Fallout Series Thread V14: When i entered this thread i was hoping there would be more gambling
18,863 replies, posted
[QUOTE=Skyward;44268114]What's worse, is given your past posts, I don't doubt you're being totally serious.[/QUOTE]
How rude. How do you know he's kidding? There are plenty of mods for New Vegas that have weird sexual content like that. I doubt he's joking. With that being said I just cannot play Oblivion/F3/NV/Skyrim with sex mods; I wish the developers added sexual content so I wouldn't have to install mods.
Speaking of rape mods, can you rape things in them? I've always wanted to kill a Cazador with the might of my rock hard cock.
[QUOTE=M.Ciaster;44267469]
The Reavers are way, way less OP than they were in F3, and there's a patch for the muties! The beauty of TTW is that it's pretty modular
dunno about the music though I just blasted McCarran Radio on repeat (rip Generic Monk)[/QUOTE]
when i played ttw, reavers were nearly invincible. a shitload of headshots from a gauss rifle barely did anything to them.
[QUOTE=Original User;44268436]Speaking of rape mods, can you rape things in them? I've always wanted to kill a Cazador with the might of my rock hard cock.[/QUOTE]
Usually they are physics enabled, so knowing bethbryo physics, yeah you can totally kill things with your dick
[QUOTE=Uncle Bourbon;44268483]when i played ttw, reavers were nearly invincible. a shitload of headshots from a gauss rifle barely did anything to them.[/QUOTE]
's weird, they should be as durable as the New Vegas reavers (so, much more squishy than the F3 dudes), I don't actually think TTW fucks with the health of the NV enemies (the Albino Radscorps are still in, though :stonk:)
Might've also been the well-known incredibly annoying bug where the Reavers just flat out refuse to be damaged and the attacks sail right through 'em... but I thought that was fixed in NV?
[QUOTE=M.Ciaster;44268579]'s weird, they should be as durable as the New Vegas reavers (so, much more squishy than the F3 dudes), I don't actually think TTW fucks with the health of the NV enemies (the Albino Radscorps are still in, though :stonk:)
Might've also been the well-known incredibly annoying bug where the Reavers just flat out refuse to be damaged and the attacks sail right through 'em... but I thought that was fixed in NV?[/QUOTE]
Ugh, reavers in FO3 were basically ghoul deathclaws.
I always get the ghoul mask before going to point lookout/before level 20
[QUOTE=CrucialSeBBi;44268732]Ugh, reavers in FO3 were basically ghoul deathclaws.
I always get the ghoul mask before going to point lookout/before level 20[/QUOTE]
I always carried a dart gun and a couple hundred darts with me everywhere solely for use against reavers.
[QUOTE=M.Ciaster;44268579]
Might've also been the well-known incredibly annoying bug where the Reavers just flat out refuse to be damaged and the attacks sail right through 'em... but I thought that was fixed in NV?[/QUOTE]
It is, and it was.
The problem lied in the model itself. In Broken Steel, the Reaver's model and the physics engine didn't really get along, so you got the infamous spazzing that rendered them downright invincible. Come New Vegas they were rebalanced, and while Obsidian was doing that, they also fixed whatever caused them to spazz out. Thus, the bug was squashed.
And then TTW brings it right back again by re-using the BS assets for BS. So you get the bug again in the Adams AFB train line, but you bump into a reaver in the Mojave and it's just a slightly sturdy feral.
It's especially frustrating for me since when I'm in DC I [i]never[/i] bump into a Reaver that isn't having a siezure. The bug ALWAYS trips for me. Doesn't matter if it's TTW or FO3:BS. Last time I went through that tunnel I had my entire party, consisting of Veronica, Raul, ED-E, Willow and Cass, get knocked unconscious by the spazzing deathlords.
