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Old Marm

DeathQuaker's page

RPG Superstar 2015 Top 8. RPG Superstar 6 Season Star Voter, 7 Season Star Voter, 8 Season Star Voter. Pathfinder Roleplaying Game Subscriber. 6,714 posts (10,923 including aliases). 5 reviews. 5 lists. 1 wishlist. 17 aliases.


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RPG Superstar 2015 Top 8

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Turin the Mad wrote:
Otherwhere wrote:

GRRRRR!!!

Okay - my game must be bugged. I started traveling with Nick, and he's not doing much in combat either!

I was taking the Taffington Boathouse and fighting off 3 Bloodbugs, and Nick - armed with a .38 suppressed powerful automatic rifle and 500 rnds of ammo - never fired a single shot!

It's a Vault-Tec mind-game, I tell you!

I noticed assorted "brain fart" problems from having all but the 1/10 min. Pip-Boy autosaves on and an excessive population of saved games. Toggling the three autosaves to off and keeping your save game queue to not more than 2 or maybe 3 saves per character keeps my rig running the game with little issue.

Hope that helps!

Bear in mind your game will still autosave when you choose a perk on a new level, even if you shut off the other autosaves. I realized I had a bunch of savegames I know I never made intentionally. Trying to figure out which save is what to delete is a bit of a challenge. (IF we could rename our savegames.... grrrrrrrr....)

RPG Superstar 2015 Top 8

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Pulse grenades are designed to stop robots, which they do very effectively in both NV and 4.

Grenades just can get heavy, and Fallout 4's crafting mechanics encourage you to collect junk everywhere you go (yes, way more than in NV). I know this sounds like total nonsense to you because you haven't played the game yet, but if I have to choose between a pack of duct tape and a plasma grenade, then quite obviously the silly useless grenade is definitely the one to go.

RPG Superstar 2015 Top 8

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Otherwhere wrote:
DeathQuaker wrote:
I just looked at the official release notes on Bethesda's site and the third "new feature" listed is the settler status menu. All is well.
Great! Looks like I can resume Hope rebuilding the Commonwealth this weekend, then.

Just played with the patch last night and I can confirm the Settler assignment feature is working. In addition to showing their assignment, if they're assigned to food, the "highlight" showing what crops they are working shows up from farther away now too.

Quote:

Meanwhile, I've been slowing down my play with my other characters until they've caught up with each other. (Main Quest: Unlucky Valentine, Getting a Clue, and then Reunions. Yeah, I've been at this since the game came out, but I'm playing 7 characters concurrently,and get sooo distracted by all the stuff out there I stumble into.)

I'm also reluctant to join a faction. I read that you can belong to every faction until The Molecular Level,

THE MOLECULAR LEVEL DOES NOT TIE YOU TO ONE FACTION. YOU CAN STILL BELONG TO ALL FACTIONS AFTER THE MOLECULAR LEVEL.

Sorry for shouting, but I've seen people say that before and it is very, very, very not true, and I expect this expectation f++~s up a lot of people's playthroughs because they think they're making some huge decision when they're not.

You can belong to every faction through well after the Molecular Level, and you can change who you're investigating the Institute with AFTER that point--several times in fact.

At some point you do have to pick one, and some quest threads will eventually put you at odds with more than one faction---BUT NOT AT THAT POINT.

The one time I finished the Main Quest (with the Minutemen as my primary allies, I finished on friendly terms with the Railroad and Brotherhood as well, and can still do quests for all three. And I was friendly with all four until I made an active decision to tell the Institute off after the Battle of Bunker Hill (which was my decision and not a forced thing to do).

The one thing the Molecular Level does is it can close off, temporarily, some Railroad Quests, if you don't do TML with them, BUT all you have to do if you want the Railroad's Underground Undercover quest is tell them you'll side with them instead and then you'll unlock it (and your other faction quests will still be active and you won't piss anyone off, and you can switch back to another faction later). And even if you decide not to tell the Railroad you'll side with them, you can still remain friendly with them and do sidequests for them.

Here's the progression of decision points:

- Do the Molecular Level with whomever the f*%% you want, but when you're given a holotape to get Institute data, share it with everyone (you might have to go back and get an extra depending). I'd say it's EASIEST to do it with the Minutemen but it really doesn't f+~%ing matter.

- Doing stuff for the Minutemen will never piss anyone off (unless and until you decide to betray the Institute, which you have to take a direct, knowing action to do). And if you screw up the Main Quest with another faction, you can always default to the Minutemen instead. The only way to piss off the Minutemen is if you actively, intentionally attack them.

- If you're doing Brotherhood quests, go as far as "Blind Betrayal" but until and unless you decide to side with the Brotherhood, do not continue on to "Tactical Thinking." It is okay to talk to Maxson to finish Blind Betrayal, but when he tells you to talk to Lancer Captain Kells and "Tactical Thinking" shows up in your questlog, avoid Kells like the plague--because the dialogue with him will make you enemies with the Railroad. You can, however, continue to do Brotherhood sidequests to your heart's content (as long as they don't make you report to Kells).

- The Battle For Bunker Hill gives you an option do do stuff for Institute, Railroad, and Brotherhood. If you end the quest in favor of either of the other two, you can ask the Institute for forgiveness (maintaining your friendliness with all groups for the time being) or tell the Institute you don't want to side with them anymore (which also closes off the main Railroad Questline, but you will remain friendly with the Railroad and can continue to do sidequests for them).

- The next, real "point of no return" is a quest called Mass Fusion, which you will get working for the Institute (and also siding with the Railroad, which makes you follow the Institute plot for awhile). If you go through with it, you will become enemies with the Brotherhood (or, if you warn the Brotherhood, you will become enemies with the Railroad and Institute). If you don't want to do either at that point, then your default choice is working with the Minutemen.

Notes: I've edited this about a hundred times so if you read it when I first posted it it's probably changed.

RPG Superstar 2015 Top 8

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Scythia wrote:
The only thing about the mannequins that bothers me is that you can't take clothes from the dressed ones, put clothes on them, or build them at your settlements. I want outfit display options.

Me too! I thought it was especially weird you couldn't do that since in Skyrim's Hearthfire you could have the armor mannequins--so it's not like they don't have code for it.

I have to admit in my current playthrough I'm having fun playing dressup. I'm caring less about armor (if I need to I'll jump into one of my gajillion suits of power armor), and more about just what outfits I can put together, as well as of course making my companions look fabulous.

It's not creative, but damn I find Curie droolworthy in glasses and a clean lab coat (yes, I have strange tastes). Cait's rocking a clean black suit and military cap, ready to restart the Irish Mob. MacReady looks really good in Kellogg's outfit.

Since I put a bowler hat on her original form, I made Curie continue to wear one for ages (it looked really cool with the Scribe Outfit I put her in while doing Brotherhood quests) but it didn't look right with the lab coat so it's unequipped now. Codsworth of course has his.

(It is of course irritating you can't get Danse to exit his Power Armor, but I think he knows I'd put him in a sequin dress the first chance I got.)

