[Fallout] New Vegas: Ultimate Edition is now out on Steam! Now you have no excuse.

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  • UselesswarriorUselesswarrior Registered User regular
    Hahnsoo1 wrote:
    Finally got to play a little modded up New Vegas tonight. The Underground Hideout mod is very impressive. The initial "quest" really sucks though, I'd recommend newcomers skip it.
    As said before, it's fine until the lasers. The lasers weren't so bad with a few saves and reloads, and it was a relatively short section. It's not nearly as hard as some Mega Man levels out there, in terms of timing your way across.
    I think I might disable the increased spawn and monster mod. They seem to just be missing the same magic that Mart's Mutant mod had. Mart's made the world of Fallout 3 feel more alive whereas the increased spawns in Vegas just turns everything into a shit show, encounters no longer feel properly spaced out and it makes the combat feel repetitive. No idea what element from Mart's it's missing. It might be the world design in New Vegas is less conducive to more spawns or that Vegas had a better difficulty curve then Fallout 3 so increasing the difficulty is less necessary to add a sense of danger to the world.
    I play IWS with Low Spawns and everything else on, generally. The village guards make the populations seem a bit more realistic, and the patrols set up some running gun battles between conflicting factions, which is really nice. I love hearing "pop pop pop" and going over a hill to see a Legion/NCR or Jackal/NCR battle. If you are getting decreased performance, you might want to try the temo or ToggleEmotions console command. Or uninstall some of those "lipstick on a pig" prettification mods that greatly slow down your performance.

    Monster Mod adds a ton of monsters, and a lot of them aren't really canon. I'm told that they are fun to hunt down in the AWOP Rumble Zones as a mission-like challenge, but honestly, you can skip the Monster Mod unless you are running other mods that require it. I'd still recommend IWS without the Monster Mod.

    Not all the Mart's Mutant Mod additions were great, but compared to the stuff in the Vegas Monster mod they look way more professional. I really miss the increased creature variety and all the color / size varieties and the way the raiders looked were more interesting as well. The ghoul additions were also really interesting, especially night ghouls making it a lot more dangerous to travel at night. That add a nice sense of danger to the world that a game like STALKER has but Fallout 3 was a little short on. Ironically the monsters imported from STALKER via the Monster mod do nothing for me since they don't have any tension associated with them.

    Yeah I think I'd disable the Monster mod since it isn't doing anything for me and try to stick with the increased spawns a little longer.

    Hey I made a game, check it out @ http://ifallingrobot.com/. (Or don't, your call)
  • SmileyTopsSmileyTops Registered User regular
    I miss some of the stuff from Mart's Mutant Mod too. Tried to create my own version for New Vegas once, but it was extra bothersome and put it on a permanent backburner. Should probably try IWS with Low Spawns someday.

    Also for those who were interested, my Robot Race mod is up.

  • Gaming-FreakGaming-Freak Registered User regular
    Lonesome Road pics:
    616px-FONV-Lonesome-Road-Screenshot-1.jpg
    685px-FONV-Lonesome-Road-Screenshot-04B.jpg
    685px-FONV-Lonesome-Road-Screenshot-3-1024x576.jpg
    616px-FONV-Lonesome-Road-Screenshot-02B.jpg
    616px-FONV-Lonesome-Road-Screenshot-01B.jpg

    These should probably be added to the OP. The final image seems to show a new enemy that is slightly on fire... I wonder if it's the fabled Gehenna enemy, that was once part of the Van Buren project?

    jagobannerpic.jpg
    XBL: GamingFreak5514
    PSN: GamingFreak1234
  • AxenAxen My avatar is Excalibur. Yes, the sword.Registered User regular
    I had one neat little encounter during the early stages of my current game.

    I was on the road heading north to Novac when I heard the sound of gunfire. I peak my head above a hill and see a NCR patrol fighting those Jackals that ambush from behind a billboard. As I get to the fight the NCR finishes off the last of the Jackals, but the gunfire continues. A Legion patrol came across the NCR and started fighting it out. Since I was still neutral to both sides at the time I decided to hang back and scavenge once all was said and done.

    However, as the NCR and Legion started fighting they attracted the attention of the large Jackal gang hanging out by that collapsed train tunnel (IIRC). So the NCR and Legion stopped fighting each other and attacked the Jackals. Everyone was killed except for a lone NCR soldier. I had to make a few trips for salvage. :P

    A Capellan's favorite sheath for any blade is your back.
  • DarisDaris Registered User regular
    All those microwaves bouncing around the Mojave and you without popcorn.

