[QUOTE=BananaFoam;41535135]
Also, I just tried Project Brazil. Am I the only one who was disappointed? The whole damn intro in the Vault felt like a shitty 80s coming of age movie with the stereotyped nerds and jocks and all the references to rock from the 80s (Seriously, nobody should mention [I]fucking David Bowie[/I] in a Fallout game). Plus all the girl characters used shitty hair models pulled from the Nexus in a shameful attempt to make them look "hot". I am sure it gets better but I don't feel like slogging through that horrible intro in the Vault.[/QUOTE]
I can't help but agree. There were some few odd characters, mainly "Ancient Eddie Bolero" and some weird twerp named Alpha Something. The Alpha guy had a bloated head and he kept jabbering about Comic Sans or something.
Also, after reading the design documents, I have to say that some of the parts don't just really fit in with Fallout's lore.
[QUOTE=TheAlkaline;41536700]Doesn't anyone remember this?
[video=youtube;LjSnjKheGHg]http://www.youtube.com/watch?v=LjSnjKheGHg[/video][/QUOTE]
I always felt like he was the inspiration for Sarge from RvB.
[quote]11:36 PM - The Master of Game: You enter the elevator as directed. The buttons seem crudely labeled. There are ones which go below the floor you're currently on labeled "Pigz" while several of note on the way up are "Skulz" "Fuzz" "Heckler" and "DAKKA"
11:36 PM - The Master of Game: lobby has dust and garbage in it
11:37 PM - Tom Blanco: "Let's check the, uh, skulls one."
11:37 PM - The Master of Game: the roof button is labeled "Skyland"
11:37 PM - Renaldo: "I hit dakka."
11:37 PM - Renaldo: then i hit dakka
11:37 PM - Renaldo: c:
11:37 PM - Tom Blanco: "Or that, I guess."
11:37 PM - The Master of Game: you hit dakka
11:37 PM - Renaldo: "This has gotta be the best option."
11:37 PM - Tom Blanco: "We'll see."
11:38 PM - The Master of Game: the elevator slowly rises before it stops. With a resounding and all too pleasant ding, the doors open
11:38 PM - The Master of Game: You see at least 12 super mutants wielding heavy weapons pointed at the elevator
11:38 PM - Tom Blanco: "Uh, wrong floor."[/quote]
Then they tried to throw plasma grenades at the muties and got creamed :v:
In any case, that was just a snippet of
[B]Fallout: PnP Edition: Log 12: You Can't Reason With Miniguns[/B]
[URL]http://pastebin.com/TwEQhXdD[/URL]
Wherein Renaldo gets run over at least twice, Blackbeard the Protectron Pirate from an older game makes a glorious return to give some information to the party, Gorgutz purchases yet another vehicle from Renaldo, the budding young car salesman, tits, tits, asses and tits, androids androids tits tits tits. Post-apocalyptic relationship advice by straight males for straight females simulator 2013, Little Lightning gains a completely unnecessary love interest, a city of scrap metal on skyscrapers run by Father Comstock, and the party does the aforementioned quote, dies, then avoids that death after a reboot.
[QUOTE=Aperture fan;41538096]Then they tried to throw plasma grenades at the muties and got creamed :v:
In any case, that was just a snippet of
[B]Fallout: PnP Edition: Log 12: You Can't Reason With Miniguns[/B]
[URL]http://pastebin.com/TwEQhXdD[/URL]
Wherein Renaldo gets run over at least twice, Blackbeard the Protectron Pirate from an older game makes a glorious return to give some information to the party, Gorgutz purchases yet another vehicle from Renaldo, the budding young car salesman, tits, tits, asses and tits, androids androids tits tits tits. Post-apocalyptic relationship advice by straight males for straight females simulator 2013, Little Lightning gains a completely unnecessary love interest, a city of scrap metal on skyscrapers run by Father Comstock, and the party does the aforementioned quote, dies, then avoids that death after a reboot.[/QUOTE]
[QUOTE]8:24 PM - The Master of Game: he was aiming to shoot LL's top off :v
[/QUOTE]
[QUOTE]11:01 PM - The Master of Game: "Relationship advice, hm? What's on your mind, sweetie?" she bends over the counter to face LL, framing her bountiful bouncing breasts within her arms.[/QUOTE]
[QUOTE]10:49 PM - The Master of Game: The bartender's ample bosom jiggle slightly with the labor of polishing mugs
[/QUOTE]
GM confirmed for dirty old man
Just installed New Vegas along with a few mods, having some trouble starting up the game. Would someone mind checking if there's anything wrong with my load order? (Bit new to modding)
[img]http://i.imgur.com/bkE0cfT.png[/img]
[editline]21st July 2013[/editline]
I'm aware that most descriptions on the nexus give an 'ideal' load order, but for these they all seem to be a little vague (i.e put this one after all other mods)
[QUOTE=Phiron;41538146]Just installed New Vegas along with a few mods, having some trouble starting up the game. Would someone mind checking if there's anything wrong with my load order? (Bit new to modding)
[img]http://i.imgur.com/bkE0cfT.png[/img]
[editline]21st July 2013[/editline]
I'm aware that most descriptions on the nexus give an 'ideal' load order, but for these they all seem to be a little vague (i.e put this one after all other mods)[/QUOTE]
Use BOSS, it's easier and quicker than dicking about with load orders. Sometimes you have to do things manually, but most of the time, BOSS gets it right.