My current challenge is to find the best outfit that looks good with the lieutenant's hat. Currently Sole Survivor Jinx Jones is wearing it with an armored greaser's jacket and red bandana, but I'm thinking there's probably a better hat for that outfit, and I should save the navy hat for something else. (Also you can't put ballistic weave on the lieutenant's hat which really sucks.)

Yes, I am playing dress up in the shooty death game. Problem? (Fingers hover near Deliverer...)

RPG Superstar 2015 Top 8

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GM_Beernorg wrote:

I always wondered why you can only get 1 sword in the entire game, and you have to have very high Wisdom and good Charisma to do it.

** spoiler omitted **

IIRC, in most typical fantasy games, the coolest weapons are almost always swords. Ergo, in Planescape: Torment, where the devs were actively working to flip a LOT of RPG expectations on their heads, they explicitly eliminated usable swords from the game.

Other expectations flipped included stuff like the fact that in a normal RPG, the worst thing that could happen is you die, and you have to reload when you do, and your ultimate goal, beyond any other MacGuffin you seek, is to not die. In this game, death isn't a game over state, and sometimes you even have to die (temporarily) to solve certain dilemmas--not to mention of course that your final goal is in fact to die permanently.

RPG Superstar 2015 Top 8

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There is never a correct or incorrect choice in Fallout. I'm not saying you're wrong for using the nukes. You're not. I'm just noting if you DON'T want to, there is a way (and that you need Ed-E to do it). I noted some of my personal reasons for doing so. They are just mine.

I apologize if I came off as pissing on anyone's parade, but likewise, please don't piss on mine.

Just FOR THE RECORD, and again this is NOT A JUDGEMENT on anyone's choices: for the reputation boost with Followers and Brotherhood: If you do Lonesome Road before you meet the Brotherhood, it helps you with getting on their good side for their missions. (Same for the Followers.) And the reputation boost helps you keep Veronica if you decide to blow the Brotherhood up later (there are other ways to keep it high enough, but it's one of the best ways to be sure--she'll leave you if your reputation with the Brotherhood is Vilified but will stay if you're anything higher). Of course if you don't want to keep Veronica, or otherwise are sure your rep is high enough, or don't want to blow up the Brotherhood, that's also a non-issue. Those are just the options.

As a side note, I've never helped Hardin yet and have always kept MacNamara (I like to keep my minions docile)--but I'll probably do that in a subsequent playthrough if I ever shake my Fallout 4 addiction.

By all means if you want to nuke away, please do so. I nuked the Legion in my last playthrough and the sheer sense of joy in incinerating some of those raping, slaving bastards was worth it.

RPG Superstar 2015 Top 8

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You could kill yourself and see if you leave behind a synth component!

Wait...

Okay, more seriously: if you are a synth, and you decide to side against the Institute, why doesn't one of the Institute scientists just shut you down with your recall code?

RPG Superstar 2015 Top 8

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bookrat wrote:
Eh. I liked the book. Felt just like playing the game, to me - since that's what it practically was: just another play through of the game. But it's been, what, 15 years since I've read it? So maybe I'm full of crap here.

Bear in mind there are two different "books" -- the official novelization by Roy and Valerie Vallese (where Annah is an ugly old lady and the Nameless One is given a name) and the "fan" novel, which is where a fan just took the text from the game itself and edited into a narrative by a fan named Rhyss Hess. Notably, the latter is the "book" packaged with the GOG.com version of the game.

The official novelization shouldn't have felt like a playthrough of the game since so many details were in fact different--the plot was only very loosely connected. Although of course if you or anyone liked it, that is by all means your right and pleasure! Nonetheless if someone says, "the novel was awful," they're almost undoubtedly talking about the Vallese novel, which is criticized heavily FOR changing so many details.

The Hess edit IS a playthrough of the game, pretty much. Although IMO it could actually use MORE editing, it is pleasurable to read because it's the in-game text and the in-game text is pleasurable to read (at least to fans of the game!). (Honestly, I'm kind of surprised Chris Avellone never became a novelist. After all the massive amounts of game text he's written it would be a breeze.)

Just clarifying because some folks talking about the "book" may in fact be talking about two different texts. I know some are indeed talking about the Vallese novel.

RPG Superstar 2015 Top 8

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Nice.

I'm working on modding an Irradiated Flamer for Curie. Flamers are one of her specialty weapons, and given her namesake, it seems an appropriate weapon property. Need to come up with a good name for it.

And yes, I know she'll probably just set me on radioactive fire with it, but I don't care.

RPG Superstar 2015 Top 8

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HyperMissingno wrote:
Alright, it's been a few days, I'm doing fine, jaw's sore as hell but whatever. Only issue, aside from a serious pretzel craving, is that my cheeks are a bit swollen. My instructions say to apply moist heat to it but I'm not sure how to do that. I tried running a small towel under hot water but it cools off too fast. Any ideas?

Wrap the hot wet towel in plastic wrap, it will keep the heat in longer, and there will still be enough ambient moisture to be safe.

You can also wet the towel and nuke it for a minute so it gets nice and hot (be careful handling and if it's too hot of course wait to cool).

A little essential oil on the towel makes it smell nice and can help with the soothing--should you happen to have any.

RPG Superstar 2015 Top 8

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Di-di-di-doo-doo-di-doo-doo! PLEASE LEVEL YOUR CHARACTERS!

You gain 1 hero point, and your max hero point pool is now 3.

(Rosie does not level.)

RPG Superstar 2015 Top 8

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Although the Legion sometimes couples their melee folks with a sniper, so you have to be careful you don't get tagged while the melee dudes keep you busy. Legion drops some surprisingly good loot tho.

Khan quest is a little buggy, be warned--but it is worth getting their help. That you don't have positive rep with NCR might make things easier for you, actually.

OT: Captain Yesterday, sorry to hear about your dad's illness; I pray the medication continues to do its work. I was just curious; I'm clerk of our YM's intervisitation committee so I like to hear about other Friends' travels.

RPG Superstar 2015 Top 8

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I think Westside in the sewers has a great place you can get lai- that is, engage in an interesting and dangerous side quest that is offered you by a rather fascinating individual. If I am remembering the right place.

OT: Cap'n, does your dad do traveling ministry?

RPG Superstar 2015 Top 8

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I had to choose between desk fans and combat armor recently. The armor lost.

So, something I am impressed with--given Bethesda is not always great about attention to story detail ---

As I'm sure anyone reading this thread knows, if you follow the "suggested" main quest path, you of course go to Sanctuary Hills and then Red Rocket and Concord, possibly gaining various companions and allies, including your robot butler Codsworth.

In my second playthrough, I ignored that path entirely. I caught up with the main quest in the Boston area. I had decided this character couldn't bear to see her past life in ruins and just wanted to start anew... but slowly, reminders of home were forcing her to face the disappearance of her son, etc.

In Goodneighbor, you run into a familiar (well, sort of...) face...

Spoiler:
The Vault-Tec Rep you meet in the prologue has become a ghoul.

This person to me mentioned Sanctuary Hills, and it was the first time in this playthrough anyone had really mentioned it. He mentioned that he'd seen it, including, "Your robot."

