Given that Emil specifically stated that they have no plans for a visit to the Commonwealth, that seems unlikely
Actually now that I think about it, Bethesda said a bunch of times that they had no plans for a full expansion pack for Oblivion before they announced Shivering Isles so it's still a possibility.
I’ll take a fool’s hope over none at all
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GoodKingJayIIIThey wanna get mygold on the ceilingRegistered Userregular
edited December 2008
I think it's fair to say that we all want a katana for this game. There is excellent advice for converting the akaviri claymore from Oblivion to the FO3 file type and imports it into the game. The problem is, I don't have Oblivion for the PC, so I'm kinda SOL.
Is there any way to save the file as something FO3 can read, so I can then steal it for my melee character?
From the 1up interview on why not the companions at the end
So the story does kind of break down. But you know what? We knew that, and were OK with it, because the trade-off is, well, you get these cool followers to join you. You meet up with Fawkes near the end of the game, and it's true you can go right with him to the purifier. So we could've not had him there as a follower, and that would've solved the problem of him not going into the purifier -- because, at that point in development, that was the only fix we had time for. But we kept it, and players got him as a follower, and they seem to love adventuring him with. Gameplay trumped story, in that example -- as I believe it should have.
and later on the ending in general
EP: When we originally wrote the main story, your character died at the end. There was really only that one ending. We liked the serious tone of it and felt the theme of sacrifice was really important for what we were doing with the game. But then we realized that, well, not having multiple ways to complete the game was pretty contrary to the spirit of Fallout. So we designed and implemented a few ways to end the game: You can sacrifice yourself inside the purifier, you can have Sarah Lyons go in, or you can just stand there and refuse to do anything (and the purifier complex will blow up around you).
So it seems pretty clear whomever was in charge of the ending shat the bed from the start
From the 1up interview on why not the companions at the end
So the story does kind of break down. But you know what? We knew that, and were OK with it, because the trade-off is, well, you get these cool followers to join you. You meet up with Fawkes near the end of the game, and it's true you can go right with him to the purifier. So we could've not had him there as a follower, and that would've solved the problem of him not going into the purifier -- because, at that point in development, that was the only fix we had time for. But we kept it, and players got him as a follower, and they seem to love adventuring him with. Gameplay trumped story, in that example -- as I believe it should have.
and later on the ending in general
EP: When we originally wrote the main story, your character died at the end. There was really only that one ending. We liked the serious tone of it and felt the theme of sacrifice was really important for what we were doing with the game. But then we realized that, well, not having multiple ways to complete the game was pretty contrary to the spirit of Fallout. So we designed and implemented a few ways to end the game: You can sacrifice yourself inside the purifier, you can have Sarah Lyons go in, or you can just stand there and refuse to do anything (and the purifier complex will blow up around you).
So it seems pretty clear whomever was in charge of the ending shat the bed from the start
Goddamnit.
You could play after the end in Fallout 1 and 2! Well, I'm not sure about 1, but you could in 2! People in New Reno would congratulate you for beating the Enclave and you could get the Fallout 2 Hint Book which raised all your skills and stats and gave you 8000 experience. And it could be used multiple times.
From the 1up interview on why not the companions at the end
So the story does kind of break down. But you know what? We knew that, and were OK with it, because the trade-off is, well, you get these cool followers to join you. You meet up with Fawkes near the end of the game, and it's true you can go right with him to the purifier. So we could've not had him there as a follower, and that would've solved the problem of him not going into the purifier -- because, at that point in development, that was the only fix we had time for. But we kept it, and players got him as a follower, and they seem to love adventuring him with. Gameplay trumped story, in that example -- as I believe it should have.
and later on the ending in general
EP: When we originally wrote the main story, your character died at the end. There was really only that one ending. We liked the serious tone of it and felt the theme of sacrifice was really important for what we were doing with the game. But then we realized that, well, not having multiple ways to complete the game was pretty contrary to the spirit of Fallout. So we designed and implemented a few ways to end the game: You can sacrifice yourself inside the purifier, you can have Sarah Lyons go in, or you can just stand there and refuse to do anything (and the purifier complex will blow up around you).
So it seems pretty clear whomever was in charge of the ending shat the bed from the start
Goddamnit.
You could play after the end in Fallout 1 and 2! Well, I'm not sure about 1, but you could in 2! People in New Reno would congratulate you for beating the Enclave and you could get the Fallout 2 Hint Book which raised all your skills and stats and gave you 8000 experience. And it could be used multiple times.
You couldn't do it in Fallout 1. Playing after the end of the game in Fallout 2 was added at the last minute and it shows. Most of the people never acknowledge that you saved their asses except in a few places.
From the 1up interview on why not the companions at the end
So the story does kind of break down. But you know what? We knew that, and were OK with it, because the trade-off is, well, you get these cool followers to join you. You meet up with Fawkes near the end of the game, and it's true you can go right with him to the purifier. So we could've not had him there as a follower, and that would've solved the problem of him not going into the purifier -- because, at that point in development, that was the only fix we had time for. But we kept it, and players got him as a follower, and they seem to love adventuring him with. Gameplay trumped story, in that example -- as I believe it should have.
Actually I'd say story trumped the gameplay there, since they definitively decided that the player HAD to die right from the start, and then painted themselves into a corner with the followers
and later on the ending in general
EP: When we originally wrote the main story, your character died at the end. There was really only that one ending. We liked the serious tone of it and felt the theme of sacrifice was really important for what we were doing with the game. But then we realized that, well, not having multiple ways to complete the game was pretty contrary to the spirit of Fallout. So we designed and implemented a few ways to end the game: You can sacrifice yourself inside the purifier, you can have Sarah Lyons go in, or you can just stand there and refuse to do anything (and the purifier complex will blow up around you).