I wish modding Fallout 3 and NV was simpler. Like maybe if they had workshop integration that would be nice.
I doubt that workshop integration would work with large scale mods.
[QUOTE=Joseph Smith;41508659]Damn, forgot faction armor removes reputation when rewearing it. Bollocks :v:[/QUOTE]
[url]http://newvegas.nexusmods.com/mods/34684/?[/url]
[quote]
FOOK Global Features
* Bug fixing: FOOK brings to New Vegas thousands of little fixes that can't be described because they would be too numerous - for example, NPCs having the wrong class, weapons not counting for their respective perks, etc.
* Improved Character Generation: You can now play a Raider or an Old character. Many new presets from Fo3 NPCs included, such as Colonel Autumn or Dad. Finally, added an unused female haircut (Cherry Taste) and fixed disappearing eyebrows.
* Improved crafting: FOOK brings back the interesting weapon crafting part of Fallout 3 with both new and old weapons. The hunt for schematics will test your wits and your sense of exploration!
* Inventory Sorter: There is now several main Ingestible categories: AID (Stimpak), ALCH (Whiskey), CHEM (Buffout), DRNK (Nuka-Cola), FOOD, MAG (Lad's Life), and TOX (Bleak Venom). The Misc Items categories are BOOK (skill books), CURR (Pre-War Money, Legion Denarius), CARD (Casino cards), RELO (Lead), MOD (weapons mods), QST (quest items) and PART (crafting components). The Inventory Sorter only works with NVSE, needs to be enabled in the FOOK NVSE menu and doesn't work with Project Nevada - use their one, instead!
* Graphic Overhaul: alcohols, creatures, new icons, weapons, many textures were improved to be more beautiful. It also includes some fixes, such as removing the visible '101' on the back of the Vault 34 Security Armor and the Sierra Madre Security Armors under certain light conditions.
* New places: Toxic Cave, a balanced low-level dungeon near Primm. The Nevada Brake & Auto, south of McCarran. The Radiation King Shop, in Freeside. The Smuggler Cache, a place south of Westside.
* Night Vision: Enhance your vision with some headgears like the Power Helmets. To use this feature, equip the [Nightvision Switch] in your inventory or, if you have NVSE, just press N (for at least a second). The NVGs need some time to be fully loaded, and you can edit the duration of their batteries in the FOOK menus.
FOOK NVSE Features
* Shortcuts to many features like the FOOK Menus (just press O or = for at least a second, as said above) and Night Vision (N) on some helmets.
* Melee Lock-On: Allows you to lock on to enemies via a hotkey (C) while you have an Unarmed or Melee weapon equipped.
Dead Money
* Sierra Madre Martini: Will now work like any alcohol, including dehydration.
* Gold Bars: can now be moved around with the "grab" command when dropped.
* Elijah's Last Words/Elijah's Ramblings: Now provide bonuses to the Unarmed skill rather than the Melee Weapons skill (Veronica didn't even had Melee Weapons tagged).
* Junk Rounds: Added .22LR and 12.7mm to the crafting list. Also, instead of crafting normal rounds, you'll now craft "Junk" (JNK) rounds, doing less damage and more dangerous to your weapons. On the bright side, you need much less material now, and you can still craft any kind of ammunition at 45 Repair.
* Holographic Vendors: Will now sell the recipe to craft Fixer at the Vending Machines.
* Automatic Rifle: Rebalanced similarly to how others automatic weapons were rebalanced in the official 1.3 patch (Spread halved, Health doubled, AP cost reduced). It can now also be rarely found in the Mojave Wasteland.
* Bear Trap Fist: Rebalanced to be slightly weaker than a Power Fist but to have better Crits and Limb Damages than it.
* Holorifle: Will now have visible changes to its mesh as weapon mod kits are added to it.
* Knife Spear Clean: Fixed to really have clean Cosmic Knives on its mesh.
* Police Pistol: Made a Tier 1 weapon and can now be rarely found in the Mojave Wasteland. Mesh slightly improved, iron sights fixed and ground model added.
* Throwing Knife Spear: Rebalanced similarly to how the Throwing Spear was rebalanced in a recent official patch. Can now be used by NPCs.
Honest Hearts
* Playable Tribal races.
* 37 new unique loading tips, since Honest Hearts didn't had a single one before. The topics are Zion Canyon, Mormons, Tribals, the state of Utah, John Browning, the .45 ACP Round and the M1911 Pistol, and finally Vault 22 and its legacy.
* Spore Carrier Sap: Can now also be found on dead Spore Carriers from the vanilla game and Old World Blues.
* Grunt: Damage bonuses reduced from 25% to 20%. Doesn't affect the Marksman Carbine and the All-American anymore, but now affects This Machine and the M1 Garand. Extended to work with Bayonets and American assault rifles, like the R91 Assault Rifle.
* Fixed a bug where traveling to Zion in February would take 10 months rather than the usual two weeks (I'm not kidding).
* A Light Shining in Darkness: Now a standard Holdout Weapon, as it was intended by the developers.
* .45 Auto Pistol: Fixed the glowing iron sights dots. Made a Tier 3 weapon, as it was intended by the developers.
* Compliance Regulator: Now with iron sights.
