Yeah I've done some exploring around. Sad part is I'm not even level 39 yet and aside from the end there are no more quests left. Might not hit cap before OWB.
Also my game is a lot more crash happy recently. The patch they released to fix bugs seems to have added in new ones for me.
I've definitely experienced a good bit more crashes/bugginess with the patch.
Is anyone else insanely inaccurate in VATs all of a sudden? Like, I'm point blank on a dude with both Commando and Sniper, and I have a 80% chance to hit his head. Before I could be a pretty good distance away and still have at least 90%.
I resorted to just using melee weapons since I'm kinda shit at hitting moving targets with the YCS. It also seems the YCS takes up more ammo now, 4 MFCs per shot, though I could just be remembering that wrong.
Also,
Dr. Venture is still great. I love it so much, it just works so well I can't get over it. Nerding all over the place.
OWB is absolutely fantastic. The writing is really good in a really funny way. Some of the dialogue options you have just bring so much more life into your character. And the NPCs, oh man. Definitely the best of all the Fallout DLCs, both 3 and NV. And I haven't even stepped outside yet.
I finished OWB kind of quickly, but probably because I ended up playing nonstop for long periods of time.
First off, hell yes Proton Axes. Those things look great. Getting some more back story on Elijah before he reached the Sierra Madre while Christine hunted him and the connection between Big MT and Sinclair was pretty cool. Also, tie in between the meteorological project and Hopesville possibly linked to the next dlc. Roboscorpions in swarms are vicious, the harness skeletons have an awesome aesthetic, and that tiny deathclaw actually one-shot me the first time I found it. Mobius was a blast to talk to, as well as the other brains. My brain is a dick. The stealth armor is still adorable. X-8, the entire building was the most hilarious portion of the dlc. I should be allowed to carry the Toaster around with me, on my shoulder or something. I had 117 Mentats by the end. Lying about having Mobius' brain was fun.
I loved the characters of Dead Money. They were all very interesting. I also liked it on Hardcore because it was pretty hard. I can see why people wouldn't like it, but I loved it.
Hey so I just got all the dlc. I played owb first, and loved it. I am halfway through dead money, and I like it less, but still enjoy it. I really love the trap system in oblivion, so one that features them is aces to me.
I can also dig a survival horror setting as it's different than other fallout stuff.
Lonesome Road coming September 20th; Courier’s Stash and Gun Runners’ Arsenal one week later
The Courier’s journey ends this September.
We’re excited to share that Lonesome Road, the fourth add-on pack for Fallout: New Vegas, will be available for download on Xbox LIVE, PlayStation Network and Steam on September 20th.
In Lonesome Road you are contacted by the original Courier Six, a man by the name of Ulysses who refused to deliver the Platinum Chip at the start of Fallout: New Vegas. Ulysses promises the answer as to why he didn’t take the job, but only if you make one last journey into the hurricane-swept canyons of the Divide, a landscape torn apart by earthquakes and violent storms. It’s up to you whether you take the job or not.
But wait! There’s more!!
Today we’re also announcing two additional DLC packs, Courier’s Stash and Gun Runners’ Arsenal, which will be available for download one week later on September 27th.
Courier’s Stash (Xbox LIVE for 160 Microsoft points, PlayStation Network and Steam for $1.99) gives players immediate access to four content bundles previously available only through pre-ordering Fallout: New Vegas. The Caravan Pack, Classic Pack, Mercenary Pack and Tribal Pack each offer unique weapons, apparel and aid advantages that will help you throughout your journey.
Gun Runners’ Arsenal (Xbox LIVE for 320 Microsoft points, PlayStation Network and Steam for $3.99) increases the range of unique weapons, weapon mods, ammo types and recipes waiting to be uncovered in the vast Mojave Wasteland. Check out a sampling in the screenshots below…
I don't see another thread for this so I am bumping this one.
This looks interesting.
J.E. Sawyer, project director on Fallout: New Vegas and its Honest Heart DLC, had already told us through his Formspring account that he was working on a mod for his personal playthroughs and would be releasing it for interested people, something that promptly happened today, without much fanfare. Here's the link to the mod (which requires all Fallout: New Vegas DLC to work) and some bits from the "changelog" he wrote on Formspring:
* Max level with all DLCs installed is 35.
* XP rate is halved.
* Base player health is quartered and level-gained health is reduced by 25%.
* Base Carry Weight from 150 to 50 (related perks/things have also been adjusted).
* Energy Weapon ammo weighs less than its nearest equivalent Guns ammo.
* Energy Weapon durability is in the same ballpark as Guns durability.
* Medium Armor has a small amount of DR proportional to its DT.
