Vault 101 was supposed to be closed forever. But we all know this isn't true because as you play through all the quests you find out people have gotten in and out other than you and your father. I would really like to find out how you and your father got in, and about the other people who came and went. Playing this game just makes me want to learn more about the story of the world T_T
It could be interesting if they made an expansion/DLC where you play as your father before he gets to the vault.
Some of them -- a lot of them -- were a lot more tame than what we get in FO3, though.
'everyone has different ideologies' and 'the doors open early' vs 'let's pump psychoactive drugs into the filtration system' and 'let's drive the vault mad with subliminal music'
Except
It wasn't 'the doors open early' it was 'the doors never close', condemning the Vault's inhabitants to a miserable death at the hands of radiation (or become Ghouls). That's pretty nasty.
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AegeriTiny wee bacteriumsPlateau of LengRegistered Userregular
The only thing that bugs me in this game is missing out on stuff, like in The Replicated Man:
Gave the guy the part from the android and told him he was dead before even talking to the plastic surgeon about it. Now I'll have to sort out the android's location on my own, if he's even findable.
You can still find him. In fact, I'm surprised you don't know who he is
Pretty sure either Pinkerton or his terminal tell you the android's name. But since you sent Zimmer away already, I think you can't get the Android's gun anymore, which is pretty bullshit.
You can't get the perk anymore either, which is sad as it's a pretty good perk.
Stupid me, clicking on spoilers. Since I did, anyway:
Can you get the perk/weapon if you're a dick? My next play through I'm going to be ruthless, and I imagine killing/capturing the android might still get me the gun, but I hadn't heard of this perk before.
You can get both fairly easily and be a complete ass either way. The simplest way to get both is to do the following:
Once you know who the Android is, confront him and then go through the "Good" Karma pathway. This gets you the rifle. Then tell him you want to kill Zimmer personally, which lets you go and shoot him if you feel like it.
Instead of doing that, sell out the android to Zimmer and then you get the wired reflexes perk.
Then to be the ultimate shit, just waste Zimmer and his bodyguard, with all being good in the world.
Some of them -- a lot of them -- were a lot more tame than what we get in FO3, though.
'everyone has different ideologies' and 'the doors open early' vs 'let's pump psychoactive drugs into the filtration system' and 'let's drive the vault mad with subliminal music'
Except
It wasn't 'the doors open early' it was 'the doors never close', condemning the Vault's inhabitants to a miserable death at the hands of radiation (or become Ghouls). That's pretty nasty.
There were both; Vault 8 was only meant to stay closed for ten years, which I guess might not be 'early', but most other vaults were locked up much longer.
The only thing that bugs me in this game is missing out on stuff, like in The Replicated Man:
Gave the guy the part from the android and told him he was dead before even talking to the plastic surgeon about it. Now I'll have to sort out the android's location on my own, if he's even findable.
You can still find him. In fact, I'm surprised you don't know who he is
Pretty sure either Pinkerton or his terminal tell you the android's name. But since you sent Zimmer away already, I think you can't get the Android's gun anymore, which is pretty bullshit.
You can't get the perk anymore either, which is sad as it's a pretty good perk.
Stupid me, clicking on spoilers. Since I did, anyway:
Can you get the perk/weapon if you're a dick? My next play through I'm going to be ruthless, and I imagine killing/capturing the android might still get me the gun, but I hadn't heard of this perk before.
You can get both fairly easily and be a complete ass either way. The simplest way to get both is to do the following:
Once you know who the Android is, confront him and then go through the "Good" Karma pathway. This gets you the rifle. Then tell him you want to kill Zimmer personally, which lets you go and shoot him if you feel like it.
Instead of doing that, sell out the android to Zimmer and then you get the wired reflexes perk.
Then to be the ultimate shit, just waste Zimmer and his bodyguard, with all being good in the world.
That was the plan, though I didn't know exactly how you got the perk (and I just checked, sounds like a good perk). Is the perk given to you automatically, or do you have to choose it at the next level up?
I seem to remember getting an automatic perk or two, but I could be entirely mistaken.
The only thing that bugs me in this game is missing out on stuff, like in The Replicated Man:
Gave the guy the part from the android and told him he was dead before even talking to the plastic surgeon about it. Now I'll have to sort out the android's location on my own, if he's even findable.
You can still find him. In fact, I'm surprised you don't know who he is
Pretty sure either Pinkerton or his terminal tell you the android's name. But since you sent Zimmer away already, I think you can't get the Android's gun anymore, which is pretty bullshit.
You can't get the perk anymore either, which is sad as it's a pretty good perk.
