• Fallout Series Thread V14: When i entered this thread i was hoping there would be more gambling
    18,863 replies, posted
[QUOTE=_Maverick_;44353242][img]http://static-1.nexusmods.com/15/mods/130/images/39872-1-1295958334.jpg[/img] why not a mgs4 run? oh and as for the bandana [t]http://static-3.nexusmods.com/15/mods/130/images/39234-1-1293926104.jpg[/t] [url]http://www.nexusmods.com/newvegas/mods/39234/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fnewvegas%2Fajax%2Fmoddescription%2F%3Fid%3D39234%26preview%3D&pUp=1[/url][/QUOTE] Make sure to use [url=http://www.nexusmods.com/newvegas/mods/44782/?]this[/url] and [url=http://www.nexusmods.com/newvegas/mods/49796/?]that[/url]
[QUOTE=Original User;44353423]What are you proficient in? Could you do armor? Genome solder would be cool[/QUOTE] Doing simple stuff in the GECK like placing stuff and rearranging number to make up new ammo, guns, etc I can also do some simple modelhacking, but it's been a while now. My idea list so far: -The caliber .40 S&W for use in 10mm weapons (think of .38 spc to .357 Mag) -A silenced handgun available from start (that's better than the .22lr, but only when used in stealth) -Rocks/Baseballs/empty magazines for use to distract enemies (I'm not familiar enough with the FNV stealth mechanics to know if this is possible, I also don't know to make the make the player have x number of magazines dependant on y number of times they've reloaded(might solve this the the GZ or PW way of having either infinity or 99 magazines from the start) -Holotapes/filefolders with text and info, maybe some mad rambling, others could be unmarked quests to other files -Night vision goggles? -Another rifle with thermal vision? -Make a compound/fort that the player can infiltrate, Ground Zeroes style. -Make some small high value items that players can steal and sell, maybe things like jewelry, advanced electronics, stuff for/against the Gun Runners -Make some totally pointless dudes that has to be assassinated, in a few variations, simply to get some more quests perhaps?
Okay, new problem with my 2 handed sawed-off shotgun. Every time I set the Kneecapper to have the desired animations and sounds, the regular version reverts back to default, making it 1handed and the kneecapper 2handed. How can I prevent it?
[QUOTE=zombini;44353008]Gonna install TTW, is there a well compiled list of compatible mods? Google has given me just the nearly dead mods forum for TTW.[/QUOTE] The mods forum for TTW is pretty dead because there isn't a whole hell of a lot to do. Most NV mods will work just fine, and the few that don't usually have a workaround or compatibility patch.
[QUOTE=brenz;44353915]Okay, new problem with my 2 handed sawed-off shotgun. Every time I set the Kneecapper to have the desired animations and sounds, the regular version reverts back to default, making it 1handed and the kneecapper 2handed. How can I prevent it?[/QUOTE] Made sure you don't have a mod higher in your load order that overrides your mod?
[QUOTE=Campin Carl;44353955]Made sure you don't have a mod higher in your load order that overrides your mod?[/QUOTE] It's the lowest, and it includes both of the sawed-off versions.
[QUOTE=zerosix;44353470]What's everyone's opinion on Old World Blues? It's the second DLC I'm doing (did Honest Hearts first) and I think it's kinda awful. I don't understand what's happening, I don't like the setting or the characters and there's so much bullshit unfunny dialogue. The weapons you get are gimmicky and if you, like me, went in to the DLC with like level 10 energy weapons skill you're going to get stomped because you run out of ammo for normal guns after about 30 minutes. Yeah I've leveled up a lot, I've got some nice armour, and there seems to be a lot of things to do aside from the "main" quest; but I'm really not enjoying it and just want to get it over and done with. Adding on to this, I've finished it now and will definitely go back and forth now and then to explore the other buildings and whatnot but I'm glad it's over. I found Honest Hearts more enjoyable.[/QUOTE] I didn't enjoy it as much as I thought I would when I read how many goddamn raving reviews it gets here. If Honest Hearts had been longer, it would have been my favorite (I haven't finished Lonesome Road, so I can't include that in the list yet).
