Well, you morons have managed to fill up another entire thread, so we need a new one. Carry on.
So Fallout 3 is out now. People have a lot of questions about it. In fact, people keep asking the same questions over and over again. I figure I might as well answer them here, and direct people to this post.
But this thread isn't just about Fallout 3, even though it's the greatest thing since sliced bread. We also cater to the retro crowd of Fallout and Fallout 2. I'll split this into two parts, then.
Fallout Classic!
What is a Fallout, you ask? Only the best turn-based post-apocalyptic RPG released in the 1990s!
Fallout 1 follows the exploits of the Vault Dweller as he journeys through the wastes in search of a water chip for his Vault. Without it, everyone in the Vault will surely die. On the way, he encounters radscorpions, deathclaws, gigantic rats, hideously mutated mutants, ghouls, super mutants and, arguably the most horrible of all, the dreaded Iguana on a Stick. Hint: It's not made out of Iguana.
Fallout 2 begins 80 years after the end of the original Fallout, and a direct descendant of the original Vault Dweller heads out into the wastes to save his village once again.
"But how do I get this wonderful game?" you ask.
There are a couple of ways. First, you can probably find a box verson on Amazon or eBay or something. Second,
www.gog.com has 1 & 2 for the low, low price of $6 each. GameTap has Fallout 1 on its free list, and Fallout 2 is on the paid subscription plan. Fallout Tactics is also coming soon. The caveat with GameTap is that you can't install mods, no matter how hard you might want to. If you prefer to play an unmodded experience, then by all means go get it today. *Note: only in North America. Sorry Euroguys.
The Fallout Tutorial!
If you're brand new to Fallout, check here first. This will get you on your feet.
First, you can right-click on your "weapon" button to change modes. The one with a little target on it means you are now in "called shot" mode. You can aim for specific body parts, and if you knock them hard enough it'll cripple the enemy. Aim for the eyes, and their PE goes down as well as their chance of hitting you. The arms, they'll drop their weapons. Legs, they can't move as fast (like, one or two tiles per turn). If you make a critical shot to the groin, they'll fall over and lie prone for a turn, giving you a 95% hit chance on the entire body (except maybe eyes, depending on your skill). If you nail them in the head, human enemies will get knocked unconscious, but creatures (such as radscorpions) just get mad. Burst mode, available on some weapon models, means you fire a bunch of ammo at once. Use it at close range and it will decimate enemies. Longer range means more bullets will miss and it's not as effective. Also, your NPCs can and will do this while you're close and kill you or your friends, so be wary of giving NPCs SMGs. Third mode is reload, pretty self-explanatory.
The buttons that control turn-based combat are on the right side of the interface. "Turn" ends your turn, and "CMBT" ends combat. Pretty simple, right? You can speed this up by using hotkeys, spacebar for Turn and Enter for combat.
There are a couple of different cursor modes you can cycle through by right-clicking. The red hexagon moves your character to that location. In combat, the number inside the red shape is how many AP you spend moving there. The crosshair is to attack enemies, and the number is your hit chance %. The arrow lets you interact with things and people, and if you click on something and hold the button and then move your mouse, you get additional options. The Pip-Boy icon lets you use skills, like Steal or Repair. The bag lets you use an inventory item on or with the selected item. I think there's an eye icon to examine the person or thing. There might be one or two more that are self-explanatory. In Fallout 2, there's a hand icon when you're next to an NPC to push them out of the way. Additionally, if you get stuck by a non-moving member of your party in Fallout 1, try talking to them about changing tactics and then change the follow distance to close and move around a little.
After you get an NPC, you're going to want to manage their inventory, changing weapons and giving them ammo. This is easy in Fallout 2, but not in Fallout 1. To put stuff in, just barter with them, but to take stuff out you have to steal it. Don't worry about your steal skill, they won't catch you no matter how bad you are at it and there's no other way to get equipment out. You can also plant stuff on them from this screen, but it's not as good as barter because I don't think they take weight into consideration when you barter things to them. Some of these problems might be addressed by the Fallout companion mod, but I haven't used it so I can't comment.