* Fire Bomb: Now much more powerful (as much as an Incendiary Grenade) but will explode on impact. Aim well! Also, enemies dieing from a Fire Bomb critical hit wont be reduced to plasma goo anymore.
Old World Blues
* Playable Lobotomite race.
* Added 37 new loading screens unique to Old World Blues.
* Fixes all weapons so they use their 1st Person Textures when used in 1st Person.
* Fixes numerous bugs about Old World Blues entries overriding vanilla New Vegas entries, such as empty Ammo Boxes suddenly containing Energy Weapons ammunition.
* Battle Brew: Now works like Vodka (no Intelligence loss with the Whiskey Rose perk, no dehydration with the Communist perk).
* Atomic-Valence Tri-Radii-Oscillator: Doesn't flatten hairs when worn anymore. Now uses the Earrings node.
* Lobotomite Goggles: Now has NVG capacity.
* Hazmat Suit: The suit now comes with integrated gloves, and can't be separated from its helmet. The Night Vision effect can also be turned ON/OFF with the standard FOOK NVG hotkey.
* Valence Radii-Accentuator: Doesn't flatten hairs when worn anymore. Now uses the Earrings node.
* Christine's COS Silencer Rifle: Can now be modded with Sniper Rifle Carbon Fiber Parts.
* FIDO: Can now be modded like its non-unique counterpart. Magazine now holds 100 bullets instead of 50.
* K9000 Cyberdog Gun: Magazine now holds 100 bullets instead of 50.
Lonesome Road
* Added 40 new loading screens unique to Lonesome Road.
* Riot Gear Helmet: Can't stack with other headgears anymore. The Night Vision effect has been changed to use the FOOK NVG system. The helmet now has a visible neck cover.
* Advanced Riot Gear Helmet: Can't stack with other headgears anymore. The Night Vision effect has been changed to use the FOOK NVG system. The helmet now has a visible neck cover.
* Elite Riot Gear Helmet: Can't stack with other headgears anymore. The Night Vision effect has been changed to use the FOOK NVG system. The helmet now has a visible neck cover.
* The Marked Men are now affected by the Fight the Power! perk.
* Broad Daylight: Is now a level 12 perk with an Agility and Sneak requirement - since the FOOK NVGs made it useless, it seems fair to make it a mid-level perk.
* Certified Tech: Now properly adds 25% to the current Critical Chance against Robots instead of adding 0.25%.
* Marked: The DT bonus won't show up in the Pipboy anymore, but it will still be present when shot. Tooltip was also fixed to mention DT instead of DR.
* Robotics Expert: Is now a level 26 perk with a Perception and Science requirement. It was mainly to be more accessible for Old World Blues and to be selectable even when limited by the Logan's Loophole trait.
* Laser Detonator: Not a quest item anymore. Be careful not to lose it!
Gun Runners' Arsenal
* Some of the Arsenal's Unique weapons have changed location - you either have to buy them from other vendors (Esther, Medicine Stick, Li'l Devil, Two-Step Goodbye) or you must find them through exploration (Embrace of the Mantis King!, MF Hyperbreeder Alpha, Nuka-Breaker, Paciencia, Sleepytyme). Happy hunting!
* Around 80 fixes and improvements to the Meshes & Textures of the Arsenal's weapons.
* Added the 25mm Grenade APW, the 5.56mm Pistol, the Battle Rifle and the Katana to the various leveled lists (enemies, loot, vendors) of the Mojave Wasteland.
* Replaced the GRA vanilla weapons copies with their vanilla counterparts. For example, you can now upgrade the vanilla Assault Carbine with the GRA mods, and it will count for the GRA Challenges. The vanilla Fat Man can also shoot the new GRA Mini Nukes.
* Replaced the GRA vanilla item mods copies with their vanilla counterparts. For example, instead of using the GRA-only "Assault Carb. Ext. Mags" item mod, you will use the vanilla "Assault Carbine Extended Magazines" item mod.
* Fixed the GRA ammunition and mods being unleveled - for example, you'll only start to find the new GRA Mini Nukes at higher level now, instead of always being present. The new item mods will also seamlessly be integrated into the vanilla mod lists.
* Removed the annoying "GRA" tags from every entries (ammunition, recipes, weapons) besides the Challenges.
* Removed the "Vigilant Recycler" tag from the new Optimized energy ammunition, since it is not necessary for their identification.
* Removed the "Mad Bomber" tag from the new crafted Explosives, since it is not necessary for their identification.
* New item mod: Hunting Revolver Sniper Scope.
* New item mod: Ripper High-Speed Motor.
* Fixed the 20 Gauge and 12 Gauge Pulse Slugs not properly affecting all power-armored NPCs.
* Nuka-Grenade (GRA): Now renamed "Nuka Quartz-Grenade" to mark the difference with the FOOK Nuka-Grenade.
Activators
* Ash & Goo Piles: Now scripted to disappear properly after four days.
* Shotgun Trap: Will now always grant you a shotgun when deactivated.
* Many previously silent radios (such as in the Lucky 38 suite) have been edited to listen to Radio New Vegas when activated.
Ammunition
* Energy Weapons ammunition Weight reduced, now uses the same values as the JSawyer mod.
* Real rounds were given their real names (.45 Auto is now .45 ACP, .50MG is now .50BMG).