[QUOTE=zerosix;44353470]What's everyone's opinion on Old World Blues? It's the second DLC I'm doing (did Honest Hearts first) and I think it's kinda awful. I don't understand what's happening, I don't like the setting or the characters and there's so much bullshit unfunny dialogue. The weapons you get are gimmicky and if you, like me, went in to the DLC with like level 10 energy weapons skill you're going to get stomped because you run out of ammo for normal guns after about 30 minutes. Yeah I've leveled up a lot, I've got some nice armour, and there seems to be a lot of things to do aside from the "main" quest; but I'm really not enjoying it and just want to get it over and done with. Adding on to this, I've finished it now and will definitely go back and forth now and then to explore the other buildings and whatnot but I'm glad it's over. I found Honest Hearts more enjoyable.[/QUOTE] OWB is one of my favorite DLCs for any game ever made. I love the dialogue, the setting, the quests, etc. Though, I do agree about the energy weapons being gimmicky, I do not agree with old fashioned boomsticks being hard to feed. I rarely have trouble breaking even on ammo, usually I leave with more .308 than I came in with. In my experience ranged lobotomites are just as likely to carry a rifle as they are an energy weapon. When I do OWB at a high level they're usually firing at me with brush guns, mid-level trail carbines and hunting rifles, lower-level they tend to favor varmint rifles and cowboy repeaters. The sentrybots in the crater can supply 5mm ammo, and the Sink CIU will sell a balanced mix of ammo types in fairly useful quantities, with a bias towards .357 and .44 since the K-9000 and its upgraded variant FIDO use those calibers. There's also a full suite of crafting equipment in there, so provided you bring a large enough stash of powder and primers you should be A-OK.
[QUOTE=Campin Carl;44353658]Doing simple stuff in the GECK like placing stuff and rearranging number to make up new ammo, guns, etc I can also do some simple modelhacking, but it's been a while now. My idea list so far: -The caliber .40 S&W for use in 10mm weapons (think of .38 spc to .357 Mag) -A silenced handgun available from start (that's better than the .22lr, but only when used in stealth) -Rocks/Baseballs/empty magazines for use to distract enemies (I'm not familiar enough with the FNV stealth mechanics to know if this is possible, I also don't know to make the make the player have x number of magazines dependant on y number of times they've reloaded(might solve this the the GZ or PW way of having either infinity or 99 magazines from the start) -Holotapes/filefolders with text and info, maybe some mad rambling, others could be unmarked quests to other files -Night vision goggles? -Another rifle with thermal vision? -Make a compound/fort that the player can infiltrate, Ground Zeroes style. -Make some small high value items that players can steal and sell, maybe things like jewelry, advanced electronics, stuff for/against the Gun Runners -Make some totally pointless dudes that has to be assassinated, in a few variations, simply to get some more quests perhaps?[/QUOTE] Make a tranquilizer pistol that is silenced and has a leveled list for ammo. Maybe even craftable ammo?
[QUOTE=Original User;44355107]Make a tranquilizer pistol that is silenced and has a leveled list for ammo. Maybe even craftable ammo?[/QUOTE] What use is a tranq in Fallout? The number of enemies I've encountered that I want to wake up after my encounter with them is one that I can count on one hand. Plus, if you're looking for the stealth aspect and one-hit-KO aspect, plenty of other guns do that as well. You just need to aim for the head.
[QUOTE=ElectricSquid;44355607]What use is a tranq in Fallout? The number of enemies I've encountered that I want to wake up after my encounter with them is one that I can count on one hand. Plus, if you're looking for the stealth aspect and one-hit-KO aspect, plenty of other guns do that as well. You just need to aim for the head.[/QUOTE] For a no-kill or pacifist playthrough? There aren't really a lot of non-lethal weapons in NV so more would be nice.