  • ElderlycrawfishElderlycrawfish Registered User regular
    I love that sort of interaction, makes the world feel truly alive. Well, until they all die. :P

    With stuff like IWS, maybe some AWOP or Bounties tossed in, you get this sort of thing a lot. Warzones is practically this entire concept on a larger scale. It's nice knowing that I'm not the only one in the Mojave actually doing something.

    And now, some random pics:
    Ran into a deathclaw, showed him how to really do it.

    pow.jpg

    tothemoon.jpg

    He got a surprising amount of hang time from a ballistic punch!

    I had forgotten how much fun Ballistic Fist can be. So much boompunch!

  • C2BC2B SwitzerlandRegistered User regular
    Jim Rivers - Hiring Manager at Obsidian talks about his job

    http://www.youtube.com/watch?v=VL8nUgKgAPI

  • Dr. Phibbs McAtheyDr. Phibbs McAthey Registered User regular
    After trying and failing the Goodsprings/Powder Gangers gunfight in the beginning of the game 20 times with AWOP on, I decided to remove it. I was also over-encumbered 99% of the time before that because of the sheer amount of stuff thrown at me, with nowhere to put it, because even though it adds a home in Goodsprings, it costs 5k caps. Which makes no damn sense.

  • mxmarksmxmarks Registered User regular
    Thanks for the help guys - I didnt even know about the rebreather. I figured it would be a nice little detour from where I was going to stop and help that farm out, but it looks like I can tell them to fuck off for now.

    Im really, really loving my nerdy science/speech guy. Tons of fun.

    PSN: mxmarks - WiiU: mxmarks - twitter: @ MikesPS4 - twitch.tv/mxmarks - "Yes, mxmarks is the King of Queens" - Unbreakable Vow
  • CroakerBCCroakerBC TorontoRegistered User regular
    I've finally found time to play a little bit of New Vegas, after I picked it up at Christmas...and as such, I have no idea what I'm doing. I did get through all the preceding Fallouts, so I'm not totally new at this, but New Vegas seems to have a much more 'open world' feel than even Fallout 3.

    With that i mind, having procured the Platinum Chip, with a basically moral character (with high speech/science), I'm wondering which path to follow, and who to give it to - so far my options appear to be Mr. House and Caesar, neithe rof which really appeal, or a power-grab myself, which isn't really in character. Are there other options/quest lines, and how far along one can I get (say the House quests) before any others are unsalvageable...?

    (Also, having run across Vault 34 on the way to NV...that rebreather tip will make my return trip so much easier, thanks!)

  • AxenAxen My avatar is Excalibur. Yes, the sword.Registered User regular
    edited September 2011
    CroakerBC wrote:
    I've finally found time to play a little bit of New Vegas, after I picked it up at Christmas...and as such, I have no idea what I'm doing. I did get through all the preceding Fallouts, so I'm not totally new at this, but New Vegas seems to have a much more 'open world' feel than even Fallout 3.

    With that i mind, having procured the Platinum Chip, with a basically moral character (with high speech/science), I'm wondering which path to follow, and who to give it to - so far my options appear to be Mr. House and Caesar, neithe rof which really appeal, or a power-grab myself, which isn't really in character. Are there other options/quest lines, and how far along one can I get (say the House quests) before any others are unsalvageable...?

    (Also, having run across Vault 34 on the way to NV...that rebreather tip will make my return trip so much easier, thanks!)

    NCR should be an option too.

    edit- Also, without giving anything away, you should have a pretty damn good idea when you are about to go past the point of no return with a faction.

    edit 2- This is aside from the actual point of no return for the end of the game. In which the game will kindly tell you, "Hey, this is it dude, buckle up!" That may have been a misquote. :P

    Axen on
    A Capellan's favorite sheath for any blade is your back.
  • Sir CarcassSir Carcass I have been shown the end of my world Round Rock, TXRegistered User regular
    Well, you could help Benny.... There's also the NCR.

    I don't look at the independent path as a power grab so much as me thinking I could do a better job than the other factions.

  • CroakerBCCroakerBC TorontoRegistered User regular
    Well, you could help Benny.... There's also the NCR.

    I don't look at the independent path as a power grab so much as me thinking I could do a better job than the other factions.

    I..may, just possibly, have shot Benny in the face repeatedly for being a smug git.
    Perhaps.