[editline]17th March 2014[/editline]
[QUOTE=Ardosos;44269520]I always carried a dart gun and a couple hundred darts with me everywhere solely for use against reavers.[/QUOTE]
I usually use the console. I refuse to waste ammunition, stims and weapon wear on an enemy that's experiencing such an annoying bug.
[QUOTE=TestECull;44271478]I usually use the console. I refuse to waste ammunition, stims and weapon wear on an enemy that's experiencing such an annoying bug.[/QUOTE]
I do this whenever the game's bullshit is the reason for my failure.
Why can't they just use the New Vegas Reaver then?
[QUOTE=gk99;44271618]I do this whenever the game's bullshit is the reason for my failure.[/QUOTE]
Exactly. There's failing because my ham-fisted flails were of insufficient skill and/or luck to succeed, and then there's failing because the game forgot how to game that day, and in the case of the latter using the console to bitchslap it into submission isn't even cheating.
[editline]17th March 2014[/editline]
[QUOTE=Original User;44271883]Why can't they just use the New Vegas Reaver then?[/QUOTE]
They might have with the latest TTW update. It must be said I haven't played in the current version, just the one prior, so if they have fixed that I wouldn't be aware of it. I imagine the fix would be on the installer's part, copying over the NV Reaver files to the BS folders during that lengthy process of compiling the files you actually install.
Decided not to pick Wild Wasteland this time to get the YCS/186. That thing kicks ass but doesn't do shit against deathclaws, even with OC ammo. :suicide:
If you're sneaking and catch them at a distance, you have a good chance against one. Just make sure it doesn't have buddies.
[QUOTE=kijji;44272488]Decided not to pick Wild Wasteland this time to get the YCS/186. That thing kicks ass but doesn't do shit against deathclaws, even with OC ammo. :suicide:[/QUOTE]
MC ammo is the only answer(just be sure to have shitloads of repair kits).
My solution toward deathclaws is exploding .50 bullets
[QUOTE=Super2Donny;44273070]My solution toward deathclaws is exploding .50 bullets[/QUOTE]
The true way to dealing with deathclaws is a .44 Mysterious Magnum, Sheriff's duster and hat, and .44 semiwadcutters.
King of anti-deathclaw weapons still is the YCS/186 though
That thing does like 260 damage per shot with max charge ammunition and has the range/accuracy of the anti material rifle
obviously the best way to deal with a deathclaw is to give it the paralyzing palm then run away like a little bitch because your character was not built to handle such creatures
[QUOTE=zombini;44273072]The true way to dealing with deathclaws is a .44 Mysterious Magnum, Sheriff's duster and hat, and .44 semiwadcutters.[/QUOTE]
i just let my gang of 7 or 8 plus companions take them down for me
[QUOTE=Agent Fedora;44273660]obviously the best way to deal with a deathclaw is to give it the paralyzing palm then run away like a little bitch because your character was not built to handle such creatures[/QUOTE]
Use boxing tape or the golden boxing gloves to slowly beat them to death. They can't fight back because they keep getting knocked out.
[QUOTE=hypno-toad;44273272]King of anti-deathclaw weapons still is the YCS/186 though
That thing does like 260 damage per shot with max charge ammunition and has the range/accuracy of the anti material rifle[/QUOTE]
I agree on all but the accuracy part. There's too much variation in where it hits, to the point that I've wasted several shots that [I]would[/I] have hit with the AM at the same range, which I found frustratingly stupid.
[QUOTE=Blooper Reel;44263453]I'm contemplating making a vocal variety mod that ports the FO3 voices to NV and mixing them up with the existing voices, so that it's less likely to encounter multiple guys with the same voice in the same general area.
A few problems, though:
- It'll be a mess to make. There'll be a shitton of extracting and renaming of ogg/lip files and I dunno if I'll be able to keep track of it all. That being said...
- ...The Nexus would breathe down my neck big time if I don't figure out a way to make players get the required voice assets from their own copy of FO3 instead of supplying it in the file. And unless there's a way to automatize the process they'd too have to extract/rename shittons of NPCs.