* Harmonized the name of all the ammunition to have a better global coherence and to avoid word-wrapping ("12.7mm Round, Hollow Point" is now "12.7mm (Hollow Point)", for example).
* Harmonized the capacity of all the same kind of ammunition - for example, all 5mm rounds now properly have a DT modifier, all buckshot shells have a proper damage modifier, etc.
* 10mm, JHP (Hand Load): Has been replaced by the 10mm JSP round, with improved damage and a minor armor-piercing capability.
* 12 Gauge Shotgun Shells: Magnum and Slug rounds now have a higher chance of recovering a hull whenever fired off.
* 20 Gauge Shotgun Shells: Magnum and Slug rounds now have a higher chance of recovering a hull whenever fired off.
* BBs: Can now be crafted from and to Lead.
Armors
* Around 70 new armors and headgear, including classics (Hardened T-51b Power Armor), cut content, uniques (Van Graff Heavy Armor) and variants of existing armors (Brotherhood of Steel Combat Armor). They are perfectly integrated and balanced to fit all playstyles.
* Rebalance of the Medium and Heavy armors. They will weight less, and have DR (more for the Heavy) with their DT to be better protections.
* All glasses now only take the "Eyeglasses" slot instead of both the "Eyeglasses" and "Mask" slots. It means you can now wear glasses with certain headgear you couldn't use before.
* All items that had no DT before now at least gives 1 DT, or 1 DR if they are too light to be of any protection. This is because NPCs can only repair apparel items that gives at least a little amount of protection. That way, every apparel item can be repaired by NPCs without impacting balance too much.
* Other items were overhauled for a better coherence - for example, before, some hats had DT were other did not. The Boomers outfits, which are just leather jackets, had 4 DT when the Kings Outfit had 0. This kind of incoherence has been fixed.
* Helmets are now divided into Light (normal), Medium (Combat Helmets, Riot Helmets), and Heavy (Metal Helmets), just like armors. They will usually match the category of their main armor set. You can't repair a Power Helmet with a Baseball Cap anymore, but most headgears were edited to have more health and to be easier to cross-repair (ex: using a Decanus Helmet to repair a Legionary Helmet wasn't possible before).
* Most faction armors were renamed to properly show their faction and to make armor sorting easier. For example, the "Trooper Helmet" is now the "NCR Trooper Helmet", the "Raider Blastmaster Armor" is now the "Fiend Blastmaster Armor", etc.
* Cass' Hat: Has been made playable, and can be removed from her at will.
* Chinese Stealth Armor: Can now be found with a separated Chinese Stealth Helmet, which has NVG capacity.
* Dirty Pre-War Businesswear: Fixed it not having a proper female gray texture.
* Enclave Officer Outfit: Female "disappearing arm" bug fixed.
* Grimy Pre-War Businesswear: Fixed it using the same textures as the Dirty version.
* NCR Ranger Patrol Armor: "Power Armor Stance" bug fixed.
* Pimpboy 3 Billion : Female mesh added.
* Rebreather: Isn't a quest item anymore. Also, it now correctly gives DT instead of DR.
* T-45d Power Armor: Now use US Army decals instead of Brotherhood ones.
* Tortiseshell Glasses: Renamed "Tortoiseshell Glasses". Slightly more common, they were ultra-rare before.
* Vault 34 Security Helmet: Fixed to look like the Fo3 Vault Security Helmets.
* Veronica's Hood: Has been made playable, and can be removed from her at will.
Creatures
* Cazadors: Attack range value upped to be slightly less than the original 1.0 one, but more than the edited 1.4 one.
* ED-E: The un-upgraded version of ED-E was not flagged as a "Flier" creature, and thus was vulnerable to land mines and other ground hazards. The upgraded Energy Zap won't have an idle sound anymore, and will have the same projectile as the Pulse Gun/LAER rather than the one of the Alien Blaster.
* Feral Ghouls: Won't give Good Karma when killed anymore. NCR Trooper Ghouls and Vault Security Ghouls will now have DT because of their armor.
* Lakelurk: Will now drop more Lakelurk Meat.
* Legion Mongrels: Now run slightly faster, and have the "Tough Dog" ability (2DT, like Vicious Dogs).
* NCR Guard Dogs: They are now German Shepherd instead of Vicious Dogs.
* Nightkins: Their "Nightkin Toughness" ability now correctly gives them DT instead of DR.
* Sentry Bot: Unconscious animations fixed. Head slightly harder to shoot in VATS.
* Spore Plants: Can now drop Spore Plant Pods upon death.
Dialogs:
* Fixed the three Kings guarding Freeside's north gate having silent dialogs.
* You can now properly give 500 caps to the Vegas Medical Clinic.
* Dazzle: You now properly require the Cherchez La Femme perk rather than the Black Widow one to have cheap sex as a woman.
Faction Armors Overhaul
* Non-humanoid companions such as Rex, ED-E and Lily won't drop faction armors to the ground anymore.
* If you have a positive Reputation with a faction, you won't "lose" that reputation back to neutral when wearing their armors.
* No more annoying faction warning pop-ups that appears on changing the worn armor to a faction armor.
* Khans armors will now makes you friendly with the Fiends. Cut dialogs with Bert Gunnarsson, Cook-Cook, Driver Nephi and Violet are thus unlocked.