[QUOTE=TestECull;44354452] There's also a full suite of crafting equipment in there, so provided you bring a large enough stash of powder and primers you should be A-OK.[/QUOTE] don't forget there's already a fairly large stash of primers and powders in there when you start
Been playing through Fallout 3 with a bit of a different style (i.e. abusing exploits like no-ones business and using energy weapons) and playing through Pointlook Lookout, Broken Steel, and (soon) Mothership Zeta for the first time. Point Lookout I burned through too fast, the main story lacked the player giving-a-care, the Swampfolk were both bullshit and under-utilised, the Chinese secret agent side quest was ok, but there wasn't much in the way of cool stuff added. The Haley repair glitch is useful though. Broken Steel added the Tesla Cannon which is cool, but adds more bullshit enemies and the lack of Eden makes the Enclave duller. The gnome/teddy bear easter eggs were funny though and the Almost Perfect perk is very useful as is the ability to freeplay after the main quest. All in all, they're vastly inferior to the New Vegas DLC and the other two FO3 DLC though, better main stories (well, not in Operation Anchorage), more distinct and immersive locales, and more cool equipment added (especially Operation Anchorage). I've never really explored DC extensively. I should probably do so one of these days, though might want to restart or something...
I started a Tale of Two Wastelands play through and I am wondering if there is any mods I should get? I got Project Nevada
apart from any weapon or outfit mods you're set for the most part unless you want more shit to kill
[QUOTE=ElectricSquid;44355607]What use is a tranq in Fallout? The number of enemies I've encountered that I want to wake up after my encounter with them is one that I can count on one hand. Plus, if you're looking for the stealth aspect and one-hit-KO aspect, plenty of other guns do that as well. You just need to aim for the head.[/QUOTE] Well, sometimes you wanna be a pacifist. There is a mod that you can you to enslave people when you know them out. It kinda turns Fallout into Peace Waler
[QUOTE=Intoxicated Spy;44356681]I started a Tale of Two Wastelands play through and I am wondering if there is any mods I should get? I got Project Nevada[/QUOTE] Get an ash/goo pile clean-up mod.
I'd actually love a blowdart gun. A nonlethal way to take someone out that's nice and silent. Ammo wouldn't be too hard to make/get either. Make ammo just a normal dart + some sort of poison. Oh wait, normal darts don't exist in fallout nv, do they? Fuck. Fallout 3 had them.
Seeing as you guys are mentioning it, and also mentioned Metal Gear. I assume tranquiler rounds for guns would be welcome once I make them? :smile:
[QUOTE=Suttles;44357190]I'd actually love a blowdart gun. A nonlethal way to take someone out that's nice and silent. Ammo wouldn't be too hard to make/get either. Make ammo just a normal dart + some sort of poison. Oh wait, normal darts don't exist in fallout nv, do they? Fuck. Fallout 3 had them.[/QUOTE] Why did they even remove the dart gun ? It was such a fun weapon. Shit, why did they remove most of Fallout 3's craft weapons ? They were pretty fucking rad to say the least.
Playing Fallout 3 for the first time in years. Good god I had forgotten how much it crashed. I'm just glad it auto saves every time you enter a new area.
[QUOTE=Ganerumo;44357239]Why did they even remove the dart gun ? It was such a fun weapon. Shit, why did they remove most of Fallout 3's craft weapons ? They were pretty fucking rad to say the least.[/QUOTE] Railgun was fun as fuck.
[QUOTE=Janus Vesta;44357246]Playing Fallout 3 for the first time in years. Good god I had forgotten how much it crashed. I'm just glad it auto saves every time you enter a new area.[/QUOTE] I never had any issues with FO3 crashing except when installing a butt ton of mods and using FOSE. Make sure you have done that .ini tweaks that fixes the random CtDs, you can find it easily online. The base game does not support any CPU that is more than dual core and will crash if you use a quadcore, adding some more lines to the game's .ini files will fix that.
[QUOTE=doommarine23;44357218]Seeing as you guys are mentioning it, and also mentioned Metal Gear. I assume tranquiler rounds for guns would be welcome once I make them? :smile:[/QUOTE] I hate killing people in games It's the idea more than anything, these (ones and zeros with poor animation) "[I]people[/I]" where once brothers and sisters, sons and daughters, husbands and wives that where born and cared for as children they played in the sun and learnt about life and maybe even found love. And then comes along the supposedly good courier six and blows there head clean off without so much as a second glance. you're basicly a mass murdering arsehole. Killing is a horrible thing to do and there is so much more skill in not taking the easy way out and killing people. i like to think courier six is better than that. I'd love a tranq gun. maybe a hunting rifle or something.