So my character realizes, a good month and a half into her emergence into the Commonwealth, that her Mr. Handy has apparently been so loyal he's remained in Sanctuary all this time. Her head reels a bit. This is not long after she is deciding finally to track Shaun down, and realizes she should, if properly addressing remnants of her past, see if Codsworth really is there. So after tying up some loose ends, she finally at long last heads up there and feels bad for abandoning her loyal robot for so long.

What I dreaded is that Codsworth would still have the introductory dialogue where you act like you have no idea yet it's been 210 years, etc.--all stuff she already knows because of the order in which I've done things.

But no! Apparently having advanced the main quest to a certain point, he has different dialogue!

This may seem a silly thing to be delighted by, but I haven't always trusted Bethesda to pay that sort of attention to narrative detail, so I'm delighted. Further, as soon as I met him, he is immediately available as a companion (I don't have to go to Concord first. I probably will eventually for other reasons, but I don't have to, to get him as a companion). So that's awesome.

I also auto-unlocked Sanctuary. I don't plan to build there this game, but I am looting the heck of it and grabbing lots of wood to send to Starlight Drive-In where I'm building my personal home/fortress/companion entertainment center, trading stop. (I have three "settlements" and I'm trying to have no more: Starlight, which is just for me and my companions; Sunshine, which is the only settlers-invited farm I've started so I can have, eventually, a full trading post/safe place for people to go; and Abernathy Farm, since Connie is useful to trade with and to have one more workbench to share supply lines with (I haven't built them anything other than some defenses and power, and not having more settlers there).

RPG Superstar 2015 Top 8

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Ninjaed by Redbeard. I don't recall Rosie being killed in one hit, and she definitely can leave with you, but she can be easily overwhelmed since she's close range only.

ETA: I was wrong, Roxie won't go beyond a certain point. She is however "revivable" (you can repeat the process you get her multiple times).

RPG Superstar 2015 Top 8

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You can get a canine friend, but the problem is finishing the area outside the lab where you get her spawn a mob of Lobotomites who inevitably kill her the moment you step outside. If you're not on hardcore and/or otherwise are luckier/more skilled than I, that's probably not a problem. Some have used her quite effectively.

I would otherwise suggest following quests for armor and/or weapons that might pop up.

IIRC I recall a good route for me was going to the medical facility to get healing items and Autodoc upgrades... There's a decent suit of armor there too, though you may well have better. Then I went to the facility to recover the Stealth Suit, which even if you are not stealthy is a useful suit of armor because it can auto-heal you if stimpaks are in your inventory. You have to be careful though as if needed she will also iirc inject you with med-x, hydra, and super stimpaks and then you may have to deal with ensuing addiction/debuff.

RPG Superstar 2015 Top 8

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If it's the one with the mannequins, I think that's Dala's house.

RPG Superstar 2015 Top 8

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Cole Deschain wrote:
Redbeard the Scruffy wrote:
I've heard a theory that the courier is a synth, which is how you can have a 10 int after a bullet in the head; they don't need their whole brain to function. It also explains how you can be more physically capable than Legion soldiers who've trained their whole life, or a better shot than an NCR ranger or 1st recon sniper. If that's the case, you could be memory wiped like the synth in Fallout.

Nah, given the amount of times the Courier can refer to prior experience, I think you're just meant to be that damn tough.

Also, the brains in Big MT take out your brain, heart, and spine- I think if the Courier were a synth, there'd be some comments to that effect.

Exactly: Synths have "synth components" -- artificial components in their brains, so if the Courier were a synth, both possibly Doc Mitchell and definitely the Sink Auto-Doc would have found that when operating on the Courier's brain. The Followers Doctor who can give you cybernetic implants would also be likely to have noticed, especially if she gave you the Intelligence implant.

It would also be highly unlikely a synth had gotten that far West. Possible, sure--the Broken Mask incident in Diamond City was 60 years prior to Fallout 4, so 50 years prior to Fallout NV and Fallout 3, so 3rd gen synths would have been around long enough. But the likelihood that one made it from the East Coast to Nevada--through Legion Territory--seems highly unlikely. Kellogg IIRC came out East before the Legion got as powerful as it is, and the same goes for the Eastern chapters of the Brotherhood.

But even if it was possible--again, the Courier should have a synth component that any number of Doctors or auto-docs would have found.

While it's not clear she endured exactly the same thing, Christine also lost at least a chunk of her brain to Big MT and also survived personality intact, and it's unlikely she's a synth either. So the Courier is not unique in that regard.

Sometimes people when suffering brain damage, other parts of the brain effectively take over functions that they technically shouldn't be "in charge" of. Of course Courier lost the brain completely, including the amygdala (brain and spine were replaced) so that doesn't really apply. Other possibilities---

- The Courier's real brain is still somehow "connected" to the Courier via brainwaves/broadcast from its tank in the Big MT
- It is possible in the Fallout universe to copy human neural patterns onto a robotic/cybernetic framework (Fallout 4 also proves the vice versa is possible) -- that is, for example, how Mr. House created Jane. Perhaps the Sink Auto-Doc copied the Courier's neural impulses into her/his cybernetic brain. Remember, part of why the Courier is an "improved lobotomite" is because the Sink Auto-Doc was forced to improve/correct the procedure. Part of the Auto-Doc's efforts to save the Courier may have included a neural mapping effort onto the new cyborg nervous system.
- The Courier is, like many denizens of the Southwest, a mutant, and has a secondary brain in her ass. (This is my primary Courier's personal explanation for the phenomenon.)

RPG Superstar 2015 Top 8

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I'm sorry, RainyDayNinja. Your wife's character is neither any of my business nor an appropriate topic of conversation for this thread.

I will request that in this thread we refrain from calling anyone, directly or indirectly, real or fictional, a "slutbag" or any similar epithet from here on out.

Now. Where were we? Ah yes. Piper is awesome.

Any other favorite companions?

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Quote:
I still find myself with a laundry list of s&&% to do differently next time

You mean you find that you can't Let Go, and want to Begin Again?

*ducks and runs away*

(Also, sorry for misconstruing what you were saying before about Christine.)

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Unfortunately, as written you can't take Christine with you. Mainly because they would have had to write more dialogue both for her (whether she talks or gestures) and also had people react to her and couldn't necessarily bring back voice actors to do that. (Although I have a feeling if Felicia Day had been available, she would have happily recorded extra lines for Veronica's reaction to Christine's return.)

There is, of course, a mod for that, however.

I also totally don't have most of a fanfiction written that addresses that, because of course that would be pathetic. (*checks to be sure the version of "Ghosts of the Sierra Madre" on her hard drive is the latest*)

Interestingly, Dean is supposed to eventually make his way to New Vegas. I think it would have been cool to add him to the acts at the Tops Casino. Probably wouldn't have been too hard to work in the animation and THAT wouldn't have required a lot of new reactions, etc.

I wish you COULD nuke the Sierra Madre (as long as Christine weren't in it, as she stays there if she lives), that would be awesome.

