Fallout Series Thread V14: When i entered this thread i was hoping there would be more gambling
18,863 replies, posted
[QUOTE=mastermaul;43957807]Is there any way to increase your luck in dead money?[/QUOTE]
ya, have more luck...
theres no way to increase luck on the games unless you take the one perk that lets you add a few points to your specials or finish some of the other DLCs
most of the perk based boosts involve strength or crit chance, none really increase luck which is why i usually drop a lot of points in there at the start
[QUOTE='[Green];43957605']Hngh, I already have a ton of HUD mods that are basically compilations of other mods, adding that would most definitely break it.[/QUOTE]
Have you tried unified hud project?
[QUOTE=coyote93;43950655]Who is in on posting current Fallout chars?
[t]http://s21.postimg.org/i9bsg2xg6/Fallout_NV_2014_02_17_15_25_27_00.jpg[/t]
This is my coward char. He got barter and speech on 100. And usually always run away from confrontations.
[/t][/QUOTE]
what sniper rifle is that
[QUOTE=Sableye;43958668]theres no way to increase luck on the games unless you take the one perk that lets you add a few points to your specials or finish some of the other DLCs[/QUOTE]
Yes there is. Naughty Nightwear and Lucky Shades, to name two.
[QUOTE=k2.;43959905]what sniper rifle is that[/QUOTE]
Looks like Millenia's L96
[QUOTE=coyote93;43950655]
This is my coward char. He got barter and speech on 100. [B]And usually always run away from confrontations[/B].
[/QUOTE]
This is one thing that I really don't like about Fallout XP system. I honestly hope bethesda revises the system in Fallout 4, for a more combined Obsidian/TES-style approach where you get XP for utilizing your skills, regardless of what the skills are. If you successfully run away from a deathclaw without getting scratched, you should get XP because it's a serious accomplishment :v:
It's such bullshit that somebody who kills people and things with a minigun gets more XP than somebody who kills people and things with a pen and paper, you lose a huge volume of XP and level extremely slowly if you play a character who takes a more passive or stealthy approach to most situations.
[QUOTE=hypno-toad;43961367]This is one thing that I really don't like about Fallout XP system. I honestly hope bethesda revises the system in Fallout 4, for a more combined Obsidian/TES-style approach where you get XP for utilizing your skills, regardless of what the skills are. If you successfully run away from a deathclaw without getting scratched, you should get XP because it's a serious accomplishment :v:
It's such bullshit that somebody who kills people and things with a minigun gets more XP than somebody who kills people and things with a pen and paper, you lose a huge volume of XP and level extremely slowly if you play a character who takes a more passive or stealthy approach to most situations.[/QUOTE]
In New Vegas there are enough dialogue options and optional objectives that being the guy who talks his way out of everything is viable for the most part.
[QUOTE=Janus Vesta;43961681]In New Vegas there are enough dialogue options and optional objectives that being the guy who talks his way out of everything is viable for the most part.[/QUOTE]
Yeah but then again being the guy who talks his way out of most situaitons, then shoots the perosn that you just negotiated with still makes the most XP, and that's the problem that I'm referring to. At it's core reciving XP for kills doens't make sense, reciving XP for utilizing your skillset does make sense, and if you want to get XP for using the skillset of a professional killer than that's a choice the player can make
"XP for skills, loot for kills" is a better doctrine from the standpoint of actually creating a roleplaying experience; providing XP for kills is a form of railroading.
Like I said (small part of the post, I guess), Obsidian made an effort to alleviate the problem by providing opportunities for passive XP gains, however the fact remains that killing constantly is the best way to advance your character building, and that's cumulative with the passive XP gains.
It's not a matter of quests though, as crappy as most of skyrims general roleplaying elements are, it's largely possible to play a more pacifist theif/pickpocket and still advance as a character as fast as a pure warrior (even faster in some cases) still achieve level 30+ and such and put power into your chosen skills. Fuck, you could even play as a pacifist healer in skyrim who delivers negative damage and still, be able to level up.
Ideally in any role playing game you should get XP for successfully sneaking, pickpocketing, making a lot of money through trading, crafting items, etc, You get a little bit, but it's nowhere near the volume of XP that you get for killing shit.
In Fallout 2 you could spend 3 hours pickpocketing people for 1000 XP (dealing with the massive consequences of doing so as well) and a guy with a Bozar could earn 3000 XP for blasting a couple of floaters and centaurs, and receive no consequences for doing so.
It's unquestionable a biased and skewed design. Obsidian addressed the problem a little bit, but it was an afterthought, not an actual revision to the system.
After a few months of not playing, i've beaten Dead Money.
The money doesn't seem very dead to me.
[t]http://imgkk.com/i/6lg4.jpg[/t]
I feel like playing FO2, how do you get this working again?
unsure if the links in the steam guides are legit or not.
Nv is better, but damn I miss fo3's map. It had a lot more memorable areas. I miss Dave
I have a strange urge to play Fallout 3 just to explore.
What is happening to me
I wish NV had a larger playable area. I was super fucking bummed out to realize that most of the territory I could see on the Pipboy was inaccessible because it was just mountains.