* Wearing a Brotherhood/Khans armor won't make you hostile with the NCR and vice-versa if you made the right in-game alliances.
FormLists
* All the FormLists were updated to contain the proper items. For example, you won't be stolen your bedroll kit at the entrance of the Fort anymore. The various weapon perks will work with all the relevant weapons, you and your companions will be able to slip the proper Holdout weapons into Casinos, etc.
Ingestibles
* Around 15 new food item, including Cheezy Poofs, Brahmin Cheese, Nuka-Cola Quantum and various military rations.
* Raw Meats: will now all have a Strength reducer modifier unless you have the Lead Belly perk or a Food Sanitizer. Lakelurk meat is not included due its fishy nature.
* Steaks: will now all be more nutritious than raw meat.
* Stews (and Noodles): will now all restore some dehydration.
* Food Sanitizer: Has been added back into the game. It'll slightly increase the quantity of HPs restored by food and will negate the reduced Agility/Strength/Endurance effects associated with some kinds of food items.
* Stimpak: Weight set to 0.25.
* Super Stimpak: Weight set to 0.5.
* Wasteland Omelet: Now have a damage bonus to make it closer to other high-level food items (Brahmin Wellington, Yao Guai Steak).
Leveled Items
* Fixed the possibility of Hidden Valley Paladins spawning with a T-51b Power Armor and a T-45d Power Helmet.
* 9mm Round, +P: Will now be more common - it was missing from the leveled list of special ammunitions.
* Plasma Grenade: Fixed a bug where vendors would sell less grenades than intended.
* Pulse Grenade: Fixed a bug where vendors would sell less grenades than intended.
Loading Screens
* Replaced many loading tips with more specific, more helpful New Vegas references. Text mentioning Fallout3 items and skills was mainly removed and replaced with New Vegas lore and gameplay. New Vegas perks take a much higher priority than old Fallout3 perks, especially the less useful ones.
* Many new screens were added with tidbits of information from the Fallout New Vegas: Prima Official Game Guide, the Van Buren project, J.E. Sawyer's Fallout RPG and The Vault wiki.
* Many new screens were added with information about the Brotherhood of Steel. They are only used in the Brotherhood bunkers.
Misc Items
* New item: Vault Water Canteens. They behave like the Pre-Order Vault 13 Canteen (except that the "you take a sip from your Canteen" message happens only once) but are home-made by the FOOK team.
* A lot of items now use their own unique icons rather than the generic junk one.
* Fission Battery: Replaced many static Fission Batteries with actual items that you can loot. Left behind all the batteries that were obviously intended as power sources for nearby lamps, such as in Primm and in Goodsprings.
* Rocket Souvenir: Isn't a quest item anymore, so it can be sold, bought or discarded at will. It now has a Weight, and is also a crafting item.
NPCs
* Bert Gunnarsson: Will now accept to heal you if you have a limb crippled or are hurt in any other way, rather than just checking your Health.
* Boone: Can't be stripped naked anymore (sorry ladies). He'll now always wear at least an unplayable version of the Merc Grunt Outfit.
* Cass: Now has the correct tagged Skills, according to her dialogs (Explosives, Guns, Unarmed). Before, she had Melee Weapons, Guns and Sneak.
* Dawes: Won't shoot you after you pay your way into the NCRCF when wearing a Powder Ganger outfit.
* Crimson Caravan Traders: Will now work like Traveling Merchants.
* Emily Ortal: Unlocked a dialog tree about her relationship with Benny.
* Isaac: Won't lock himself in his house anymore.
* Ranger Andy: Fixed him not talking to you when trying to teach you the Ranger Takedown if you had a too low Unarmed skill.
* Raul: will now let you repair items at the Lucky 38 if you bought the Workbench upgrade. Will now also be in a proper Sandbox mode while in the Lucky 38.
* Poindexter: Is now a Caravan player.
* Vulpes Inculta: Slight redesign to match his Collector's Edition card and the female Caesar's Legion Courier's ending slides.
Object Effects
* Most hats and caps will now only give a Perception bonus if (and only if) the player is outdoor and if the hour is between 6 AM and 6 PM - it's supposed to help against the sun.
* You can now toggle the Object Effects in the FOOK Menu. For example, you can only enable the effects for unique armors, or only enable non-combat effects. Besides uniques, only low-level and/or faction armors have actual combat bonuses, as an incentive to not use only the usual Leather/Metal/Combat armor progression.
Perk
* New perk: Communist. While using weapons of Chinese or Russian design, your shots are 20% more accurate and, regardless of ammunition used, you ignore an additional 4 points of a target's Damage Threshold. Vodka's dehydration is also ignored.
* Cherchez La Femme: Damage bonuses increased from 10% to 15% due to proportionally lower numbers of female characters in the game.
* Child at Heart: Perk unlocked! Merchants underestimate your bargaining abilities because of your childish behavior and you will get better prices (-15%) from them. It will also unlock a handful of dialog options with children, and you may even have a chance to find the unique, lucky Barnabas Bear!
* Cowboy: Damage bonuses reduced from 25% to 20%. Now also affects Throwing Hatchets (and variants).
* Demolition Expert: Now has only 2 ranks. Each rank grants +10% damage and +10% larger explosion radius.
* Hit the Deck: The DT bonus won't show up in the Pipboy anymore, but it will still be present when shot at.