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Even if it's only because she was put in the trailer, Piper has some of the best animations for expression--I think specifically, she has more body language than most other characters. While exaggerated, her gestures make her look a lot more human than the stuff "talking heads" of old.

It also makes her romance talks really cute.

I totally do NOT have a crush on a set of pixels, I don't I don't I don't.

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And I play it almost entirely third person.

"True" shooters rely only on player skill. This is an RPG that looks kind of like a shooter, but your stats affect your accuracy--if you point right at the bad guy and have a low Agility, you're still probably gonna miss. And of course there's VATS.

Otherwhere, for a Joker build, maybe you could get Cait and refuse to get her the treatment she needs.... maybe she'll be kind of like a Harley...

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Ironically, I think the main problem with Dead Money is it utterly fails at what a Fallout game should do: accommodate a number of builds. The "right" build can make it much easier, but you shouldn't have to have a "right" build to enjoy a Fallout scenario. Ironically, the flexibility of character building is what makes Chris Avellone wax eloquent over the wonders of Fallout all the time, and he was the lead for all of the DLC, including Dead Money.

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Actually, she claims she's skilled with any weapon, but it's best to give her a melee weapon or gun. She's still damn good at fighting though. I gave her a cosmic spear and she brutalized ghost people with it.

Spoiler:
And if you piss her off in the later part of the game, she's one of the hardest enemies to fight.

Dead Money being playable requires
a) Christine
b) Playing slowly and carefully, taking note of your surroundings
c) Christine
d) Opting to run away when possible and fighting only when there is no choice
e) Christine
f) Playing slowly and carefully, taking note of your surroundings
g) Christine
h) Using traps and clever thinking rather than charging through
i) Christine

It also gets much better once you get out of the villa and into the casino-hotel.

It IS actually possible to get ridiculously OVERPOWERED and steamroll through everything--especially once you can basically get buckets of chips and unlock all the goodies in the vending machines--if you unlock the right stuff but it takes time, care, and attention to get there.

It definitely is not a good DLC for folks who just want to run through somewhere and kill s$%$ and be godlike, and for folks who enjoy Fallout for that reason (and it is a good reason to enjoy Fallout!) it is endlessly frustrating. There's a lot of unbalanced stuff in it as well--it was their first DLC and they were experimenting a LOT to see what would work and what wouldn't. Unfortunately I think they revealed more in the "wouldn't" category.

I think it's worth playing for a) the story (there is one in there that is really good), b) getting the abandoned BoS bunker as a hideout once you've finished, which is one of the best "player homes" in the game, complete with vending machine and an endless supply of chips, and c) giving Veronica some closure over Elijah.

ETA, as I was ninjaed: Sorry you're so upset Cap, but maybe if you'd followed some advice in this thread, you'd have a different experience.

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Listen to Elijah, he explains clearly the radio frequencies mess with your collar--but you should get a beeping warning that should tell you when that is about to happen. When you start to beep, look for the radio to shoot, or back out until you can find another way through.

IIRC the holo-rifle Elijah gives you is scoped, and the scope can help you find and target the radios (even if you're not much of a guns person).

If you rescue Christine first, she has a perk that gives you more time before the collar blows. Besides, you owe Veronica for all the head smashing she's done for you, so at least get her ex-girlfriend out of the auto-doc she's trapped in.

DM is a survival horror scenario so expectations have to be adjusted a bit. Slow and careful (I know, I know, boring) will get you more out of it than charging through.

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Lily is a sweet old grandma who gives spankings to naughty people. She will help you give spankings to naughty people too. It's worth at least looking for her and introducing yourself. After all, grandmas get lonely.

If you find some dead Kings (either from your "incident" or otherwise because they skirmish with other folks in Freeside sometimes), loot their clothing and put it on. That will make them at least non-hostile. If you can get in to see the King, he might exonerate you if you help him out. If you have a good reputation around Freeside (which you can get by helping the Followers at the Mormon Fort and helping the twins who run the Silver Rush (or just paying the twins off), that SHOULD help the King be willing to talk to you.

If you can't get Rex, you can still get Lily. It's just that Rex's quest happens to take you to the place where Lily lives, but you can go to that place regardless of being on Rex's quest or not. You're looking for a ski lodge in the northwest mountains.

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Man, my stealth pistoleer did fine in OWB and I was not a combat monkey. It was hard, don't get me wrong, but I don't remember feeling punished. Maybe because I got the stealth suit early and that suited my build. I adored all the 50s sci-fi stuff so much I think the rest I just shrugged off. Loved the scientists so much.

I don't hate Dead Money. I really like Christine (Veronica's girlfriend!), Dean, and God/Dog; the world's backstory is tragically interesting, and I even like some of the survival/horror elements. It's just too easy to get lost, the ghost people suck, and the vending machines make things too stupidly broken at the end, and the endgame is a little buggy.

I'll also note as I think of it.... I played a stealth heavy character for my most major playthrough and that may have dramatically affected how I experienced some of the DLC, and what was and was not fun for me. Dead Money was way easier playing stealthy, and a bull in a China shop approach is bound to get you killed again and again and again.... so be careful rampaging, Capn'. Likewise it's also why LR was frustrating for me because the enemies seem to ignore stealth no matter how good you are at it, so my build was pointless.

As for play order, there's no one right way to do it, but I'd consider any of the following:

a) The actual intended order, which is as they were released: Dead Money, Honest Hearts, Old World Blues, Lonesome Road. This also gives you the backstories of the characters you meet in the "right" order (e.g., you meet Christine first, THEN learn how she got where she was, etc.; you get hints about Ulysses and his story before finally meeting him face to face). This also halts some storyline awkwardness because, for example, you can't say to Christine, "Hey, I found your recordings in the Big MT!" in Dead Money even though you should be able to if you did.

b) As above, but Honest Hearts first, because the other three are something of a trilogy, whereas Honest Hearts is backstory for the main game. Honest Hearts is also by far the easiest.

c) The Ulysses to Christine/Elijah path: Honest Hearts again because it's easiest and there's some brief connection to Ulysses and getting Legion History, then track down Ulysses himself in Lonesome Road. He'll mention visiting the Big Empty and "the woman" he got the recorder from, and then that'll lead you to the messes Ulysses and Elijah made in Big Mountain, as well as picking up on Christine's history. Then follow Christine and Elijah to Dead Money and end the trail. Which actually sounds close to what Cap'n is doing.

d) The DeathQuaker's personal save the best for last method: Lonesome Road (because, sorry guys, glad you had fun with it, but I still find it boring as f&!+ and I'd rather swallow bleach than listen to that loser douchebag Ulysses ramble), Honest Hearts (bland but beautiful looking), Dead Money (mixed bag but Christine!), Old World Blues (brains in jars! Dr. Venture! Christine's voice! Doctor Who references! General hilarity and death!). Obviously your mileages will and have varied greatly.

e) The one that's right for you!