    On balance, I may try and work things out with the NCR - I'm trying to avoid finding myself accidentally getting on the 'wrong' side for the character, as my the first playthrough; I suspect all the paths will be just as interesting as each other, but NCR is probably the best choice for *this* run...

  • Sir CarcassSir Carcass I have been shown the end of my world Round Rock, TXRegistered User regular
    You also could just say screw the main quest and still play forever.

  • AxenAxen My avatar is Excalibur. Yes, the sword.Registered User regular
    You also could just say screw the main quest and still play forever.

    Of course that means serving The Wall and feeding it's hunger.

    The Wall is ever so hungry.

    A Capellan's favorite sheath for any blade is your back.
  • Jealous DevaJealous Deva Registered User regular
    After trying and failing the Goodsprings/Powder Gangers gunfight in the beginning of the game 20 times with AWOP on, I decided to remove it. I was also over-encumbered 99% of the time before that because of the sheer amount of stuff thrown at me, with nowhere to put it, because even though it adds a home in Goodsprings, it costs 5k caps. Which makes no damn sense.

    I really like the idea of AWOP, and there are parts I've seen that are pretty cool, but I keep running into crap like this that makes me uninstall it.

    This is true of a lot of mods though, for example 99% of classic fallout weapons is great but then there are the 5 or 6 weapons that either don't have ironsights that work right or have really weird texture bugs. Project Nevada's equipment pack has good ideas but the ironsights on half the guns seem like they were done by someone who doesn't actually understand the concept of ironsights and what they are supposed to do etc.

  • Karrde1842Karrde1842 Registered User regular
    Is it perfectly acceptable to purchase something explicitly for THE WALL? Or must one hope to find what they need in mob drops?

  • OrcaOrca Also known as Espressosaurus WrexRegistered User regular
    The Wall must be fed--by any means necessary. Or you'll be next.

  • MuddBuddMuddBudd Registered User regular
    CroakerBC wrote:
    Well, you could help Benny.... There's also the NCR.

    I don't look at the independent path as a power grab so much as me thinking I could do a better job than the other factions.

    I..may, just possibly, have shot Benny in the face repeatedly for being a smug git.
    Perhaps.

    On balance, I may try and work things out with the NCR - I'm trying to avoid finding myself accidentally getting on the 'wrong' side for the character, as my the first playthrough; I suspect all the paths will be just as interesting as each other, but NCR is probably the best choice for *this* run...

    By any chance did you investigate Benny's room?

    There is another option there. Go talk to it.

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • ElderlycrawfishElderlycrawfish Registered User regular
    Phibbs, were you running version 3.x of AWOP? It's supposed to be scripted to keep less crazy equipment from being looted early on. There's also an optional low loot patch if that's a concern as well. That said, abundance of loot seems kind of understandable if you add any sort of mod that introduces new areas/increased monsters/etc. As for the Goodsprings fight, it can be pretty challenging with AWOP, but matter of preference I guess; I felt that vanilla encounter was way too easy for what it was supposed to do. It didn't have to quite be so cranked up, but I dunno; that's pretty much the only vanilla encounter that is really affected by AWOP, so it doesn't bug me.

    Maybe I've got lower standards or something, but I'm willing to accept that no mod is going to be 100% perfect to me. But if I'm enjoying it the majority of the time, I'm still getting that much more added value. Heck, I'm not even 100% with the vanilla game/DLCs. I'm not going to hold mod creators to a higher level of expectations than the folks I pay for content.

    That got a little rant-ish, whoopsie.

  • Dr. Phibbs McAtheyDr. Phibbs McAthey Registered User regular
    Well, I also tended to pick up every hide/meat/egg from all of the geckos I murdered for the starting quest. This plus the extra guns I kept finding that seemed to be placed rather than a drop led to me making the slow walk back to Frankie's or Chets to sell off whatever I could spare, save for things that would go on the Wall...which was quite a bit, by the time I got the key. A lever action shotgun, a .44 magnum, 10mm pistol, 9mm, various melee weapons, laser pistol, laser pistol M, Lever Action Shotgun M, Varmint Rifle, Varmint Rifle M...also c4, tons of dynamite and grenades, etc.
    Plus 100 varied gecko meats/hides/eggs, literally.
    I wasn't even picking up all the boxes of cram and abraxo type junk I normally pick up for the Wall's affiliates, the Kitchen and the Crafting Bench.
    Would have been fine if the Goodsprings home didn't cost 5k caps, tbh. My main reason for complaint there is that I thought the entire point of adding a home in Goodsprings is so that you have an early place to dump your loot, because otherwise it's a long-ass haul to Novac (I've learned not to mess with the UH until I can go around the Cazadore meat grinder or go through it without being murdered in less than 5 seconds).
    To be honest I actually enjoyed the harder fight, but either I didn't have nearly enough (any) armor piercing rounds or I'm just that bad, because I couldn't do it without Sunny, Trudy, Ringo, and half the townsfolk dying. Of course, the mercs placed in the beginning were just fine. I also looted the bodies, and they were using Anti-Materiel Rifles (broken when I picked them up), Laser RCWs, throwing hatchets, hunting revolvers, and wearing a new item called Plated Powder Ganger Guard Armor, all of them except Joe Cobb, who was wearing another new item called 'Joe's Guard Armor'. I couldn't break their DT with anything I had, except for the lever action shotgun kinda, and maybe a couple of the melee weapons I had. I really think I wasn't supposed to survive ;)