* Lady Killer: Damage bonuses increased from 10% to 15% due to proportionally lower numbers of female characters in the game.
* Lead Belly: Now negates the Strength penalty from eating raw meat, but doesn't make the Food Sanitizer useless as it doesn't remove penalties associated to other kind of food.
* Meltdown: Now only triggers from plasma weapon kills.
* Ninja: Now properly adds 15% to the current Critical Chance instead of multiplying the current Critical Chance by 1.15. Set to require either Unarmed or Melee Weapon skill levels.
* Piercing Strike: Set to require either Unarmed or Melee Weapon skill levels.
* Plasma Spaz: Now also increases attack rate with plasma weapons by 20%.
* Pyromaniac: Now require the Energy Weapons skill instead of the Explosives one.
* Rad Absorption: Now decreases radiation 10x faster.
* Stonewall: The DT bonus won't show up in the Pipboy anymore, but it will still be present when shot at. DT bonus vs. Melee/Unarmed weapons increased from 5 to 10.
* Slayer: Now also increases attack rate with melee and unarmed weapons by 30% (previously only decreased their AP cost). Set to require either Unarmed or Melee Weapon skill levels.
* Super Slam: Set to require either Unarmed or Melee Weapon skill levels.
* Terrifying Presence: Enemies now also have -20% chances of hitting you with a Critical Hit.
* Unstoppable Force: Set to require either Unarmed or Melee Weapon skill levels.
Quests
* I Fought the Law: The NCRCF's Alarm can now be stopped using the Warden's Terminal.
* My Kind of Town: Deputies will now show up when the NCR and Meyer routes are completed.
Rebalance
* Several Faction Leaders and other named NPCs have been rebalanced - for example, Head Paladin Hardin of Hidden Valley was previously level 11, making him as bad as an unexperienced BoS Paladin. He's now a level 23 killer. Chief Hanlon was worse than a low-level Ranger, and so on.
* Created and edited a handful of classes to have a better NPC lineup, from untrained (Bandits/Thugs), to professionals (Caravan Guards/Gangers/Legionaries), to skilled (Casino Family, Great Khan, NCR Rangers), to very skilled (Centurions).
* Many NPCs that had a wrong class (ex: Paladin Ramos being of the Slaver class, some Legionaries having Vault Dwellers stats, and so on) have been fixed, so expect them to be a little tougher.
* 1st Recon soldiers (and former members) are now much, much better sharpshooters.
* Benny now have the stats of the family leader he's supposed to be.
* Brotherhood of Steel members were buffed with implants to represent their technological edge.
* Caesar's Legion soldiers now have the proper levels and stats to represent their physical fitness and their experience.
* Casino Guards are now strong enough to represent their tribal upbringing.
* Great Khans are now all of the same strength, instead of the females being half as weak as the males (good one, Obsidian). They are roughly on par with Legionaries, with some advantages and drawbacks.
* Gun Runners Guards are not pitifully weak anymore.
* Fiends will now all have the skills to use their Energy Weapons and won't give Good Karma on death anymore. Special Fiend variants can appear, each buffed with a particular drug. For example, a Fiend Steadshooter can spawn instead of a Fiend rifleman, pumped full of Steady.
* Kings Gang Members are now a match for the various Thugs of Freeside.
Recipes
* You can now use your Sneak skill at a Workbench to paint some Combat and Power Armors into other variants.
* Recipes needing raw meat will now require a Steak instead. That way, you're not locked out of crafting high-level recipes with mid-level meat.
* New craftable weapons: Acid-Blood Grenade, Auto Axe, Cryolator, Dart Gun, Deathclaw Gauntlet, Mantis Gauntlet, Nuka Quantum-Grenade, Railway Rifle, Rock-It Launcher, Shishkebab, Spiked Bat, Tribal BB Gun.
* New campfire recipes: Mac & Cheese & Cram, Mole Rat Wonder Meat, Strange Meat(with Cannibal perk), Strange Meat Pie (with Cannibal perk), Ultrajet (with proper recipe), Yao Guai Steak.
* New workbench recipe: Armored Vault Suit, Cherry Bomb, Hardened T-51b Power Armor, Nuka-Cola Quantum, Tin Can.
Vendors
* Boulder City: Ike doesn't share the same vendor chest with Trudy (Goodsprings) anymore.
* Camp McCarran: A Far Go Trader has set up shop near the truck garage. The Far Go Traders are known for selling a great variety of outfits and rare armors.
* Camp McCarran: Sergeant Daniel Contreras has been fixed - he won't wear the armors he is sold anymore, he will properly reset his caps every three days, and he'll only sell his chems if you finished his delivery missions first.
* Cottonwood Cove: A Legion quartermaster, Armicustos Atellus, has settled in the Storage building. Since the Legion mostly relies on looting to equip their soldiers, he doesn't sell much and doesn't have much Caps, but he does have an interesting supply of Throwing weapons and Legion money.
* Freeside: Mick & Ralph's shop heavily fixed. Ralph will now properly sell the miscellaneous items around the store. Mick will now properly sell some nifty Fallout 3 weapons as well as case boxes. Both of their inventories will properly reset as any other vendors, and that does include Mick's secret storage.
* Hidden Valley: Knight Torres inventory fixed to reset like every other vendors.
