seemingly useless items can be turned in to NPCs to be converted into useful crafting mats (mugs and dinner plates Muggy in OWB).  Are there any other "junk" items I should be saving/looking out for when looting?

A number of other characters in the sink of OWB will exchange trash items for craft supplies
Spoiler (click to show/hide)

Also, if you have dead-money,
Spoiler (click to show/hide)
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Sergius

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Re: Fallout: New Vegas
« Reply #1838 on: July 13, 2015, 06:11:32 pm »

Wait...

Aren't radios receivers, not transmitters?

Yeah, that's right. I guess obsidian made the same thought-fart I did? Great minds think alike, and all that.

BTW, the collar doesn't seem to need a continuous signal to tell it NOT to blow up, just a detonation signal, otherwise it would go off every time any of the victims gets out of range or blocked, which is what actually happens when you go inside the Casino, and when you run away from Elijah/other collared people inside the Casino after triggering.

I believe there was some mumbo jumbo about the gala event triggering explicitly having changed something about the bomb collars, though.

Nah, pretty sure Elijah just says that the walls are too thick or something very mundane like that, and that's why the signal can't transmit between transition points.
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scriver

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Re: Fallout: New Vegas
« Reply #1839 on: July 14, 2015, 01:42:00 am »

Oh, you mean Eliar? :P

But no, I was thinking about Christine, she's the one who says it. If I'm not remembering completely wrong. I'm not particularly sure of it at this point.
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Astral

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Re: Fallout: New Vegas
« Reply #1840 on: July 14, 2015, 02:24:35 am »

Elijah had no good reason to tell you exactly how the bomb collars worked or how he modified them as such. There is a certain willing suspension of disbelief that goes into Dead Money, much like nearly every other part of the game, including the lore and background. Picking apart an aspect of the DLC simply because it was different and difficult makes about as much sense as complaining about giant mutated ants, or people turning into dessicated corpses that heal from radiation. Nothing requires you to complete that DLC, anyway.

I just found out that some seemingly useless items can be turned in to NPCs to be converted into useful crafting mats (mugs and dinner plates Muggy in OWB).  Are there any other "junk" items I should be saving/looking out for when looting?

Old World Blues was the best type of crafting base, since you could turn junk into useful materials, such as metal and duct tape from clipboards, electronics from toasters, wonderglue and syringes from mugs, giving everything but wrenches for weapon repair kits.  Don't forget basically every type of plant, which can be turned into Soylent Salient Green that can subsequently be turned into more useful types of plants, which combined with the syringes can mean easy stimpacks.
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Gunner-Chan

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Re: Fallout: New Vegas
« Reply #1841 on: July 14, 2015, 02:33:26 am »

That's something I always thought was funny about old world blues. It's hub/base/whatever quite literally took notes from all the awesome but somewhat overpowered Morrowind housing mods.

Only you at least had to slowly unlock the functionality.
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Tnx

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Re: Fallout: New Vegas
« Reply #1842 on: July 14, 2015, 02:47:18 am »

Thanks for the replies.  My next question was going to be about housing and you sorta answered my question Astral.  I'm currently using the "Vault 42" housing mod, and it has a nifty auto sorting chest as well as a script that accesses all the junk in your storage when you craft/cook/load ammo.  Are there mods to upgrade the Old World Blues base to have that functionality that you guys know of?
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Trapezohedron

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Re: Fallout: New Vegas
« Reply #1843 on: July 14, 2015, 03:25:59 am »

Personally swear by this mod since forever for my house stuff. For other clutter processing, I just tend to go to the sink to do jobs there, then haul stuff back to that house.

To answer your question, the closest thing I can find concerning a "better" Sink is this.
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scriver

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Re: Fallout: New Vegas
« Reply #1844 on: July 14, 2015, 05:09:03 am »

Yeah, New Guy's suggestion for a home is the one I use. Lots of functionality, weapon display, mannequins, places to put your own trophies, automatic mementos from performed quests. Definitely my favourite.
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