There are two little red buttons on your interface. One of them opens the Skilldex, where you can use your various skills like sneak, first aid, doctor, etc., and the other one is less obvious. This switches between your active hands. There are two places in your inventory where you can equip items, your left and your right hand. Put a weapon in one and a tool or something harmless in the other, and when someone asks you to holster your weapon (in town, for example), just hit that little red button and nobody's angry anymore. What's useful about this feature is that you can use it in battle without using AP, so if you want to use a sniper rifle for long range and a shotgun for close range, just put them in different hands and switch back and forth as needed.
Every action in battle per turn takes a certain number of Action Points (referenced above). Moving, firing, accessing your inventory, only so much can be done per turn, and this is determined by your AP. Certain perks and traits can change the amount used, but the number you start with is determined by your AGI. The number of action points remaining in your turn is denoted by the green lights above your weapon button. Ten lights, ten AP left. Note that it is possible to go over 10 AP, the lights just won't decrease until you're under 10.
If you find yourself stuck somewhere and everything is closed, it's dark and you just need time to pass, hit Z. It'll bring up your alarm clock and you can rest for however long you want.
That's all I can think of. If anybody has any more questions I'll answer them and put them in here for future reference. Hope it helps.
Fallout Patches
Even though a lot of us might not like the NMA guys, they know their Fallout mods and their patches fix bugs and things that should have been in the game in the first place. Some people like their games buggy, I like my game fixed. If you prefer the classic experience, you can skip these. I recommend it, personally.
Fallout 3: The New Fallout. Same great Fallout taste, brand new formula!So, wait, what is Fallout 3?
Okay, you've obviously been living under a rock for the past couple of years.
Fallout 3 is a post-apocalyptic hybrid of a turn-based RPG and an FPS. Your character grows up in one of the last unopened Vaults - which are basically big underground self-sustaining fallout shelters - living peacefully with your father. One day, he up and leaves the Vault (which is unheard-of, as nobody leaves the Vault, ever, period). Forced out by the maniacal Overseer, who is convinced that both you and your father want to destroy the Vault's stability, you get thrust into the harsh, unforgiving reality of the Capital Wasteland. This is basically the area in and around Washington, D.C. (which is
not the same place as Washington state, the latter being on the west coast and the former being on the east coast, for you eurotrash out there reading this) and includes some real-life places such as Olney, Bethesda, Maryland, Fairfax, VA, Falls Church, etc, etc. Of course, the scale has been compressed and the landscape is unrecognizable, but it's still neat seeing all these places in-game that you can also see on a map.
I'll let wiki handle the basics of gameplay and whatnot.
Gameplay
The game features both first-person and third-person perspectives and the player can change to either perspective during gameplay. Main character creation occurs as the player experiences the character's childhood. As a child in the Vault, the character receives a book titled "You're SPECIAL," whereupon the player can set the character's seven primary aptitudes. The character receives weapons training and a PIP-Boy 3000 later on during childhood, and the player's performance in various tests determines the rest of the attributes. Additionally, several quests inside the Vault influence the player character's relationship with his or her father. Skills and Perks are similar to those in previous games: the player chooses three Tag Skills out of a total of 14 to be the character's specialties. The maximum level the player can achieve is level 20. The Traits from the previous Fallout installments, slightly modified, were combined with Perks in Fallout 3, and the player can choose a new Perk each time after gaining a level.
An example of VATS in action
The Vault-Tec Assisted Targeting System, or VATS, play an important part in the fighting phases of the game. While using VATS, real-time combat is paused creating a combat system that the Bethesda developers have described as a hybrid between turn-based and real-time combat. Various actions cost action points, limiting the actions of each combatant during a turn, and both the player and enemies can target specific body areas for attacks to inflict specific injuries. The game features a new health and radiation system as well. The player can measure an object's radioactivity and gauge the effect it will have on the character.