Stupid me, clicking on spoilers. Since I did, anyway:
Can you get the perk/weapon if you're a dick? My next play through I'm going to be ruthless, and I imagine killing/capturing the android might still get me the gun, but I hadn't heard of this perk before.
You can get both fairly easily and be a complete ass either way. The simplest way to get both is to do the following:
Once you know who the Android is, confront him and then go through the "Good" Karma pathway. This gets you the rifle. Then tell him you want to kill Zimmer personally, which lets you go and shoot him if you feel like it.
Instead of doing that, sell out the android to Zimmer and then you get the wired reflexes perk.
Then to be the ultimate shit, just waste Zimmer and his bodyguard, with all being good in the world.
That was the plan, though I didn't know exactly how you got the perk (and I just checked, sounds like a good perk). Is the perk given to you automatically, or do you have to buy it at the next level up?
I seem to remember getting an automatic perk or two, but I could be entirely mistaken.
Some of them -- a lot of them -- were a lot more tame than what we get in FO3, though.
'everyone has different ideologies' and 'the doors open early' vs 'let's pump psychoactive drugs into the filtration system' and 'let's drive the vault mad with subliminal music'
Except
It wasn't 'the doors open early' it was 'the doors never close', condemning the Vault's inhabitants to a miserable death at the hands of radiation (or become Ghouls). That's pretty nasty.
There were both; Vault 8 was only meant to stay closed for ten years, which I guess might not be 'early', but most other vaults were locked up much longer.
Vault 8 was a control vault though, the vault projects stated goals was that the people only staid down there until the nuclear winter ended afaik and that only takes a few years.
The vaults that were closed longer then that were so for experimental reasons.
In regards to the aims of 101 and 13
I find it odd that they apparently have the exact same aim, 101 and 13 both have the isolationist aim, 13 just had the water chip break down which broke the isolation (the water chip shipment ending up at Vault 8 instead of 13 was an error, not intentional), 101 had them starting scouting missions.
Oddly enough, after playing through the various fallout games, I've developed the theory that the creepiest vault they could probably concoct at this point to spook veteran fallout players would be one where everything is entirely too normal. Veteran fallout players would be driven mad trying to find out what the non-existant secret flaw of that vault's experiment was.
On another note, did anyone else visit the Nuka-Cola! factory?
GAAAAH! Nuka-lurks!! They're like Oompa-loompas that have substituted singing for claws.
Some of them -- a lot of them -- were a lot more tame than what we get in FO3, though.
'everyone has different ideologies' and 'the doors open early' vs 'let's pump psychoactive drugs into the filtration system' and 'let's drive the vault mad with subliminal music'
Except
It wasn't 'the doors open early' it was 'the doors never close', condemning the Vault's inhabitants to a miserable death at the hands of radiation (or become Ghouls). That's pretty nasty.
There were both; Vault 8 was only meant to stay closed for ten years, which I guess might not be 'early', but most other vaults were locked up much longer.
I thought Vault 8 was the control Vault, so that was actually the 'norm'?
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Iron WeaselDillon!You son of a bitch!Registered Userregular
Another quick perk question (an early one at that):
I saw someone mention that the Educated perk 'stacked', i.e. each level you gain another 3 additional skill points, so it'd be like 20, 23, 26, etc. My allowance hasn't changed in a while, so am I experiencing a bug, or is that just the way it worked in the first two games? It says it's best to take it early, but that's a bit ambiguous.
Another quick perk question (an early one at that):
I saw someone mention that the Educated perk 'stacked', i.e. each level you gain another 3 additional skill points, so it'd be like 20, 23, 26, etc. My allowance hasn't changed in a while, so am I experiencing a bug, or is that just the way it worked in the first two games? It says it's best to take it early, but that's a bit ambiguous.
No, it's just +3 skill points per level. What they probably mean is that you end up with a cumulative effect, so the earlier you take it the more benefit. Take it at level 10 and you only get 30 extra skill points, take it at level 5 and you get an additional 45 etc.
Another quick perk question (an early one at that):
I saw someone mention that the Educated perk 'stacked', i.e. each level you gain another 3 additional skill points, so it'd be like 20, 23, 26, etc. My allowance hasn't changed in a while, so am I experiencing a bug, or is that just the way it worked in the first two games? It says it's best to take it early, but that's a bit ambiguous.
It's a flat 3. You just miss out on more and more skill points the later you take it.