-I'd have to figure out which NPCs to give what dialogue. Stuff like robots, raiders, brotherhood NPCs and generic lines will be easy because the lines in both games for them are almost exactly alike, just different voices. But for stuff like the NCR and Caesar's Legion when FO3 dialogue makes no mention of those? Eeeeeesh.
Still, I think it'd be a fun project to attempt if there's the demand for it. We'd be looking at about [i]52[/i] new voice types from Fo3 in NV amongst NPCs, and probably [i]massive[/i] amounts of new dialogue from it aswell.[/QUOTE]
Find me a redistributable BSA extractor, and tell me what files to grab and where to put them, and I'll roll you an automation for it.
[QUOTE=lavacano;44274387]Find me a redistributable BSA extractor, and tell me what files to grab and where to put them, and I'll roll you an automation for it.[/QUOTE]
That would be a huge help!
I'll make sure to keep this in mind while I'm still sorting out the basics here. Right now I'm sifting through dialogue line after dialogue line to see what I'm able to use and what I can't use. And then there's the matter of implementing the new voices.
Right now I'm thinking of a hybrid of implementing new NPCs, adding to the existing leveled lists and changing the voices for specific NPCs. I gotta be extra careful with the latter two because it could lead to all sorts of conflicts with other mods.
[QUOTE=hypno-toad;44273272]King of anti-deathclaw weapons still is the YCS/186 though
That thing does like 260 damage per shot with max charge ammunition and has the range/accuracy of the anti material rifle[/QUOTE]
Eh. I still think the AMR is better. You don't need specialty ammo to oneshot a deathclaw and if your first shot misses you have a second one in the chamber by the time the detection scripts finish parsing.
Also if you rely on VATS the YCS is useless. [quote=The wiki]Icon pc Icon ps3 Icon xbox360 The Gauss rifle in Fallout: New Vegas is almost identical to the one found in Fallout 3, and thus suffers from similar bugs, including the one that affects its damage output when fired via V.A.T.S. When used in V.A.T.S., any hit will do exactly 95.244% of the maximum damage, regardless of enemy damage threshold, critical hits, or sneak attack criticals. This means, that with an Energy Weapons skill of 100, the Gauss rifle shot will do 114.29 points of damage with every V.A.T.S. shot. This is still lower than free aiming, and no bonuses are applied to head shots. The damage bug is related to the Gauss rifle projectile's "explosive" effect: the projectile is the only hitscan projectile that is also marked as explosive, which affects its V.A.T.S. damage calculations.[/quote]
It's like everyone forgot that the Fat Man was a thing.
[QUOTE=hypno-toad;44273272]King of anti-deathclaw weapons still is the YCS/186 though
That thing does like 260 damage per shot with max charge ammunition and has the range/accuracy of the anti material rifle[/QUOTE]
hunting shotgun./dinner bell.
best Ap rounds.
aim at leg.
Proceed to wreck it's shit sideways and over.
[QUOTE=mikester112;44275302]It's like everyone forgot that the Fat Man was a thing.[/QUOTE]
Explosive launcher is really underwhelmed in FONV
It's until I got Annabelle on Black Mountain that I remember
'oh rocket launcher is a thing'
I think the best way to deal woth Deathclaws is to fuck them so hard that your cock does a critical hit on their insides.
Anti material rifle + sneaky critical hit + headshot.
There you go.
[QUOTE=mikester112;44275302]It's like everyone forgot that the Fat Man was a thing.[/QUOTE]
I'm not carrying that thing around.
Gotta have some space for Blamco Mac'n'Cheese.
[editline]18th March 2014[/editline]
Also Instamash, that stuff's delicious.
[editline]18th March 2014[/editline]
Y'know, I was just thinking:
Keeping their teeth clean must be a hell for the, if there are any, hygienic supermutants.
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