[QUOTE=ElectricSquid;43966634]I wish NV had a larger playable area. I was super fucking bummed out to realize that most of the territory I could see on the Pipboy was inaccessible because it was just mountains.[/QUOTE]
Fallout 4 will probably share the same level design as Fallout 3 (the entire level space being covered).
Also less invisible walls.
[QUOTE=Saphirx;43966835]Fallout 4 will probably share the same level design as Fallout 3 (the entire level space being covered).
Also less invisible walls.[/QUOTE]
Fallout 3's invisible walls annoyed me, but not as much as NV's reduced space that made use of natural boundaries mostly. Perhaps FO4 ought to have a combination of the two - the playable area is cut off by natural obstacles but makes use of as much of the map area as possible.
[editline]19th February 2014[/editline]
[QUOTE=Super2Donny;43966694][t]http://cloud-4.steampowered.com/ugc/594765300151908741/8250B5A61C08B54322CC4B5957E6754296E56668/[/t]
:~)[/QUOTE]
The whole series of terminal entries in the H+H Tools building is hilarious. It's like one person lusting after another in a big chain.
I wish Obsidian had a bigger budget and more time so that the map could stretch further north and east.
I wish they had a bigger budget so they could have properly finished the game and added all that they intended to add.
My greatest hope for Fallout 4 is a bloody Classic Rock station. I just drove up Highway 95 from Nipton to the Vegas outskirts while America - Horse with No Name blasted. It was magnificent.
We get it, Bethesda, Fallout's in a 50s-futuristic setting. But come on now, throw us a bone and give us some classic rock radio already. It fits. Seriously.[QUOTE=hypno-toad;43961842]Yeah but then again being the guy who talks his way out of most situaitons, then shoots the perosn that you just negotiated with still makes the most XP, and that's the problem that I'm referring to. At it's core reciving XP for kills doens't make sense, reciving XP for utilizing your skillset does make sense, and if you want to get XP for using the skillset of a professional killer than that's a choice the player can make
"XP for skills, loot for kills" is a better doctrine from the standpoint of actually creating a roleplaying experience; providing XP for kills is a form of railroading.
Like I said (small part of the post, I guess), Obsidian made an effort to alleviate the problem by providing opportunities for passive XP gains, however the fact remains that killing constantly is the best way to advance your character building, and that's cumulative with the passive XP gains.[/QUOTE]
The main problem with "XP for skills loot for kills" is that there just isn't any way to talk yourself out of 50 or 60 percent of the confrontations you bump into. Last I checked Cazadores and Deathclaw do not respond to reason, nor do faction assassins, fiends, raiders and the like. You [i]have[/i] to fight them, and to be given fuck all for that because the system stopped rewarding kills makes for a less than enjoyable experience.
It's a large part of why I didn't like Oblivion and was only marginally interested in Skyrim. I played both to completion and they both had the same problem: The only way to get better at X was to grind X. I honestly think if both games had used Fallout's "You get XP for doing things, on levelup you toss points into whatever the fuck you want" system I would have loved them to death. Would have meant I would have been able to do half the shit I wanted to do in the game without using the console to give myself skill points I otherwise would have had if the levelling system wasn't broken.
I wish they owned the rights to FO and could do whatever they wanted, rather than what Beth/Zenimax tells them to do.
Is there a big list of all the cut content in New Vegas anywhere? The one on the wiki only includes content that is still in the files.
Can someone please suggest some cool, non-lore-breaking armor mods?
[QUOTE=Tobin;43967643]Is there a big list of all the cut content in New Vegas anywhere? The one on the wiki only includes content that is still in the files.[/QUOTE]
The only way we'd know about cut content that didn't leave remnants in the game files is if the devs actually tell us about it, so no. What's on the wiki is what we know.
[QUOTE=Skyward;43967660]Can someone please suggest some cool, non-lore-breaking armor mods?[/QUOTE]
[url]http://www.nexusmods.com/newvegas/mods/43192/?[/url]
[url]http://www.nexusmods.com/newvegas/mods/52721/?[/url]
[url]http://www.nexusmods.com/newvegas/mods/36947/?http://www.nexusmods.com/newvegas/mods/43760/?[/url]
[url]http://www.nexusmods.com/newvegas/mods/46278/?[/url]
[url]http://www.nexusmods.com/newvegas/mods/40091/?[/url]
ESSENTIAL. Probbably the best lore friendly armor mod.
[url]http://www.nexusmods.com/newvegas/mods/36068/?[/url]
I've been trying to find an Unlimited Companions mod since I want Boone, Arcade AND Cass in my party (fuck Veronica) but so far the best option seems to be an MCM plugin called Companion Cheats. I'm pessimistic about it even working :S
the new vegas uncut mod is amazing if you guys haven't tried it
adds the cut shit to the game
[url]http://www.nexusmods.com/newvegas/users/3010984/?tb=mods&pUp=1#[/url]
[url]http://www.nexusmods.com/newvegas/mods/46648/?[/url]
like, look at how much shit he restored.
oh god i am going to install these and probably break my game but i don't give a fuck
There's a van Graff shop in the Mojave outpost in a fence. What mod added this?
Sorry, you need to Log In to post a reply to this thread.