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Despite my saving I'd leave the game be for a week I of course ended up both trying to tie up some loose ends and starting a new game. This game is one of the most addictive ones I've played in awhile... it is HARD to stop once you start! I'm not going to join that one Russian dude in any lawsuits but I did delete the shortcut to encourage me to avoid temptation while I get some other work done. :)

Prior character was Rosie: melee, Str, Cha, nice, "heroic" person. New character is Jinx Jones: high Per, Agil... still also decent Cha but this to be mercenary and demand payment rather than be nice to people. Pistol and stealth/thieving focus. It's amazing to be high Agil and Per after the first game... so many action points! So much better gun accuracy! (But Jinx couldn't punch or stab to save her life.)

I remember reading some doofus commentary on the Internet at Fallout 4 would "have no replay value" because "all game starts are the same." And I guess, yes, you will always start in the House of Tomorrow married to Nate/Nora (just as you will always start off leaving Vault 13/always be the Vault 13-dweller's grandchild and tested for worthiness/always be dealing with young life in Vault 101/always chatting to Doc Mitchell after a near fatal head injury)... but from there... my playthrough is already WAY different from my first. I decided my new character was too horrified at the world she had entered, and not wanting to see her home in ruins, she ignored the directive to go home and instead wandered away from Sanctuary Hills in the opposite direction, hugging the western edge of the map. Discovered locations right off the bat that I never found in playthrough 1 (along with some useful magazines and such I also never found). Where in the first game the first people I ran into were some innocent settlers burying a friend, in the second the first people I saw were hostile raiders setting out to kill me. It's amazing how that assists the roleplay of playing someone who has decided to abandon hope--and maybe her child--and just try to survive however she can.

I've mostly wandered around alone so far and explored, and only done one or two brief sidequests (one I did not do/never ran into in my first playthrough). Found a whole "story" of a failed Railroad mission which was interesting. I've done a lot of exploring and looting, including of some unmarked little spots on the map with little shacks, caches, etc. I found a suit of power armor on a truck, which I used to help explore a nearby irradiated area and then fight some well-armed raiders. I should probably put it back on to fight that yao-guai that laughed off my bullets and killed me at a campsite I was trying to loot. Other moment of embarrassing death was me sneaking up on a raider, failing because I'm (player, not character) clumsy, and her killing me. I didn't attack her the next time, sneaking past, and realized she was sitting over the grave of a fellow raider. I decided to let her mourn her friend in peace. My character's mercenary, but not sadistic. (Sadistic playthrough may have to come later.) It's nice to play a character who CAN successfully sneak well.

I've found a LOT of stuff I didn't before. I am fast-traveling less, adding to the exploratory feel. While I wasn't planning to do a lot of settlement stuff, I cleared Sunshine Co-Op and Starlight Drive-In and ended up building there, mostly because it's exciting to get a second chance to build at these places I found early-ish on last time before I'd really mastered building techniques. The building system I just have waaaaaaay too much fun with. It's the key source of my addiction to this game and a major problem. Annoyed to realize/recall I can't build crafting benches until I take Local Leader 2 (but I don't want to go to Red Rocket or Sanctuary in spite of their having benches already built because I really want to avoid those areas and get some new first companions, etc.).

Trying to decide whether to help out that military distress call I heard (BoS), or head toward the city and see what I can find there (NEVER did Vault 81 last game, and understand it's fascinating and I can pick up Curie of course). Also want to get to the Railroad at some point as I think Ballistic Weave will be crucial to my sense of dress. Or just keep wandering by myself largely along the western edge of the map...

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When it was Christmas in-game (when Diamond City was all lit up), I gave Piper an undamaged camera I looted from the Institute and Nat something... I think maybe a toy or ball or something.

Spoiler:
I then went to spend my first and what would turn out to be my last Christmas with my son. He responded by asking me to kill and capture people. I left the "Hi honey!" Holotape on his desk.

========

In less festive news, I've seen on Twitter there's some awful security breach on Steam--and Steam staff all at home for Christmas. Since anyone who has Fallout 4 on PC (legally, anyway) has to have Steam, you might want to be aware.

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Rysky wrote:
Something deliciously ironic regarding Sturges if you side with the Minuteman** spoiler omitted **

Really? That didn't come up at all in my play through. Interesting.

As for Preston--I was evaluating leadership skills specifically, e.g. say if he could take the Survivor's place in his/her absence. I personally don't think he could, which is potentially problematic on the long term.

As for his other assets, I adventured with him for awhile and decided I've met bowls of oatmeal with more personality. But he's certainly a good person and not hard on the eyes, so YMMV certainly. :)

Gotta ask, Rysky, does he still give you Radiant quests even in bed? ;)

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I finished the main questline (during which, while I was invading he enemy HQ and had NO way back, got a "Oberland Station is under attack!" message. Oberland Station can officially go f$@% itself.)

Anyway, long rambling thoughts on the MQ ending...

Spoiler:

I did the Minutemen ending. Particular playthrough notes:

- Early game, I largely beelined through the MQ till I learned of my child's whereabouts, only doing a few sidequests I ran into along the way. I did the opener BOS quest, but decided they were a distraction from looking for my child so largely ignored them. I only at first sought out the Railroad for help with analyzing the Courser chip, but AFTER I went to the Institute, went to them to hear their side of things. Joined the Railroad and did some of their quests, but because I had gotten into the Institute with the Minutemen, couldn't turn certain quests in to Desdemona, and I didn't want to switch loyalties, so stalled out with the RR and just did the MILA and cache sidequests -- ballistic weave definitely FTW.

- Triggered the end by going on the Institute's Battle for Bunker Hill quest and turning against the Courser at the end. This is a HUGE possible three way battle with Railroad, Institute, and BOS all fighting each other (spectacular, but super resource drain on the machine--had to make sure I fought during the day as some kind of rendering issue for nighttime scenes causes memory usage to spike). When you kill the Courser and you are NOT Railroad or BOS already, you are asked to meet with Father at the CIT ruins. There you can apologize and say you'll never do it again, or tell him to go f@&@ himself. I did the latter, albeit politely. One of his arguments against my actions was that "morality was irrelevant" and I decided for my goody-two shoes character that was the straw on the camel's back that helped her decide. She could not support a man, even her flesh and blood, who thought the "last hope of humanity" was an organization entirely devoid of compassion or ethical thought, which their prior actions showed and he basically had just admitted. To her, the Institute had obviously lost their humanity long ago, effectively becoming far more machine than the synths they had created, and the inhuman monsters they were could only destroy humanity, not save it.

- Father basically says at that point, "Don't hit your ass on the way out. Don't bother us, we won't bother you." I honor this. I then immediately get notified the Institute is attacking the Castle. Their word is definitely not their bond. Honestly, I think this was a thing where I feel like a scene or event was somewhere missing, because there IS a huge inconsistency here. Father acts like he just wants nothing more to do with you and no interference and he'll leave you alone. This is obviously a lie--but why say it? Why not say, "You know, this means war." I have a feeling the issue is in fact the Minutemen -- the Institute has the power they have because they have knowingly and willingly sown dissent, paranoia, and general terror on the surface. The Institute's actions have ensured the Commonwealth never unites as a single growing entity, because no one trusts the other (everyone is afraid the other dude is a synth). The Institute's strategy is divide and conquer, in other words--keep everything from evolving so they can take over when the time is right. The Minutemen--at least as long as you help them--are the greatest threat to that, as their actions are polar opposite: help each other, grow new life and society fromt he ground up, and build trust, because together we're stronger. Therefore, at least under a competent General's leadership with enough settlements and fortifications, the Minutemen are in fact the single greatest threat to the Institute, even moreso than the Railroad (small, disorganized) or the Brotherhood (a greater and better organized technological threat but still also small, too restrictive, and too easily distracted by mutants and ghouls). So of course the Institute has to destroy the Minutemen, or it loses its psychological advantage of terror over the Commonwealth populace.......... it's just a damn shame this isn't actually pointed out as to why they attack, it just ends up feeling random.