  • Hahnsoo1Hahnsoo1 Make Ready. We Hunt.Registered User, Moderator mod
    After trying and failing the Goodsprings/Powder Gangers gunfight in the beginning of the game 20 times with AWOP on, I decided to remove it. I was also over-encumbered 99% of the time before that because of the sheer amount of stuff thrown at me, with nowhere to put it, because even though it adds a home in Goodsprings, it costs 5k caps. Which makes no damn sense.
    AWOP gives you a Super Sledge with the Berserker loadout at Doc Mitchell's house (along with a nice Sawed Off Shotgun and such), which you can use to murder Joe Cobb early, if you like. I don't do the Goodsprings gunfight until later in the game, anyway. New Vegas gives you the illusion that you are supposed to complete it first, but it's totally not necessary. You can also prepare the path with explosives before the Powder Gangers arrive, completing the encounter before it starts.

    I generally just dump stuff in Doc Mitchell's house in the early game. But then again, I also tend to use a Stealth Boy to get to the Underground Hideout ASAP.

    AWOP is definitely 2nd playthrough material. But it's worth using, if only for the non-Underground areas (the Underground is like a shitty version of the Underdark), like Frankie's and the Radiological Research Facility.

    8i1dt37buh2m.png
  • ElderlycrawfishElderlycrawfish Registered User regular
    I'm a compulsive picker-upper kind of guy. Anything that ain't bolted down I usually grab, so I hear you. Part of the point of the AWOP goodsprings home costing 5k, I think, is for you to actually sell some of that stuff picked up to be able to afford it. :P

    AWOPs definitely a 2nd playthrough thing, I agree with Hahnsoo. And yeah, I'm not really found of the continuously linked Underground (it could've used more surface exits, I feel), but overall there's just so much good stuff that I can put up with the rest. Most folks here don't seem to use the Monster Mod/Rumble Zone compatability, but I kind of feel the same way about that too: it's not perfect, but there's so much awesome with the Rumbles that I'm willing to overlook it for the chance to get killed maimed eaten challenged in those fights. Pay close attention to those loadout options AWOP has at Doc Mitchell's house; the berserker loadout Hahnsoo mentioned is cool, but there's an interesting one there for the capacity challenged.

    And in almost all of my early games, I use the Sunset Sarsaparilla machine outside of Ringo's location to store stuff. Don't know why, but that works for me.

  • MuddBuddMuddBudd Registered User regular
    Honestly, if it weren't for the UH hideout's teleporter, I would have to get an infinite weight limit mod for my eventual next playthrough of New Vegas.

    There is just SO much stuff I can find a use for.

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • Dr. Phibbs McAtheyDr. Phibbs McAthey Registered User regular
    Holy crap, I totally forgot about the loadouts. I noticed it when I started my new game, and made a mental note to go back, but completely forgot about it. *Sigh* I guess I'll check it out, I think I know the loadout you're referring to for those of us who are hoarders.

  • OrcaOrca Also known as Espressosaurus WrexRegistered User regular
    Hahnsoo1 wrote:
    AWOP is definitely 2nd playthrough material. But it's worth using, if only for the non-Underground areas (the Underground is like a shitty version of the Underdark), like Frankie's and the Radiological Research Facility.

    After spending probably 6 hours trying to clear one complete section of it and growing more and more annoyed with every new map that kept popping up...I have to agree.

    The Underground can take care of itself from now on, because the Courier does not have time for their shit.

    The aboveground mods I've run into so far I largely like. But the mod author seems to have forgotten that FO3's extensive tunnels, like the Underdark, are annoying in the extreme.