Another game mechanic is that firearms wear out over time: as a weapon degenerates, its rate of fire slows and it loses accuracy. However, worn out firearms can be used to repair a similar weapon, or to make more reliable and powerful weapons. Weapon schematics can also be found and used to create various devices such as the Rock-it Launcher, created by combining a leaf blower and a wood chipper, that can fire various items such as lunchboxes and stuffed animals, or the Clever Shrapnel Bomb, made out of a Vault-Tec lunchbox and bottlecaps. Along with equipping various weapons, the player can also utilize different armors and clothing that may have effects that can alter various skills. For example, a pair of mechanic's coveralls may boost the player's repair skill while it is worn. Armor and clothing come in two main parts for the head and body, allowing a player to wear different combinations of hats and armor. Also, a player's inventory has a specified weight limit, preventing a player from carrying too many items. Some items like weapon ammo have no weight, due to the developer not wishing to bog down inventory management.
The player can have a maximum party of three, consisting of himself/herself, Dogmeat, and a single NPC. Dogmeat can be killed during the game if the player misuses him or places him in a severely dangerous situation and he cannot be replaced. It is possible to not encounter Dogmeat depending on how the game is played. Only one NPC can travel with the player at any time, and in order to get another NPC to travel, the first one must be dismissed by the player.
The karma system is an important feature in the gameplay. The player's actions, including conversation and combat choices affect the player's status in the game world; a player who makes good choices will be received more positively by NPCs, and a player that makes bad choices will have the opposite reaction. Extremes of karma also have other effects: a high karma leads to the player being attacked by bounty hunters, and for random NPCs to give the player gifts in thanks of their service. Crimes can also be committed by a player, and whichever faction or group that is harmed by a crime will be fully aware of the player's action. Other factions that were not affected by the crime will not be aware of it, and since a town is usually its own faction, news of a crime committed in one town will not spread to another. Factions can range in size and boundaries, however, and may not be restricted to a single area. The game world itself is similar in size to that of Oblivion, which has a 16 square mile game world.
Hacking!
When you enter the Hacking minigame, you'll get a screen filled with words and random characters. The goal is to guess the correct word, and it plays out like a game of Mastermind. Pick a word, and the system will tell you how many letters in that word are in the same place as the target word. For instance, if you pick "Meaning" and the word is "Fucking" (for example), you would get 3/7 correct for the "ing" part. There are hidden character sets, delinated by {} <> () on a single line in that order, but there may be characters in between them like {$#$#&%}. Click on one of these when the whole sequence is highlighted and you'll get more password guesses or a dud will be removed from the screen. If you get down to one attempt left and there are no hidden character sequences, and you're not sure you can guess correctly, just cancel out with B and try again. You get a fresh puzzle, but you also get all your guesses back.
Holstering and the Pip-Boy Light!
To holster your weapon, hold down reload (X on 360, R on PC, [] on PS3). To turn on the light on your Pip-Boy 3000, hold down the Pip-Boy button (B on 360, Tab on PC, probably O on PS3).
Repairing Items
In order to repair an item and improve its CND, you need two things: a high enough repair skill to repair an item past its current CND, and another item to scavenge for parts. Say you have two 10mm pistols at 25%. Select one, hit Y (or Triangle for PS3, I guess. I don't know the PC button, it's probably in the manual). Then select the one you want to scavenge for parts, they'll get combined together and the CND will go up, more damage, etc.
Note that you don't need an exact item to use for parts. The unique versions of weapons can be upgraded with the regular version - the Lincoln's Repeater can be repaired with the Hunting Rifle, the A3-21 Plasma Rifle can be repaired with the regular plasma rifle, etc. If you have one of those special weapons, try repairing it and you might have the right piece to use for parts. There's always a cap to which you can repair something (determined by your repair skill), so if you have two 50% guns you might not be able to combine them together. The resulting CND would be higher than the CND you can repair to.