EDIT: Well I guess I'll make this a non-useless post. Regarding the main quest:
MEGA SPOILERS
How the hell did the Colonel survive in the purifier chamber?
from what i picked up in the story, vault 101 was supposed to be closed forever, controls opened after 50 years. about 20-30 years before the main game story vault 101 decided that isolation sucks and partially abandoned the directive for their vault, secretly sending out some scouting parties to see what had happened in the world. this is where your vault 101 armor from moira comes from. i am guessing the scouting parties ran into your dad who eventually decided he needed a safe place. as the vault needed a doctor they took him in under the pretense he never tells people he came from the outside.. kinda wierd story wise because you think the other vault dwellers would realize this, but whatever. after that something (havent figured this out) happened and the overseer shut down the scouting partires and sealed the vault back up. i THINK the reason he shut it again was he was afraid of everyone trying to leave the vault to live topside and completely abandon the vault directive.
Didn't his scouting patrols eventually run away and that was the problem? I thought that was the case anyways but I don't have anything in front of me right now to prove it.
Also, he didn't want insiders knowing about the top side research because he was basically using them as slave labor at that point. That's why immediately when you turn 10 he puts you to work. And the work was going towards their research of the surface I believe. So it was kind of like the overseer had good intentions but very shitty methods.
Another quick perk question (an early one at that):
I saw someone mention that the Educated perk 'stacked', i.e. each level you gain another 3 additional skill points, so it'd be like 20, 23, 26, etc. My allowance hasn't changed in a while, so am I experiencing a bug, or is that just the way it worked in the first two games? It says it's best to take it early, but that's a bit ambiguous.
It has 1 rank which means you get +3 points every level, not per level or anything, if you would normally get 20 based on int you would now get 23 when leveling.
Another quick perk question (an early one at that):
I saw someone mention that the Educated perk 'stacked', i.e. each level you gain another 3 additional skill points, so it'd be like 20, 23, 26, etc. My allowance hasn't changed in a while, so am I experiencing a bug, or is that just the way it worked in the first two games? It says it's best to take it early, but that's a bit ambiguous.
No, it's just +3 skill points per level. What they probably mean is that you end up with a cumulative effect, so the earlier you take it the more benefit. Take it at level 10 and you only get 30 extra skill points, take it at level 5 and you get an additional 45 etc.
Yeah, that's what I figured until I read that comment earlier, just wanted to be sure. It's been like a dozen levels since I bought it, so when I read that I was all
I saw someone mention that the Educated perk 'stacked', i.e. each level you gain another 3 additional skill points, so it'd be like 20, 23, 26, etc. My allowance hasn't changed in a while, so am I experiencing a bug, or is that just the way it worked in the first two games? It says it's best to take it early, but that's a bit ambiguous.
In previous Fallouts you could take more than one level of the educated perk if I recall, and they did stack in that instance. However, in Fallout 3 you can only take the perk once.
I saw someone post this a while back, but regarding the +skill books... how many are out there, total?
Oh lordy...I literally have no idea. I haven't even come close to finding every single one. There's quite alot of them though. In a given building map it wouldn't be unusual to find 2-3 on average I'd say. There's almost always at least one hidden somewhere on a map, and god only knows how many are hidden in the open wasteland.
Operative21 on
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AegeriTiny wee bacteriumsPlateau of LengRegistered Userregular
I saw someone post this a while back, but regarding the +skill books... how many are out there, total?
Also, I forgot about Bobbleheads. I'm going to have to hunt those down.
25 for every skill, except barter which has 24.
So if you take the perk, that's +50 to virtually every skill? o_O
Yep which is why my character now has 80-100 in every skill. It's super easy to max everything, I even have a pile of science and lockpicking books left over because I felt like maxing it early.
With the bobbleheads giving 10 each, you really only need 40 points in each skill to max it.
from what i picked up in the story, vault 101 was supposed to be closed forever, controls opened after 50 years. about 20-30 years before the main game story vault 101 decided that isolation sucks and partially abandoned the directive for their vault, secretly sending out some scouting parties to see what had happened in the world. this is where your vault 101 armor from moira comes from. i am guessing the scouting parties ran into your dad who eventually decided he needed a safe place. as the vault needed a doctor they took him in under the pretense he never tells people he came from the outside.. kinda wierd story wise because you think the other vault dwellers would realize this, but whatever. after that something (havent figured this out) happened and the overseer shut down the scouting partires and sealed the vault back up. i THINK the reason he shut it again was he was afraid of everyone trying to leave the vault to live topside and completely abandon the vault directive.
Didn't his scouting patrols eventually run away and that was the problem? I thought that was the case anyways but I don't have anything in front of me right now to prove it.