- Assault on the Institute was interesting. You find a way in without teleportation. In theory, it's a cool final area to explore and fight baddies. In practice, I felt like it was a bit too long of a dungeon-slog to finally get to the end. There was a good 90 minute long portion of the endgame that amounted to little more than dungeon crawl.

- Once you get into the Institute proper, it's fun. The chaos is well orchestrated. I'm not a big Preston fan, but you have his and the Minutemen's support which is valuable and appreciated. You have a final confrontation with Shaun/Father, who it turns out is dying of something anyway, although the way things end for me, I still blow him up before he dies of natural causes. He is not happy with me, but I Cha-check him into helping me minimize casualties. I think you are supposed to feel sorry for him since he's dying, but he comes off as a blind, arrogant douche.

- I hate that the way it ends--and I believe it is no different if you play BoS or Railrad--is you are forced to blow the place up. Since you now know a non-teleportation required way into the Institute, I can't see any reason why you couldn't kill the battle synths, capture the scientists, and then actually take over the Institute for the Commonwealth. Clear out the entry path and just let the whole Commonwealth in and use the facilities. It is really not clear to me why the only way to end things is "blow s#@# up" except that makes for a cool animation.

- Upon destroying the Institute, my few BOS quests auto-failed. I am curious to see if they see me as an enemy now (though they should have no reason to). I didn't get the actual "you are enemies with the Brotherhood" message, like I did when I failed Battle of Bunker Hill. One of my Railroad quests failed, which must have been tied into their "defeat the Institute" storyline---although ironically, I actually had completed the quest, I just hadn't been able to turn it in to Desdemona. Some Railroad sidequests I had remained. And of course Minutemen Radiant quests remain, and will likely continue to come, until the end of time.

- I had Piper with me for the final fight and she has some cool things to say at the end. Preston, in spite of having the personality of a slightly damp piece of cardboard, did too (he is there since I was using the Minutemen's aid). Nice thing is that certain things I did during the endgame is I earn affinity with both companions even though Piper was the only one officially "with" me.

- My favorite Minuteman is Sturges. I'm pretty sure with him at my side we can efficiently rebuild the whole Commonwealth.

- At the very end, you're given 10 year old Synth-Shaun. I think you can reject him and abandon him, but of course I felt like a total jerk were I to do that, so I took him in. But it is weird to suddenly think, "Okay, I still have the Commonwealth to rebuild AND look after this child-robot person." Shaun gets programmed to believe you are his mother, to the point of nearly traumatizing him if you deny it. This to me makes it worse because at some point this kid's gonna figure out he is not mommy's natural boy--even if they are genetically relatives. But I think the idea is that Father wanted to give you a chance to raise "him" the way you would have, in spite of your differences. This is interesting. I actually forgot to listen to the holotape the kid gave me which explains the reasoning in detail. I will later. So I think I'll adjust to the kid though... my only irritation is he gets moved to the Castle, and I can't seem to be able to relocate him (although maybe I can in workshop mode). I'd like to move him to... well, first of all, not a military installation, and secondly, probably to Home Plate. Since Piper's my girlfriend and you can't move Nat, I'd rather live in Diamond City as my primary abode, since Piper can then stay with Nat and I'll be close by. Also, Shaun can go to school in Diamond City and have other kids to play with. I think I'd also move Codsworth there to look after him when I'm General-of-the Minutemen-ing. And I may have thought about this a bit too much.

- The ending video was... sort of blandly heartwarming? It was nice, and well voice acted, but I miss the ending slides where you can actually get told of outcomes and futures rather than just some vague speculation on how the Commonwealth may get better. I am presuming they avoided this in part because you can keep playing--which I like a lot--and perhaps DLC may also further influence "ending" possibilities. And these things are fair tradeoffs.

- I plan to take a week off from Fallout now, at least. :) But I will probably both continue that playthrough to keep building settlements and tying up lose ends and such, as well as starting a new playthrough in which I largely try to avoid doing the main quest for as long as possible, while stealing everything under the sun for my own personal enjoyment.

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Yeah, at first I was excited about legendary enemies and their loot, but it turns out they're every freakin' where and it doesn't feel rare or special anymore. I tend to keep stuff that boosts my stats and everything else just gets sold or slapped on a settler.

The few actual unique items are nice... my character seems sort of accidentally competent with Energy Weapons (high Int? Found enough Tesla magazines?) and I've enjoyed Limitless Potential (consumes ammo, but you never actually need to reload, and it fires fast, so as long as you have enough ammo you can spam fire as fast as you can click with no pauses).

On the subject of spamming fire, was wandering up to a place trying find a place to put a MILA for the Railroad, when for no particular reason, encountered a deathclaw matriarch. WTF???? And my companion at that moment had gotten trapped in an elevator so I was alone. One of few times I summoned in artillery support. I don't know how much damage it did but it kept her on the move long enough I could place a few shots and then close in with my super sledge (risky, but I do the most damage with it). Actually managed to kill her without dying even once! I am fairly certain that if my character had bodily functions, however, she would have needed to change out of her army fatigues.

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If you want to do settlement building and/or crafting, you want high-ish Strength (armorer, blacksmith, and strong back perks), Charisma (Cap Collector and Local Leader Perks), and Intelligence (Medic for the surgery booth, Science!, and Scrapper).

I will note in particular if you want to do ANY crafting, you need a decent carrying capacity, unless you're just planning to cheat in a high carry weight.*

If you want to be stealthy/sneaky, you want high(ish) Perception and Agility.

Honestly, while there are probably some better stat arrays than others (like, always good to have at least a little End) it really just does depend on what you want to do with your build.

* On a related note, in real life I went to an antique shop and saw an old 1950s style desk fan. My immediate thought was "Grab it! It's got screws!" I might be playing too much Fallout.

===

ETA: Ninjaed!

Your stats look good for a Black Widow type. I agree more Per might be in order as well as more Cha, but as also noted you can get a Per boost and an any-one-SPECIAL boost early game if you follow the starting quests.

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Jet is an addictive drug, and at least using contemporary mentalities, a generally moral person would at best look askance at helping contribute possibly to a person's addiction by flooding the market with said substance.

Oh yes, Scythia! Ammo is good too. I don't have scrounger, but I don't use every gun with every ammunition and sell off what I don't use. I don't use pipe weaponry and .38 ammo is abundant and worth about a cap per bullet.