Hotkeys and You!
To set a hotkey for an item in your inventory, on PC press a number key and then click on the item. On console, hold down RB or R1 and hit a direction on your d-pad while the item is selected.
Whoever told me you don't need to hold down RB, you're a dirty liar.In-Game frequently asked questionsI want to explore the Wasteland, but I don't want to skip any of the story!
There are a couple of places you should avoid in general exploration if you move away from the story quest. I'll be vague, but just don't go to these places or talk to these people until you get to that point in the main quest.
*GNR Radio
*Dr. Li in Rivet City
*Vault 112
*Jefferson Memorial Rotunda - specifically, don't pick up the data tapes next to the big machine.
Housing
There is a very easy way to get a house early in the game. Just go to Megaton, and either defuse or detonate the bomb. You'll need an Explosives skill of at least 25 to interact with the bomb. If you're not skilled enough, just pop a Mentat. The Sheriff in Megaton will give you a key and a deed to a house there, or Burke will give you an apartment in Tenpenny Tower. If the Sheriff is dead, his son will give you the key and deed. If Burke is dead, there's no way to get a reward for blowing up Megaton. The game tells you this with a pop-up dialog box.
Where the Fuck is the Family?!
Go to the metro station that Evan sends you to. Talk to the ghoul, and he tells you they're somewhere east, or you can take the tunnel to get farther into their compound. If you go overland, you can save a hostage and fight some super mutants near a burned-out church. If you go underground, there are two Mirelurks (crab people) waiting for you. I prefer the Mirelurks, as you can just drop a bottlecap mine in front of each one and they go down in one hit. There are a couple sitting around in the Super-Duper Mart. After you get through the underground tunnels, you'll come up in another part of the subway. This place is FULL of traps, proximity mines and pressure plates and tripwires galore. Take it slow, save before you attempt it, and you'll be OK. Just pay attention.
Where's Dogmeat?
He's in the Scrapyard. If you want to find it yourself, without resoting to the map:
First, talk to one of the caravans that passes through Megaton, and get them to talk about the Canterbury Commons. Head up to the Meresti train station, directly east of the Metro station with the ghouls that want Sugar Bombs, and put your marker on Canterbury Commons. Go there in a straight line, and you'll stumble across the Scrapyard.
Otherwise, you can just look at the big Fallout map at the bottom of the post.
Dogmeat is here, defending himself against three raiders. Kill them and he's yours.
How do I get into Rivet City? There's no bridge!
Okay, this isn't so frequently asked and it's not a spoiler, but I had trouble with it the first time I went. Climb up that building with the stairs on it that appear to lead nowhere, and at the top (next to the poor guy who needs water) there's an intercom. Click it, and Harkness will send the bridge over for you.
How do I get into the broken-off bow in Rivet City?
There's an entrance underwater to the left of that locked door. Go through it, through a couple more underwater rooms, and you should come up into air. Don't forget to hit the switch to unlock the door, and go see Pinkerton. WARNING: He does not want to be found. His place is booby-trapped to hell and back. Move slow and pay attention.
List of Bobbleheads, via
Vault wiki
SPECIAL - increases each stat by one
* Strength - Megaton - Lucas Simms' House. On desk in the second most bedroom on the second floor.
* Perception - Republic of Dave - Museum of Dave
* Endurance - Deathclaw Sanctuary - Deathclaw Sanctuary Entrance
* Charisma - Vault 108 - Cloning Lab
* Intelligence - Rivet City - Science Lab. On one of the desks in the center of the lab.
* Agility - Greener Pastures Disposal - Office
* Luck - Arlington Cemetery North - Arlington House
Skills
will increase skill stat by 10 points.
* Barter - Evergreen Mills - Market Bazaar - In a dark cave-nook, in the corner of the room to the right of Smiling Jack (trader). Jump over the work bench, it's on the right-most shelves.