  • Hahnsoo1Hahnsoo1 Make Ready. We Hunt.Registered User, Moderator mod
    If you want to access the Underground Market Sector and Armory (which are the only two things really worth exploring in a normal game), you can easily reach these areas through the Freetech Broadcast Building:
    The Underground Market Sector can be reached by heading to the Freetech Broadcast Building SW of Cook-cook's spawn point. When you enter, you'll be inside the Broadcast Building Upper Levels. Head down some stairs to reach the Broadcast Building Lower Levels. Head down some more stairs and a hallway to reach the Residential Sector. Go past the rave in the Residential Sector to reach some cave tunnels to the rest of the Residential Sector, and find the exit to the Underground Market Sector in the NE corner of the map.

    I typically set a UH Teleport point at the Armory, as it has an excellent selection of ammunition and weapons.

    I will admit that I do enjoy a long first-person dungeon crawl once in a while, and AWOP's underground scratches that itch with difficult enemies and winding tunnels. But it's not something I'll do often.

    8i1dt37buh2m.png
  • ElderlycrawfishElderlycrawfish Registered User regular
    My problem with the Underground (the first time I explored it) was that I literally started from the entrance near Goodsprings, and didn't stop until I reached the Underground. I somehow managed to keep going to connecting zones without mainworld exits, when had I gone to a different zone at some point I would've found an exit back to the surface. But nooope, took me a good deal of time to get out. Also meant I had ended up finishing some kill quests before I even met the quest giver in the Underground.

    I think having a better understanding of the layout now, I'll be less critical of it (haven't started the underground yet with the new playthrough); I kind of understand why it was a huge sprawl of connected zones, but it really did need a few more breaks/exits here and there to make it a little easier to swallow.

    Stand-alone stuff or mini-connected stuff is aces though. Radiological Research Facility was prety enjoyable/fitting, and the rumble zone in there was fantastically nail-biting.

  • The Dude With HerpesThe Dude With Herpes Lehi, UTRegistered User regular
    I don't really understand why someone would want something like that to begin with.

    If I wanted endless underground/sewer corridors and didn't see the light of day for ages, I'd just go back to Fallout 3. One of the nice things about NV is how everything is above ground and you don't spend half the game as a tunnel rat.

    Steam: Galedrid - XBL: Galedrid - PSN: Galedrid
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  • override367override367 ALL minions Registered User regular
    heenato wrote:
    He's the man that CONTROLS the wall though. He built it...and he could take it down.

    Just like the humans were able to shutdown Skynet, right

    That's just because they were stupid, Comcast could shut down Skynet if it forgot to pay its cable bill but the military couldnt figure it out

  • Hahnsoo1Hahnsoo1 Make Ready. We Hunt.Registered User, Moderator mod
    I don't really understand why someone would want something like that to begin with.

    If I wanted endless underground/sewer corridors and didn't see the light of day for ages, I'd just go back to Fallout 3. One of the nice things about NV is how everything is above ground and you don't spend half the game as a tunnel rat.
    Again, sometimes I like long dungeon crawls. Call it nostalgia for Ultima Underworld or something. I just don't want to do that ALL the time, and I certainly don't want to be forced to do it. I've noticed that there is only one mandatory Vault-crawl in New Vegas, and it's an entirely linear and short one.

    The only good thing about AWOP's Underground is that it's entirely optional. You don't ever have to set foot in it. It's like this separate world that you never have to touch, if you don't want to. Which is great, because I actually like all of the extra locations added to the game by AWOP aside from the Underground.

    8i1dt37buh2m.png
  • override367override367 ALL minions Registered User regular
    I missed something, what is this Wall thing

  • Hahnsoo1Hahnsoo1 Make Ready. We Hunt.Registered User, Moderator mod
    I missed something, what is this Wall thing
    From the (3rd) OP:

    THE WALL, ALL HAIL THE WALL. SEE IT, SERVE IT, FEED IT! (courtesy of Elderlycrawfish)
    UHNVWallMelee1-1.jpg[/IMG]

    UHNVWallMelee2.jpg

    UHNVWallMelee3.jpg

    UHNVWallPistolShotgun.jpg

    UHNVWallRifle.jpg

    UHNVWallHeavy.jpg

    UHNVWallEnergy.jpg

    UHNVWallDM.jpg

    UHNVWallHH.jpg

    The actual explanation:
    It's the weapon wall from the Underground Hideout mod. Collecting weapons and placing them all on the Wall is a collecting mini-game that has reached cult status in this thread. Possibly inspired by the movie Tremors (because you can never have too many guns):
    http://www.youtube.com/watch?v=2UhalTb2K0A

    8i1dt37buh2m.png
  • Continental_OpContinental_Op Registered User regular
    Have we heard anything about Lonesome Road adding any new perks or traits? I want to do a second play through of FNV with a new character, but I don't want to just have to re-roll again once it comes out.