[QUOTE=_Maverick_;44357312]I hate killing people in games It's the idea more than anything, these (ones and zeros with poor animation) "[I]people[/I]" where once brothers and sisters, sons and daughters, husbands and wives that where born and cared for as children they played in the sun and learnt about life and maybe even found love. And then comes along the supposedly good courier six and blows there head clean off without so much as a second glance. you're basicly a mass murdering arsehole. Killing is a horrible thing to do and there is so much more skill in not taking the easy way out and killing people. i like to think courier six is better than that. I'd love a tranq gun. maybe a hunting rifle or something.[/QUOTE] I agree, that is one of the main reasons I plan on stuffing some really unique crap in the modification. Roleplay and Gameplay choices are important and I feel the game lacks in some areas, even if understandably (not a lot of people would be interested in non-lethal out in the wastelands). At first I considered unique non-lethal weapons as you've suggested and as shown in games like MGS, but the more I worked on it I decided to actually make a tranquiler round for every ammo type, and that they would be purchasable and craft-able. I didn't want to limit player's freedom of choice in their weapon loadouts. I know that sounds strange, having 5mm Tranqs and loading them into a mini-gun, but I can't stop you from doing that. Freedom of choice! I just hope in the end its enough to help you have some more freedom with how you play. :)
[QUOTE=doommarine23;44357339]I agree, that is one of the main reasons I plan on stuffing some really unique crap in the modification. Roleplay and Gameplay choices are important and I feel the game lacks in some areas, even if understandably (not a lot of people would be interested in non-lethal out in the wastelands). At first I considered unique non-lethal weapons as you've suggested and as shown in games like MGS, but the more I worked on it I decided to actually make a tranquiler round for every ammo type, and that they would be purchasable and craft-able. I didn't want to limit player's freedom of choice in their weapon loadouts. I know that sounds strange, having [B]5mm Tranqs and loading them into a mini-gun[/B], but I can't stop you from doing that. Freedom of choice! I just hope in the end its enough to help you have some more freedom with how you play. :)[/QUOTE] [B]5MM TRANQ MINIGUN[/B] ALL MY CAPS But in that case it may be more logical to maybe be rubber bullets or something. KO-gas rpg round Stun lasers high-velocity.low-heat plasma rounds
[QUOTE=_Maverick_;44357368][B]5MM TRANQ MINIGUN[/B] ALL MY CAPS But in that case it may be more logical to maybe be rubber bullets or something. KO-gas rpg round Stun lasers high-velocity.low-heat plasma rounds[/QUOTE] Microwave gun. Disable people with pain, no physical damage.
[QUOTE=Janus Vesta;44357392]Microwave gun. Disable people with pain, no physical damage.[/QUOTE] [QUOTE=_Maverick_;44357368][B]5MM TRANQ MINIGUN[/B] ALL MY CAPS But in that case it may be more logical to maybe be rubber bullets or something. KO-gas rpg round Stun lasers high-velocity.low-heat plasma rounds[/QUOTE] It sounds crazy, but honestly if I can figure these things out in a way that make sense in lore and gameplay? Than hell yeah we're doing it. We're going to make this happen:pwn:
[QUOTE=doommarine23;44357424]It sounds crazy, but honestly if I can figure these things out in a way that make sense in lore and gameplay? Than hell yeah we're doing it. We're going to make this happen:pwn:[/QUOTE] well boxing gloves do fatigue damage don't they? it may be possible to link that to a ranged weapon. [url]http://fallout.wikia.com/wiki/Stun_grenade[/url] [url]http://fallout.wikia.com/wiki/Cattle_prod_(Fallout:_New_Vegas)[/url] [url]http://fallout.wikia.com/wiki/Boxing_tape[/url]
Beanbag ammo for the shotgun and one of the laser guns you get from the DLC do fatigue damage, iirc. Honestly though if you guys want to do this you might want to consider some way of subduing you opponent since KO's in NV have almost always been more about putting your opponent in a position where they can't defend themselves so you can just go smash their head in rather than pacifism, considering that the incap time isn't that long (though I could be remembering things wrong). Maybe up the time spent unconscious or maybe make it so you can handcuff KO'd baddies.
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