* Big Guns - Fort Constantine - CO Quarters
* Energy Weapons - Raven Rock - Sector 2B
* Explosives - WKML Broadcast Station - Sealed Cistern
* Lockpick - Bethesda Ruins - Bethesda Offices East on a desk with an active lamp.
* Medicine - Vault 101 - Dad's desk. It can be obtained before you take your G.O.A.T., during your escape from the vault or during your brief (optional) return to Vault 101.
* Melee Weapons - Dunwich Building - Virulent Underchamber
* Repair - Arefu - Evan King's House
* Science - Vault 106 - Living Quarters
* Small Guns - National Guard Depot - National Guard Armory: sitting on a shelf in the sealed storage room in the basement.
* Sneak - Yao Guai Tunnels - Yao Guai Den
* Speech - Paradise Falls - Eulogy's pad
* Unarmed - Rockopolis
Unique Weapons
These are better versions of weapons you find in the Wasteland
These are only the ones I know. I'd love to hear where some more are.
*(Unique weapon name) - (normal version, can be repaired with these) - (location)
*Lincoln's Repeater - Hunting Rifle - Museum of History, bottom floor, near the poster of the Lincoln Memorial and the Glowing One. *note: uses .44 ammo
*A3-21 Plasma Rifle - Plasma Rifle - finishing The Replicated Man without turning the android in
*Reservist's Rifle - Sniper Rifle - Dickerson Tabernacle Chapel. Talk to Karen Schenzy in Arefu after saving them, or check the map. He's hiding in the rafters, be careful.
*Silenced 10mm Pistol - 10mm Pistol - Burke's got one, and there are probably a couple more around. Looking for info on this one.
(Thanks WalrusPete)
*Wazer Wifle - Laser rifle - Little Lamplight, 500 caps or free with Child At Heart
*Experimental MIRV - Fat Man - National Guard depot armory
*Ol' Painless - hunting rifle - Dave's safe at the Republic of Dave
*Alien blaster - Laser pistol? - crashed UFO somewhere north of minefield
*Fisto! - Power Fist - ?
*The Kneecapper - Sawed-off Shotgun - Ronald Laren in Girdershade (perhaps the reward for the optional portion of The Nuka-Cola Challenge?)
*Plunkett's Valid Points - Spiked Knuckles - on a named raider/merc/whatever at the Arlington Cemetery (same house as a bobblehead)
More comprehensive, less detailed list by Raiden333 via the strat guide:
1. "Stabhappy" Combat Knife: Random encounter with raiders
2. "Firelance" Alien Blaster: Random encounter, UFO crash
3. "Vengeance" Gatling Laser: Deatchclaw Sanctuary
4. "Jack" Ripper: Deathclaw Sanctuary
5. "Reservist's Rifle" Sniper Rifle: Dickerson Tabernacle Chamber
6. "Board of Education" nailboard: Clifftop Shacks
7. Mesmetron: Paradise Falls
8. "The Break" Pool Cue: Paradise Falls
9. "Fisto!" Power Fist: MDPL-13 Power Station
10. "Ol' Painless" Hunting Rifle: Republic of Dave
11. Fawkes' Super Sledge: Vault 87
12. "Wazer Wifle" Laser Rifle: Little Lamplight
13. "Occam's Razor" Combat Knife: Fort Bannister
14. "Victory Rifle" Sniper Rifle: Abandoned Shack (north of Rockbreaker's gas station)