* Mojave Outpost: A Van Graff Sales Representative has just opened a low-level Energy Weapons shop in the unoccupied Brahmin pen.
* Nellis AFB: The Boomers now sells much more Explosives.
* Primm: Johnson Nash now sells a few low-tier Energy Weapons.
* Silver Rush: Gloria Van Graff's inventory fixed to reset like every other vendors. Also, the LVLIs were fixed to properly give better weapons at later levels, and she can now also sell the weapons just in front of her.
* The Strip: Sarah will now sell the Armored Vault 13 Jumpsuit and a Vault 21 Water Canteen as unique items. She will also sell Vault 21 Cards.
* The Thorn: An awesome merchant specialized in melee/unarmed weapons, heavy armors and booze has just opened.
Weapons
* Around 60 new weapons, including classics (Wattz Laser Pistol/Rifle), cut content, uniques (VT-191 "Murdelizer") and variants of existing weapons (White Legs Storm-Drum). They are perfectly integrated and balanced to fit all playstyles.
* Most vanilla Guns and Energy Weapons were renamed to have either their official name (Glock 86 Plasma Pistol), a classic Fallout-inspired name (HK MP10 10mm SMG) or a guess using vanilla materials (AER12 Tri-Laser Rifle).
* Added iron sights to several Energy Weapons: Alien Blaster, Laser Pistol, Laser Rifle and all uniques and DLCs variants.
* Fixed companions weapons: Boone's Scoped Hunting Rifle (will now use proper Hunting Rifle sounds), Lily's Assault Carbine (now silenced). They will now use also special ammunition if given to them, but they will be consumed, unlike their unlimited base ammo. All of the companions' weapons also have a mod (Cass' Shotgun has a choke, for example).
* Recharger weapons (Pistol, Rifle, MF Hyperbreeder Alpha) can now be used by NPCs - they were previously thinking they were always out of ammo.
* Several weapons can now be crafted, like the Deathclaw Gauntlet, the Mantis Gauntlet and the Shishkebab.
* Several weapons are not quest items anymore and can be removed from the inventory, like the Codac R9000 Camera and Loyal's Detonator.
* There is now unique ejected shell casings meshes for all Guns calibers, such as .22LR, 9mm, .45 Auto, .308, and so on.
* Binoculars: Now have a much better zoom and an integrated Night Vision Effect.
* Euclid's C-Finder: Weight reduced to 2.
* Incendiary Grenade: Enemies dieing from a critical hit wont be reduced to plasma goo anymore.
* Plasma Rifle: Fixed the rifle using sounds from the Plasma Pistol.
* Thermic Lance: Now does Fire damages on crits and on VATS special attacks. Considered a Pyromaniac weapon.
* Trail Carbine: Vanilla cut mods added back.
World
* 15 new map markers, including Fremont Street, the Great Khan Armory and the McCarran Supply Shack.
* Camp Forlorn Hope: Removed the annoying Bloatflies of the graveyard.
* Freeside: The Kings will now only bring you gifts every three days instead of every single time you enter the zone.
* Primm: The dead Sheriff and Courier will now disappear once the town has been cleaned out and given a new sheriff.
[/quote]
I don't understand why anyone would not have this not installed.
FOOK, NEVADA or the Ultimate Edition supermegapatch project?
Which one most alters the game in a positive way (IE: Fixing bugs, fixing weird or ilogical things, adding fallout lore style content (no m4A1 with silencers) etc etc) ?
[QUOTE=J. F. Christ;41538687][url]http://newvegas.nexusmods.com/mods/34684/?[/url]
I don't understand why anyone would not have this not installed.[/QUOTE]
Because it changes literally everything it possibly can, which is bound to break something. I tried Fook 2 in Fallout 3 for about four levels or so before I said "Fuck this, FOOK has broken practically everything and made the game about as fun to play as CoD 6." Uninstalled and never looked back. From what I've seen, and the changelog you posted, FOOK for NV is just as bad about changing literally everything under the radioactive skies(And probably those too), so I have no reason to assume it's any different.
There's such a thing as too big a mod, and Fook flies right past that line at full song without a second thought.
[QUOTE=Cutthecrap;41538881]FOOK, NEVADA or the Ultimate Edition supermegapatch project?
Which one most alters the game in a positive way (IE: Fixing bugs, fixing weird or ilogical things, adding fallout lore style content (no m4A1 with silencers) etc etc) ?[/QUOTE]
Project Nevada, of the three you mentioned. It changes the least things and doesn't seek to re-engineer the entire game. I barely even notice it's installed despite using weapons it adds as my primary and high-dam deathclaw shredder.
[QUOTE=TestECull;41539016]Because it changes literally everything it possibly can, which is bound to break something. I tried Fook 2 in Fallout 3 for about four levels or so before I said "Fuck this, FOOK has broken practically everything and made the game about as fun to play as CoD 6." Uninstalled and never looked back. From what I've seen, and the changelog you posted, FOOK for NV is just as bad about changing literally everything under the radioactive skies(And probably those too), so I have no reason to assume it's any different.
There's such a thing as too big a mod, and Fook flies right past that line at full song without a second thought.