* Heavy Armor has even more DR proportional to its DT.
* Power Armor does not require a perk, but if you have the perk, the weight of the armor is essentially negated.
* Karma/Alignment values adjusted all over.
* H2O/FOD/SLP rates doubled, but the first threshold is moved from 200 to 400 (statuses roll over ever 150 after).
* Water and Food drop rates on NPCs is dramatically lower. It is difficult to stay out of Dehydration/Starvation by looting enemies.
* Water/Nuka-Cola/Sunset Sarsaparilla heal much less, but now all restore H2O (alcohols will as well, but at lowered values).
* Default Stimpaks are uncommon. A new variant, Stimpak, Expired is the default. It is not that great.
* The player's Workbench recipe now makes Stimpak, Homemade. It is better than Expired, worse than default Stimpaks, and has the PE penalty from Healing Powder.
* All Stimpaks have weight.
* Pre-Order items have been adjusted to be more well-balanced and not worth that much if you rush to Chet's to trade them in.
* A bunch of fixes I couldn't make during development because of load order conflicts, time, etc. E.g.: Automatic Rifle spread re-adjustment, putting the Police Pistol on the Cowboy List, Bozar on Grunt, Junk Rounds are now actual ammo variants you can make, etc.
* Some other stuff.
[...]
* fKarmaModKillingEvilActor from 100 to 5
* fKarmaModKillingVeryEvilActor from 2 to 30
* All (known) Feral Ghouls set to Neutral alignment
* Colonel Moore Alignment changed from Neutral to Evil
* Colonel Hsu Alignment changed from Neutral to Good
* Dam Centurion Alignments changed from Evil to Neutral
* Doctor Usanagi Alignment changed to Very Good
* Dixon Alignment changed from Neutral to Very Evil
* Jean-Baptiste Cutting Alignment changed from Neutral to Very Evil
* Gloria Van Graff Alignment changed from Neutral to Very Evil
* Alice McLafferty Alignment changed from Neutral to Evil
* Alice McBride Alignment changed from Neutral to Good
* Squatter Alignments changed from Neutral to Good
* The King's Alignment changed from Neutral to Good
* Contreras' Alignment changed from Neutral to Evil
* Westside Citizens and Militia Alignments changed from Neutral to Good
* Gomorrah Prostitutes Alignments changed from Neutral to Good
* 1E Junkies' Alignments changed from Neutral to Good
* Michelle and Samuel's Alignments changed from Neutral to Good
[...]
Why can't you just add your changes to the game in an official patch?
The short technical reason is ".esm inter-dependencies" and "load order errors". Sorry.
In addition to technical reasons, some of the mechanics changes make the game significantly more difficult (base health / stim changes) or at least more of a hassle (carry weight, stims having weight, H2O/SLP/FOD rate increase). I'd rather have people opt-in to those changes than make them the default in a patch.
Finally, the game's over. The ship has sailed. No one is working on it anymore. No testers, nothing. This mod is just me working in my free time. If I horribly botch something, you can just un-check the mod and go on your way.
Do you plan to reintroduce the armored vault 21 jumpsuit in your mod? If so, would it be by crafting or found?
Yes. It is for sale in Sarah's store at Vault 21. Both it and the Armored Vault 13 Jumpsuit now use the RepairVaultSuit list and have 200 CND. The Armored Vault 21 Jumpsuit grants 12 DT, +1 LK, and costs 2000 caps.
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I've definitely experienced a good bit more crashes/bugginess with the patch.
I resorted to just using melee weapons since I'm kinda shit at hitting moving targets with the YCS. It also seems the YCS takes up more ammo now, 4 MFCs per shot, though I could just be remembering that wrong.
Also,
JordynNolz.com <- All my blogs (Shepard, Wasted, J'onn, DCAU) are here now!
your = belonging to you
their = belonging to them
there = not here
they're = they are
Recently finished Dead Money and I liked it, although I can definitely understand why people hate it something fierce.
http://deicidecomic.tumblr.com/
READ MY COMIC ^^
your = belonging to you
their = belonging to them
there = not here
they're = they are
kpop appreciation station i also like to tweet some
I liked dean's character trait of
too bad that was pretty much impossible to tell from actually playing the game
kpop appreciation station i also like to tweet some
I can also dig a survival horror setting as it's different than other fallout stuff.
old world blues was pretty funny but kind of a collect-a-thon
love the Sink though
fucking poochy motherfucker
Although I still haven't finished OWB.
This looks interesting.
http://www.nma-fallout.com/article.php?id=60505
Oh and the game is only $5 on Steam right now.
It and all of the DLC can be had for $16.50 while it's on sale.