15. "Vampire's Edge" Chinese Sword: Merseti Trainyard
16. "Blawkhawk" Scoped .44 Magnum: Agatha's House
17. "Xaunlong" Assult Rifle: Jury St. Metro Station
18. "Ant's Sting" Knife: Antagonizer's Lair
19. "Highwayman's Friend" Tire Iron: Canterbury Commons
20. "Protectron's Gaze" Laser Pistol: Canterbury Commons
21. "Experimental MIRV" Fat Man: National Guard Depot
22. The Terrible Shotgun: Evergreen Mills
23. "The Kneecapper" Sawed Off Shotgun: Girdershade
24. "Butche's Toothpick" Switchblade: Vault 101
25. "Miss Launcher" Missle Launcher: Fort Independence
26. "The Tenderizer" Sledgehammer: Anchorage Memorial
27. "Smuggler's End" Laser Pistol: The Citadel
28. Colonel Autumn's 10mm Pistol: Jefferson Memorial (What's the point of including this weapon?)
29. A3-21's Plasma Rifle: Rivet City
30. Lincoln's Repeater: Museum of History
31. Sidney's 10mm "Ultra" SMG: National Archives
32. "Eugene" Minigun: Reilly's Rangers Compound
33. "Zhu-Rong v418" Chinese Pistol: LOB Enterprises
34. "Burnmaster" Flamer: Franklin Metro Utility
35. "The Shocker" Power Fist: Flooded Metro
Huge gigantic awesome map with lots and lots of locations - if not all of them - filled in. Spoilers, obviously, for people who like to explore on their own.
http://images1.wikia.nocookie.net/fallout/images//d/d6/Wastelandmap.png
Here's another map that's a little different, but probably just as good. Shows bobbleheads, too.
http://crasheras.awardspace.com/fo3m.swf
Complete list of schematic locations - it's a little messy, I might post it in here and clean it up a little later.
http://www.madnesswithoutmethod.com/2008/11/fallout-3-weapon-schematics-guide-info-locations-map/
A list of stuff you'll need throughout the course of the game - if you see any of these, pick them up and save them for later. If I missed anything, feel free to PM me.
Shishkebab
Lawnmower blade
Motorcycle gas tank
Motorcycle handbrake
Pilot light
Railway Rifle
Fission Battery
Steam Gauge Assembly
Pressure Cooker
Crutch
Deathclaw Gauntlet
Wonderglue
Medical Brace
Deathclaw Hand
Leather Belt
Dart Gun
Paint Gun
Toy Car
Surgical Tubing
Radscorpion Poison Gland
Rock-It Launcher
Vacuum Cleaner
Leaf Blower
Firehose Nozzle
Conductor
Bottlecap Mine
Sensor Module
Lunchbox
Cherry Bomb
Bottlecapx10
Nuka Grenade
Nuka-Cola Quantum
Turpentine
Tin Can
Abraxo Cleaner
Pre-War Books
Nuka-Cola Quantum
Scrap Metal
Brotherhood of Steel Holotags
Lincoln-related stuff
Chinese Assault Rifle
Sensor Units
Power Armor
Energy Weapons
Sugar Bombs
I'll update this with other questions I see getting asked a whole lot, at least the ones I know the answers to.
Posts
Anyways, you guys catch that really sweet Mutant re-skin mod? It's fantastic. Instead of green blobs, they look pretty horrifying and scary now. I've been using that mod and the MTUI mod for the interface.
Ok god damnit
That calls for an epic mod. Now I cant live another day without the Heavy's thick russian accent behind me.
Just like the Medic.
:winky:
When you come up for air on Tuesday, tell us how it was.
seriously. i made a guy to try the eviler side of the quests, but i immediately felt a "what have i done" moment while standing on the balcony of Tenpenny. they do a great job at making that whole situation feel as extreme as it was.
so the Dunwich Building:
but now that i think about it some more
So, Melee is an intersting mix of "Killing stuff with 1-2 hits" and "damn I am half dead by the time I get to the guy". I Know, I know, grenades, blah blah blah. I would have just liked to play my guy as a straight melee or unarmed. Personally I would have liked it better if Melee and Unarmed added in a dodge component and allowed for targeting in V.A.T.S, but did less damage. Sure it was cool to go up against a Behemoth and melee him to death rather than use a fat boy, but then getting slowly pinged by raiders makes me feel like a wuss.