Also, he didn't want insiders knowing about the top side research because he was basically using them as slave labor at that point. That's why immediately when you turn 10 he puts you to work. And the work was going towards their research of the surface I believe. So it was kind of like the overseer had good intentions but very shitty methods.
didnt catch that on my first playthrough, but i did it pretty rushed. will look for those clues this time, but it sounds about right.
Wyked on
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AegeriTiny wee bacteriumsPlateau of LengRegistered Userregular
Another quick perk question (an early one at that):
I saw someone mention that the Educated perk 'stacked', i.e. each level you gain another 3 additional skill points, so it'd be like 20, 23, 26, etc. My allowance hasn't changed in a while, so am I experiencing a bug, or is that just the way it worked in the first two games? It says it's best to take it early, but that's a bit ambiguous.
It's a flat 3. You just miss out on more and more skill points the later you take it.
EDIT: Well I guess I'll make this a non-useless post. Regarding the main quest:
MEGA SPOILERS
How the hell did the Colonel survive in the purifier chamber?
Same uniform, probably the same voice actor, different character.
It's a pity they didn't trust the oblivion engine to handle more people at once. I'd like to see what modders manage, this version might handle larger populations quite well.
Another quick perk question (an early one at that):
I saw someone mention that the Educated perk 'stacked', i.e. each level you gain another 3 additional skill points, so it'd be like 20, 23, 26, etc. My allowance hasn't changed in a while, so am I experiencing a bug, or is that just the way it worked in the first two games? It says it's best to take it early, but that's a bit ambiguous.
It's a flat 3. You just miss out on more and more skill points the later you take it.
EDIT: Well I guess I'll make this a non-useless post. Regarding the main quest:
MEGA SPOILERS
How the hell did the Colonel survive in the purifier chamber?
Same uniform, probably the same voice actor, different character.
Nope. I noclipped inside and looted him. You get Colonel Autumn's 10mm Handgun and Colonel Autumn's Uniform.
from what i picked up in the story, vault 101 was supposed to be closed forever, controls opened after 50 years. about 20-30 years before the main game story vault 101 decided that isolation sucks and partially abandoned the directive for their vault, secretly sending out some scouting parties to see what had happened in the world. this is where your vault 101 armor from moira comes from. i am guessing the scouting parties ran into your dad who eventually decided he needed a safe place. as the vault needed a doctor they took him in under the pretense he never tells people he came from the outside.. kinda wierd story wise because you think the other vault dwellers would realize this, but whatever. after that something (havent figured this out) happened and the overseer shut down the scouting partires and sealed the vault back up. i THINK the reason he shut it again was he was afraid of everyone trying to leave the vault to live topside and completely abandon the vault directive.
Didn't his scouting patrols eventually run away and that was the problem? I thought that was the case anyways but I don't have anything in front of me right now to prove it.
Also, he didn't want insiders knowing about the top side research because he was basically using them as slave labor at that point. That's why immediately when you turn 10 he puts you to work. And the work was going towards their research of the surface I believe. So it was kind of like the overseer had good intentions but very shitty methods.
didnt catch that on my first playthrough, but i did it pretty rushed. will look for those clues this time, but it sounds about right.
Yup.
IIRC, it mentions something about how...
None of the parties ever returned
So, who do I talk to to start the android quest?
Also, in the bottom left with the compass. There are large arrows pointing to the current objective. What are the smaller markers for?
AegeriTiny wee bacteriumsPlateau of LengRegistered Userregular
edited November 2008
Moira or the doctor in Megaton. It also randomly appears in conversations with people, even if you've never heard of anything to do with it before (Your character is bizarrely psychic).
Another quick perk question (an early one at that):
I saw someone mention that the Educated perk 'stacked', i.e. each level you gain another 3 additional skill points, so it'd be like 20, 23, 26, etc. My allowance hasn't changed in a while, so am I experiencing a bug, or is that just the way it worked in the first two games? It says it's best to take it early, but that's a bit ambiguous.
It's a flat 3. You just miss out on more and more skill points the later you take it.
EDIT: Well I guess I'll make this a non-useless post. Regarding the main quest:
MEGA SPOILERS
How the hell did the Colonel survive in the purifier chamber?
Same uniform, probably the same voice actor, different character.
Nope. I noclipped inside and looted him. You get Colonel Autumn's 10mm Handgun and Colonel Autumn's Uniform.
I was on skype with a friend of mine as he watched that scene, and he said that he saw Colonel Autumn inject something into himself. That seems like a nice little touch and explains how he survived.
Walrus Pete on
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Fleebhas all of the fleeb juiceRegistered Userregular
I dunno, I think a dense population would be out of place, considering this is a post apocalyptic wasteland, after all.