If you don't use flamer weapons, if you go to Saugus Ironworks (be prepared for a tough fight), you can get lots of flamer fuel (and the weapons themselves) to sell.

Of course, it's no more moral than flooding the market with drugs. ;) Good thing Fallout is a rough universe.

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In other settlement news, as part of a ridiculously lengthy amount of time spent playing today, I now have a fully equipped pool table (all 15 balls, rack, and a few pool cues) in Sanctuary Hills. Because I have PRIORITIES.

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Did you stop the missile or let it fly at someone? Or did you aim it at the winter concert? (Not at your daughter of course.)

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MeanDM wrote:
Give poor Piper a break. It has been 200 years since the last journalism school was in operation....

Hey, I will eat her sweet roll any day!

I mean! I said I knew I was being nitpicky. She's still my favorite. :)

Strong: Little lady is soft, weak.
Piper: Watch it. I know a few of your brothers who'd say different.

Quote:


And, DQ, that line about lawyers and truth twisting... Ouch. Just ouch... :)

Take it that lawyers tend to be savvy and read people well, and Deacon should thus not be presuming a woman with a law degree is naive enough to believe everything someone says. :)

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Yeah, I've fought a few legendaries, and I've never used Turbo (I think I dealt with the legendary cazador similarly, though I was using a sniper rifle). Not that it's "wrong" to do so, there's just no one way to do anyhing. Fallout accommodates a wide variety of play styles.

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Regarding companions -- while I normally in a game like this try every companion I come across, I've only been with a few so far. Once I got Piper I enjoyed her so much I didn't trade someone out for awhile, though I'm giving her time off so I don't feel like her sister is abandoned all the time. ;)

I've played with:

Dogmeat - Only briefly, because you have to for certain quests. I've never been into the canine companions much, although Rex wasn't bad in NV (I liked the brain quest) and I have a soft place in my heart for the Unlucky Dog in Fallout 2 (he's supposed to be a lodestone around your neck that you should want to try to get rid of by any means necessary, but his effects amplified my own "jinxed" perk, and we wandered the wasteland together watching raiders shoot themselves in the face wherever we roamed). Dogmeat has always been just... there. If you want a pack mule, that's about all he's good for, IMO.

Codsworth - Like him, though his preferences are very LG so he keeps you to some strict behaviors if you want to take him with you. He's a great help early on--I wouldn't have survived Corvega without him. Like some of his reactions to places. I like that you have him from your old life. I finally found a bowler hat for him, yay.

Piper - Spunky feisty pistol packing reporter... totally my type (even if in her articles she tends to bury the lead; as an ex-journalist myself I kind of want to give her some tips and an AP style guide...). I can see folks loving or hating her, but I adore her, and I romanced her. I like a lot of her incidental reactions to places ("Is this abstract art---oh. Oh god."). She feels like a pretty organic character overall, not just someone who's there for inexplicable reasons. I've not had the issues some have had with her getting in front of me--though I think part of that is like her, I also tend to charge forward (I am NOT playing a sneaky character) so we just charge toward different enemies and stay out of each other's way. She's good with her pistol, as well as other guns (if you do want her to hang further back, give her an assault rifle and a lot of ammo and she is good to go), but I also popped an electrified Chinese sword in her inventory, and after I saw her go to town on a super mutant with it, I let her keep it. It was almost a little scary.

Deacon - I thought I would like him, but unlike Piper, his sarkiness tends to go into a more arrogant mode that annoys me. His lecturing me about trusting people and don't believe what you hear and all that... I'm like, dude, I have a law degree (the female main character has one by default for some reason, which is weird to try to shove into personal backstories), I could probably teach YOU a few things about twisting words and truths. I think I should have picked some tougher responses with him the benign "whatever dude" responses I gave him. He's also stuck on this dialogue loop about his "deactivation code" (which I know is BS) so I can't seem to have any other convos with him. Doesn't seem to be as useful a combatant as some of the others. He IS good for sneaking on the rare occasions I attempt to do that and I have another character/playthrough in mind who would probably get along with him way better.

Strong - Using him at the moment just because. Man, he would be fine except he "dislikes" lockpicking -- any lockpicking, even on a "friendly" container. There's no particularly good reason either... he just doesn't seem to like you "fiddling." Which basically means it's impossible to explore the Wasteland with him, like, at all. I'm afraid I'm gonna set him hostile, because there's not enough stuff he "likes" to counteract it (I did actually attack one "friendly" NPC which he likes, but I had specific reasons for that and I otherwise am not on a playthrough where my character would do that much). He apparently likes "helpful" conversations and unfortunately I just am at a spot in the game where not a lot of those are happening. So once I'm done getting his help with some feral ghouls, I think I'll dismiss him to the Slog and have him help protect the ghoul farmers. He is certainly a good combatant and his responses to a lot of things are funny.

Nick - REALLY liked him when I found him, and the only thing keeping me from using him more when I found him was I wanted to travel with Piper instead. Hope I get to use him later, this playthrough or another.

X6-88 - So far he's been pretty meh, and I'm about to turn on the Institute so I'll lose him. I've heard he can get interesting to get to know, but you get him so late and in such particular circumstances he's hard to get to know.

Danse - I went as far as unlocking him but haven't played him or the Brotherhood stuff much. He seems fine. I know he has an interesting story. But I haven't played with him enough to develop a firm opinion.

I haven't met/unlocked Cait or Curie yet. I know I'll probably like them, they're just out of my way and Cait's probably not a good pick for my current PC--but perfect for the build I'm planning on my next playthrough so I'll see what she's like then.

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I did the elevator ride once with unarmed skill, buffout, and prayer.

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Fallout Rampage Cap'n Yesterday wrote:
My speech is 13, I let Annabelle do my talking.

My last New Vegas playthrough was my "Blonde Bombshell" playthrough. Low intelligence, high Charisma, explosives expert.

She DOES talk first, but if she doesn't like what she hears (or possibly doesn't understand what she hears), THEN Annabelle comes out.

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To the discussion of DLC costs above, you can often get Fallout: New Vegas Ultimate Edition (with all DLC) for something like $5 when it's on sale.

My rankings of DLC:

1. Old World Blues: A story beautifully rife with both 50s sci-fi humor AND some absolutely horrific experiences and realizations. Loved the scientists, loved the facility. There's just loads of story here and so much to discover. The enemies were TOUGH. This had the most fleshed out "world" and story, IMO. Bonus points for leaving you with a base you can teleport back to at any time, with full crafting stations, etc.

2. Dead Money: I loved the early game of it, where you REALLY had to fight to survive. The horror atmosphere was well done. Dog, Christine, and Dean were all very interesting companions and I fell in love with Christine particularly. It does get sloggy after awhile, though, and the vending machines start making things too easy too soon. The ending gets a bit buggy and was a bit sloppily coded (there's supposed to be an obvious way to deal with the Big Bad but trying to get it to work properly is a pain, and he's one of few NPCs coded as essential up until a certain point, which in New Vegas is telling they couldn't figure out how to set it up better in the time they had, given so few characters are essential). Even so, it is hella memorable, evokes a lot of strong feelings (my courier shot every radio she came across after she left the Sierra Madre, just in case...) and also has a great backstory to it. It gets bonus points for the fact that once you finish it, you can give Veronica a perk that makes her punch things even harder.