Also, I love Agatha! (no not like that...sickos)
Steam: MightyPotatoKing
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
I'm dead serious."
The filled ones are places you've been. The empty ones are places you haven't been.
How plausible would it be to have Sneak and Explosives and just drop live grenades on people all day?
A couple of times on my PS3 I have had to restart the game because my VATS wouldn't come up at all.
You don't drop them on people. You reverse pickpocket live grenades into their pants, and then you run.
Plausible? Dunno. Fun? Very.
You know that's exactly what I meant.
I was talking about would it be practical to do this for your primary method of combat for the entire game?
Not to hate on the game (because I love it to death) but it really did feel like The Elder Scrolls: Fallout. Not that it was a bad thing, because it still gave off the Fallout vibe. It was just pretty obvious that Bethesda made the game.
That aside I loved VATS with a passion. Felt great to shoot off heads and such. And walking around in the world felt limitless.
Thanks
Have you listened to all the tapes?
Yeah, well.
I don't think it's really viable. Sneak doesn't work that well in broad daylight, and there are only so many stealth-boys. Deathclaws will rip the shit out of you, probably Yao Guai, too.
Okay, so it wasn't really super bad, but I wasn't expecting all the deathclaws at first. The only deathclaws I've run into previously were already half dead from fighting something else, so I was surprised at how deadly a healthy one could be. Once I got used to it, I found that sniping them from a distance to soften 'em up worked pretty well for me, then finishing them with Lincoln's Repeater once they were in VATS range.
Then I fell in the grate.
Bottlecap mines were absolutely fun in the Oldney tunnels. It might have been a waste, but there's nothing like seeing a charging deathclaw go all legless stepping on a lunchbox.
I am happy to have found the prototype power armor and a fatman (!) in the tunnels, so that made it worth the trip. Plus, I've got a heap of deathclaw hands, so Gauntlet, here I come!
Quick question though: there was a door there that needed 100 lockpick to open. Anything worth going back for once my skill improves?
Maybe it's because I really like TES, but I didn't mind the TES: Fallout feel at all, especially since they cleaned up a lot of the annoying things that bothered me in Oblivion. To me, this felt much more like Fallout: The Morrowind Chronicles than Fallout: The Oblivion Clone. Which is good, because Morrowind rocks.
I'm not saying that it was a particularly a bad thing, just that it definitely felt like it was part of the TES world... But with guns.
Hmm, see, I don't feel like it felt like it was in the TES world at all. The TES system? Yes, for sure, because that's Bethesda's primary game system...but the world was definitely Fallout. So, TES system with guns + Fallout world, I agree with...but I wouldn't agree it felt like the TES world.
Another Fact: It will only serve to make you more angry.
Twitch (I stream most days of the week)
Twitter (mean leftist discourse)
Yeah, I agree. Looking at it barebones engine-wise, you can see Oblivion in it. But really I would say Fallout 3 still manages very good to be its own game.
But maybe it's just because I've played so many medieval/pre-industrial RPG, I instantly take a liking to most modern/post-modern ones.
I think the thing that made it feel TES for me is all the junk laying around and the difficulty sometimes of finding things. It made me realize how many of my hours have been spent looting a room and disgarding or selling useless junk. And made me wish the item creation part was more robust.
These are minor quibbles BTW. But walking into a vault room and knowing that I could pick up every cup/clipboard/burned book totally reminded me of TES.
As an aside, I absolutly LOVE Morrowind, but it has to be said that I play Morrowind with enough mods to triple the size of the game directory.
That reminds me
Was playing last night, when a Yao Guai can running around a rock. It LEPT at me at a speed that I can only describe as mach, I went VATS when it was a meer pixel from my face, hit it in the head with my repeater rifle.
The velocity it had from the leap made its head and body go flying off literally into outer space. It was the most hilariously awesome bug I have ever encountered.