Project Nevada, of the three you mentioned. It changes the least things and doesn't seek to re-engineer the entire game. I barely even notice it's installed despite using weapons it adds as my primary and high-dam deathclaw shredder.[/QUOTE]
If you would read the list or play the mod, you wouldn't say that. There are proper icons in pip-boy for bullet casings and other misc stuff? You can now repair clothing in shops? Faction reputation doesn't reset when wearing their armor? Companions won't drop faction armor automatically? WOW THIS IS JUST LIKE CALL OF DUTY!
Also nice irony. Comparing FOOK to CoD and then saying that Project Nevada with it's sprint, bullet time and one button grenades is superior.
Modding is so difficult. I don't know what's preventing my NV game to start up. I'm just gonna delete all the mods I downloaded and installed.
[QUOTE=Cutthecrap;41538881]FOOK, NEVADA or the Ultimate Edition supermegapatch project?
Which one most alters the game in a positive way (IE: Fixing bugs, fixing weird or ilogical things, adding fallout lore style content (no m4A1 with silencers) etc etc) ?[/QUOTE]
Use Project Nevada, it doesn't drastically alter the game and it's compatible with Mission Mojave, which fixes the vast majority of the bugs in NV.
[QUOTE=Justnobody;41538137]GM confirmed for dirty old man[/QUOTE]
More like, Bartender confirmed for disguise for The Lady without me as creative consultant.
Can someone explain what's so great about New Vegas FOOK and why I should use it?
[QUOTE=Morderator;41540416]Can someone explain what's so great about New Vegas FOOK and why I should use it?[/QUOTE]
Funny sounding acronym
[quote]If you have a positive Reputation with a faction, you won't "lose" that reputation back to neutral when wearing their armors.[/quote]
I didn't even know that was a bug.
[quote]Khans armors will now makes you friendly with the Fiends. [B]Cut dialogs with Bert Gunnarsson, Cook-Cook, Driver Nephi and Violet are thus unlocked.[/B][/quote]
Thats neat.
[editline]21st July 2013[/editline]
All I remember about Fallout 3 FOOK was a shit ton of real world/modern weapons. Also the file size was huge,or my internet was just slower back then.
Some of the changes in New Vegas FOOk look interesting.
[QUOTE=Morderator;41540416]Can someone explain what's so great about New Vegas FOOK and why I should use it?[/QUOTE]
Compared to FOOK2 for Fo3, FOOK-NV is significantly tamer in terms of the content it changes up. It's alot more compatible with other similar mods (I've been running it with PN and haven't ran into many problems.) and some of the content it adds in is pretty good. (There's pretty much next to none of the tacticool shit that was so heavily featured in FOOK 2 and it also goes out on it's way to fix some bugs and re-implement unused content alongside the new stuff.)
Basically, FOOK NV is for people who want to start a new playthrough with some refreshing differences. But of course it's all up to personal taste.
[QUOTE=J. F. Christ;41538687][url]http://newvegas.nexusmods.com/mods/34684/?[/url]
I don't understand why anyone would [I]not[/I] have this [I]not[/I] installed.[/QUOTE]
Crossing out the negatives, I am confused.
What does everyone think about NVEC?
I was going to use that and JSaywer as my main mods..
[QUOTE=J. F. Christ;41539153]If you would read the list[/quote] I did read the list [quote] or play the mod[/quote] I did play the mod. In FO3. For like five days straight. FOOK is simply too big and too far reaching for its own good.
[quote] There are proper icons in pip-boy for bullet casings and other misc stuff? You can now repair clothing in shops? Faction reputation doesn't reset when wearing their armor? Companions won't drop faction armor automatically?[/quote] Every single one of those things can be done with standalone mods that don't change literally everything else. Way to completely ignore what I typed.
[quote] WOW THIS IS JUST LIKE CALL OF DUTY![/quote] I didn't say it was like CoD. I said it was just about as fun as CoD. Learn to read.
[quote]Comparing FOOK to CoD[/quote] Again I didn't say FOOK made Fallout like CoD. I said it made it about as fun as CoD. Learn to English. [quote] and then saying that Project Nevada with it's sprint, bullet time and one button grenades is superior.[/QUOTE] Which you can turn off. Also, I love how you're saying sprint is a CoD feature. It's been a standard feature in shooters for years now.
I have to wonder: Are you part of the FOOK team? You're defending it awfully hard, it would make sense.
FOOK NV isn't really anything like FOOK 2 for FO3 from what I've read, but I have not used it yet so I have no idea if thats true.
Does FOOK work well with a tale of two wastelands?
just got the fallout collection since its 2.99
this is gonna be good
This might be old, but God damn I died from laughter in 0:24 part.
[video=youtube;3vTfR2x1gZU]http://www.youtube.com/watch?v=3vTfR2x1gZU[/video]
Any good fix for third person aiming? I don't want the centered camera mod but I want to be able to aim in thirdperson, it literally aims 3-4 cm to the left of the crosshair right now.
My game got ruined, I saw this figure floating in the sky from a distance so I got closer.
[t]http://i.cubeupload.com/oFAqdc.jpg[/t][t]http://i.cubeupload.com/qPlECc.jpg[/t]
[t]http://i.cubeupload.com/SQEZGR.jpg[/t][i]so beautiful[/i]
It's Lucky trying to ascend into heaven! But when I load my game he falls from the sky and dies. I'm only level 5 so I'll just take all his stuff and put it in my house. He's gone forever.
-snip-
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