Much of the population is comprised of raiders or mutated people, and they're busy killing normal people. And for a vault to maintain it's initial population there would need to be a whole lot of fuckin going on. And incest, and no one killing anyone else.
This is also assuming that the particular vault wasn't home to some crazy experiment.
Maybe there could be a few more populated areas, but I think it would be a detriment to the feeling of isolation and desperation that I think is one of the game's strongest features. If you walked into a city with 10,000 people in it, well, I guess humanity isn't doing that bad after all. Maybe I'll settle down, start a family. None of this wandering the wastes shit.
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You can get both fairly easily and be a complete ass either way. The simplest way to get both is to do the following:
Instead of doing that, sell out the android to Zimmer and then you get the wired reflexes perk.
Then to be the ultimate shit, just waste Zimmer and his bodyguard, with all being good in the world.
I seem to remember getting an automatic perk or two, but I could be entirely mistaken.
It is automatic.
No, once you've pilfered somewhere it remains that way. Monsters I think may return, but I'm not sure on that.
The vaults that were closed longer then that were so for experimental reasons.
In regards to the aims of 101 and 13
On another note, did anyone else visit the Nuka-Cola! factory?
The Fallout games have always given us a compressed view, though.
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They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
I don't know, in all of the Fallout games thus far Vaults have been shown as being pretty small.
Yes, find the relevant bobblehead.
Agility bobble is
No, it's just +3 skill points per level. What they probably mean is that you end up with a cumulative effect, so the earlier you take it the more benefit. Take it at level 10 and you only get 30 extra skill points, take it at level 5 and you get an additional 45 etc.
It's a flat 3. You just miss out on more and more skill points the later you take it.
EDIT: Well I guess I'll make this a non-useless post. Regarding the main quest:
MEGA SPOILERS
Also, he didn't want insiders knowing about the top side research because he was basically using them as slave labor at that point. That's why immediately when you turn 10 he puts you to work. And the work was going towards their research of the surface I believe. So it was kind of like the overseer had good intentions but very shitty methods.
It has 1 rank which means you get +3 points every level, not per level or anything, if you would normally get 20 based on int you would now get 23 when leveling.
EDIT: Beat.
Yeah, that's what I figured until I read that comment earlier, just wanted to be sure. It's been like a dozen levels since I bought it, so when I read that I was all
Also, I forgot about Bobbleheads. I'm going to have to hunt those down.
In previous Fallouts you could take more than one level of the educated perk if I recall, and they did stack in that instance. However, in Fallout 3 you can only take the perk once.
Oh lordy...I literally have no idea. I haven't even come close to finding every single one. There's quite alot of them though. In a given building map it wouldn't be unusual to find 2-3 on average I'd say. There's almost always at least one hidden somewhere on a map, and god only knows how many are hidden in the open wasteland.
25 for every skill, except barter which has 24.
So if you take the perk, that's +50 to virtually every skill? o_O
Yep which is why my character now has 80-100 in every skill. It's super easy to max everything, I even have a pile of science and lockpicking books left over because I felt like maxing it early.
With the bobbleheads giving 10 each, you really only need 40 points in each skill to max it.
didnt catch that on my first playthrough, but i did it pretty rushed. will look for those clues this time, but it sounds about right.
Yes, it's why I have nine skills at 100 now (though not because I found every book, some are very easy to find compared to others).
I'm pretty sure that my next character will have maximum stats in everything and 6+ for every stat at this rate.
Edit: They are very dispersed, it's not exactly easy.
However, with bobbleheads you only need to raise a skill to 90 theoretically.
For example:
The int bobblehead is the most important and should be got ASAP IMO, skill points are good!
Yeah, far too few people in these representations to form a stable community.
which makes sense how you could bring people in.
It's a pity they didn't trust the oblivion engine to handle more people at once. I'd like to see what modders manage, this version might handle larger populations quite well.
Yup.
IIRC, it mentions something about how...
So, who do I talk to to start the android quest?
Also, in the bottom left with the compass. There are large arrows pointing to the current objective. What are the smaller markers for?
Just points of interest.
Much of the population is comprised of raiders or mutated people, and they're busy killing normal people. And for a vault to maintain it's initial population there would need to be a whole lot of fuckin going on. And incest, and no one killing anyone else.
This is also assuming that the particular vault wasn't home to some crazy experiment.
Maybe there could be a few more populated areas, but I think it would be a detriment to the feeling of isolation and desperation that I think is one of the game's strongest features. If you walked into a city with 10,000 people in it, well, I guess humanity isn't doing that bad after all. Maybe I'll settle down, start a family. None of this wandering the wastes shit.