    Also, what's the recommended SPECIAL set up for a guns/melee primary character looking to max out everything as fast as possible?

    XBL - TeenageHead
  • The Dude With HerpesThe Dude With Herpes Lehi, UTRegistered User regular
    You can pretty much be assured that Lonesome Road will add in perks. I don't know about traits, I think only OWB so far has put in new traits, and provided a means by which you could reset yours.

    If the past is anything to judge by there'll be 5 or 6 perks, which at 46,48,50 will allow you to choose the best 3 that apply to your character, without needing to restart or anything like that.

    Steam: Galedrid - XBL: Galedrid - PSN: Galedrid
    Origin: Galedrid - Nintendo: Galedrid/3222-6858-1045
    Blizzard: Galedrid#1367 - FFXIV: Galedrid Kingshand

  • ElderlycrawfishElderlycrawfish Registered User regular
    From Sawyer's Formspring:
    Q: Can the Curios and Relics Achievement be unlocked with the uniques already in-game?

    A: Yes, but only uniques you find in the core game (and GRA, of course). so, for example, Maria can contribute to Curios and Relics, but A Light Shining In Darkness cannot. The Gobi Campaign Scout Rifle can contribute to Curios and Relics, but Christine's COS Silencer Rifle cannot.

    In response to another question about GRA stuff, mention of MFC Clusters:
    They're essentially a clump of wired-up Microfusion Cells wrapped in rubber and rigged to explode like tiny plasma mines. But you throw the whole bunch overhand, like a bundle of grenades, and they bounce a LOT. They don't have the individual punch of a plasma mine, but they can cover a large area very quickly. You can also angle them off of walls or around corners really well due to how they bounce.

    I better switch out to some vanilla uniques, get started on that. Bouncing mines sound like fun!

  • Continental_OpContinental_Op Registered User regular
    Alright, looks like I'll just wait until after release to do it then. Better yet, after the release of the other two DLCs so I'll have even more new things to play with from the get go.

    XBL - TeenageHead
  • Hahnsoo1Hahnsoo1 Make Ready. We Hunt.Registered User, Moderator mod
    If you have Old World Blues, you can respec your Traits. Just save your respec until after Lonesome Road, I guess. Considering the Perks that we got from the past three DLCs, I wouldn't count on any new Perk being "teh awesome" enough to require a reroll (in each DLC, there really was only 1 new perk worth taking, if at all). Just getting Lonesome Road by itself raises your level cap by 5 and gives you 2 to 3 perk slots to play with. I can't imagine "saving those" for existing perks, unless you are just nuts.

    In short, just start your second playthrough now. There's no reason to reroll a character when Lonesome Road comes out, regardless of what new perks or traits appear in the DLC. Why in the heck would you reroll? If you have the PC version, you can just add and remove Perks via console anyway.

    For SPECIAL, I'd recommend a minimum of a 5 Perception (+1 from Implant will give you the 6 you need for Better Criticals), a 7 Endurance (if you are using vanilla non-modded implants... you want all 7 SPECIAL Implants), a 1 Charisma (seriously, no need for this stat at all), a minimum of 4 Intelligence (for Comprehension and Educated), and a minimum of 5 Luck (+1 from Implant will give you 6 Luck, needed for Better Criticals... I generally roll with an 8 Luck on all my characters, which gives a 9 Luck with Implant and +5 to all skills). The rest of the SPECIAL distribution will be influenced highly by what perks you plan on getting. Are you going to be VATS-heavy? Are you never going to use VATS? Do you pick up the "Pack Rat"-type perks?

    8i1dt37buh2m.png
  • MuddBuddMuddBudd Registered User regular
    And this is assuming they don't put in another "boost all stats to 9" perk.

    There's no plan, there's no race to be run
    The harder the rain, honey, the sweeter the sun.
  • ElendilElendil Registered User regular
    I like to think Obsidian is better than that

    I can accept maxed skills as an unavoidable consequence of the raised cap, but we don't need our SPECIAL to be irrelevant too.

This discussion has been closed.