3. Honest Hearts: It overall is the best ENVIRONMENT in all of FNV, in terms of sheer visual beauty... although that's slightly marred by the fact that navigation is a pain. The story and characters are all decent, but not memorable in the way the above two are.

4. Lonesome Road. It's a boring, linear, extended Monty Haul dungeon crawl made all the worse because the only people you have to interact with are a robot that says "beep-boop" and a delusional idiot who blames you for all his problems and decides to try to randomly nuke s@&* because of reasons. The backstory of the Divide isn't bad, but Ulysses makes me want to swallow bleach before listening to him talk anymore. Playing the DLC in order, Lonesome Road was especially a major letdown after how amazing Old World Blues was, and Ulysses especially a disappointment after the set up he got in that game. The samey destroyed landscapes are also really disappointing after the amazing environments in Honest Hearts and clever sci-fi twists in OWB. It has some fantastic loot--but so does Honest Hearts and OWB--and they even ruin that by having way too much of it and no way of safely stowing it all--especially since your robot companion gets taken from you (with any loot in his inventory) partway through. If I want to play a deadly dungeon with an unreliable pet so I can loot as much s#@% as I want, I'll play Nethack.

More Ulysses musings:

(I know a lot of people take Ulysses at his word, that you did all this stuff at the Divide... and I don't get why people believe him--he's f~+@ing crazy! He TELLS you you do certain things but has no proof and you yourself can tell him you have no idea what he's talking about and NOT be lying. My personal theory is that Ulysses himself destroyed the Divide... he tells you he had the title of Courier Six before you took on that same job, and he keeps insisting it was "Courier Six" who destroyed the Divide. He says that it's "your home" -- Courier Six's home -- but also says it was HIS home and is angry "Courier Six destroyed his home." My theory was he (accidentally) wrecked it himself, couldn't live with it, and transferred guilt to the next person that took on his name. Of course the beauty of the Courier is he/she is a blank slate enough you can accept the blame if you want, but IMO Ulysses is punishing you for a crime he himself committed.... and ultimately lets you kill him because part of him is aware he's really the one who is guilty.

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captain yesterday wrote:

I have Veronica decked it in some spikey metal armor, sunglasses and a Ballistic Fist.

She looks bad ass!

It's fun to dress up Veronica (and the other companions as well). My favorite is Arcade's family armor, sunglasses, and a superheated Saturnite fist.

Good luck at Black Mountain! Poor Tabitha.

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Cap'n Yesterday... I think I may understand what's going on. Super Stimpaks have a debuff effect--they heal you superfast but penalize your stats for a bit. This is NOT an addiction effect, it's just a side effect of the super stimpaks.

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Correct, they go to where you found them, or the Lucky 38 if you have gained access to it.

If for any reason you need to force a dismissal or having trouble with them, the red and silver console at the gun Runner's shop can help you.

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Caineach wrote:

So, one thing has bugged me about this game. Similar things have bugged me some in previous Fallouts as well, but the nature of vault 111 exacerbates the problem. Most notably: the main character lived in this area before the war but seems to have no knowledge of what Boston was like. The game treats her like it is her first time in the area. The only time her knowledge of pre-war has come up is when she tells someone in Diamond City the actual rules of baseball. She has no knowledge of what the freedom trail actually is, knows none of the local businesses, makes no comment about what Diamond City used to be. She doesn't feel like a woman out of time because they don't give her any chance to talk about the past.

On one hand, I agree the game could use MORE references to the PC's knowledge of the old world. On the other, I have found some other references though too, where your character could talk about the past -- the Silver Shroud quest amongst them. I also get some people asking me what I think of the current world as opposed to the old one (although it's weird that, say, the Institute doesn't ask you about the Old World, not even for research purposes).

Stuff like the Freedom Trail... I kind of took the opportunity to ask what the Freedom Trail is as making sure it wasn't something metaphorical, BUT in fact the actual brick walkway you can follow--after all, it is surprising it survived unmarred after 210 years. And actually--apparently according to Railroad dialogue you're one of few people who find and follow it easily, which can suggest you had an easier sense of where it was and how to follow it.

I think it REALLY just depends on what quests you do and what options you check.

And alternately... nothing says you were always from Boston. Perhaps you moved there recently and don't actually know it that well. That would, say, explain why you're ready with information on how to play baseball but weren't familiar with Fenway Park.

Regarding the dialogue limitations, there IS a mod that shows you the full text prompts rather than the vague inferences, if of course you have PC. I'm waiting till the GECK properly comes out to use many mods, but it's out there.

But "console compatibility" isn't really the issue for why the dialogue options are so limited, I don't think. After all, console users survived just fine using the scroll-thru options in Oblivion, Skyrim, Fallout 3, and Fallout: New Vegas. I believe the bigger contribution to the limited dialogue is the voiced protagonist -- they limited the dialogue since they both need more time to record the dialogue AND have to pay the voice actor for their time. Therefore they limited all conversations to a maximum of four responses (many of which can be recyclable like "I have questions" or "That's all for now,"), so they would record less dialogue.

This is one of the reasons I have mixed feelings about the voiced protagonist. One thing I like is actually more SEEING my character emote than hearing her voice, but the emotes are a part of the voiced dialogue package. But it also limits dialogue, as well as roleplay feel in general. (I have stock characters I like to play in Fallout, one of whom I call the "Blonde Bombshell": low Int, high Cha, explosives expert -- but she's got to have a higher pitched breathy voice in my head, and the Sole Survivor's determined alto just doesn't work for her, so I probably won't try that build in Fallout 4.)

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I played Veronica once in a free-form fandom based roleplay. That was fun. All of the punching and dresses were mine! I wish folks would do fandom-based PBPs here, i.e., where you can play existing fictional characters. Not necessarily free-form, as they tend to fall flat, but then you've got to find a GM to run it. (Greentea I know you're running a Fallout based game--and congrats on the recruitment--but with original characters.)

Boone is easy to miss because you've got to catch him while he's on duty which is at night (if you talk to him at any other time he's just like "grrr I'm dark and broody, talk to me while I'm on duty and being dark and broody grrr", and then manage to convince him to tell you what's going on. You can always get him later if you want him---you have more than enough time to play with all of the companions and get their schtick and stories.

I personally do love watching Veronica work. She's a perky, sarky, jackhammer of death.

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Delayed Blast Threadlock wrote:
Aren't you Quaker folks pacifist? Isn't that what you're most famous for, you know, after the hats and oatmeal?

I kill pixels so I don't want to kill people in real life.

See also: screenname.

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captain yesterday wrote:
Blew the f&@*ers up! My Quaker hippy upbringing won't allow me to deal with slaving a!#@@!#s, even fictional ones.

Didn't know you were a Quaker too, cap'n!

I too enjoy the release of blowing up Legionnaires. :)

And yes, they have good loot!

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