So it seems pretty clear whomever was in charge of the ending shat the bed from the start
What irritated me most was the promise they made of "hundreds" of endings that never materialised. And those statements were made quite late in development, it's not like they didn't know, or even just suspect they weren't actually going to be able to put those in.
It's a shame because seeing how my actions had affected the wasteland in various ways was one of my favourite elements from the previous Fallout games.
Yeah, It does feel like oblivion at first, but this game makes oblivion feel Good, Just give it a chance.(and Mods if you have the PC version)
Its kinda like that weird aunt who bad touches you.
At first its like " omg, no, stay away "
Then its all like " Mm..Well...This is..Okay I guess.. "
Then it ends up with you drooling in a stupor not realizing 18 hours have passed since the last time you got out of your chair.
That's more than a slight exaggeration. Fallout 3 was pretty good, but it's not on par with Weird Aunt Bad Touch.
So you're saying... Weird Aunt Bad Touch... is better than Fallout 3.
Uh huh.
A little late to the party, arntcha? :P
Well, it sounds to me like he never played Weird Aunt Bad Touch, so I don't know how he's making this sort of judgment anyway. It's like writing a review based on the trailer. Just because Colbert does it, doesn't mean that everyone should.
Oh. I didn't know that was a game.
I just had flashbacks to my childhood when people started talking about weird aunt bad touch. That is not more fun than Fallout 3.
If you type "weird aunt bad touch" into google, this thread is the first thing that pops up.
Is there a way to force the game to let you level past 20?
You can change the level cap, (player.maxlevel 40 I think), but I've heard that it can mess up an evil character when you hit 21. To get around that, I've been using player.setlevel 19 to drop myself back down. It lets me keep Grim Reaper's Sprint at level 19, so now I'm picking up perks I missed before.
How do you go about doing that?
And when you do .setlevel 19, when you go back down to 19 do you keep all your perks/stats you had when you leveled up to 20?
From the 1up interview on why not the companions at the end
So the story does kind of break down. But you know what? We knew that, and were OK with it, because the trade-off is, well, you get these cool followers to join you. You meet up with Fawkes near the end of the game, and it's true you can go right with him to the purifier. So we could've not had him there as a follower, and that would've solved the problem of him not going into the purifier -- because, at that point in development, that was the only fix we had time for. But we kept it, and players got him as a follower, and they seem to love adventuring him with. Gameplay trumped story, in that example -- as I believe it should have.
Actually I'd say story trumped the gameplay there, since they definitively decided that the player HAD to die right from the start, and then painted themselves into a corner with the followers
and later on the ending in general
EP: When we originally wrote the main story, your character died at the end. There was really only that one ending. We liked the serious tone of it and felt the theme of sacrifice was really important for what we were doing with the game. But then we realized that, well, not having multiple ways to complete the game was pretty contrary to the spirit of Fallout. So we designed and implemented a few ways to end the game: You can sacrifice yourself inside the purifier, you can have Sarah Lyons go in, or you can just stand there and refuse to do anything (and the purifier complex will blow up around you).
So it seems pretty clear whomever was in charge of the ending shat the bed from the start
What irritated me most was the promise they made of "hundreds" of endings that never materialised. And those statements were made quite late in development, it's not like they didn't know, or even just suspect they weren't actually going to be able to put those in.
It's a shame because seeing how my actions had affected the wasteland in various ways was one of my favourite elements from the previous Fallout games.
This was discussed in the last thread and the thread before that and the thing Fallout 3 taught me more than any other game before it is that Bethesda are full of shit and are unable to end a game nor let you have any meaningful impact on anything in their games and that they are full of shit and not to be trusted on anything they say.
EDIT: If they'd planned the game to end that way from the beginning it wouldn't have come out of left field and it wouldn't force you to either do it or do the alternatives which are both shitty and not worth mentioning and it wouldn't end so badly after the act whether you do it or not.
From the 1up interview on why not the companions at the end
So the story does kind of break down. But you know what? We knew that, and were OK with it, because the trade-off is, well, you get these cool followers to join you. You meet up with Fawkes near the end of the game, and it's true you can go right with him to the purifier. So we could've not had him there as a follower, and that would've solved the problem of him not going into the purifier -- because, at that point in development, that was the only fix we had time for. But we kept it, and players got him as a follower, and they seem to love adventuring him with. Gameplay trumped story, in that example -- as I believe it should have.
and later on the ending in general
EP: When we originally wrote the main story, your character died at the end. There was really only that one ending. We liked the serious tone of it and felt the theme of sacrifice was really important for what we were doing with the game. But then we realized that, well, not having multiple ways to complete the game was pretty contrary to the spirit of Fallout. So we designed and implemented a few ways to end the game: You can sacrifice yourself inside the purifier, you can have Sarah Lyons go in, or you can just stand there and refuse to do anything (and the purifier complex will blow up around you).
So it seems pretty clear whomever was in charge of the ending shat the bed from the start
I love Fallout 3 a great deal, but that interview left me feeling dismayed. Hopefully Fallout 4 will have an ending that's not rushed at the last moment.
Ending spoilers;
Having Autumn execute the player's follower would have been an excellent way to get around the problem of having a robot, Ghoul, or Super Mutant refuse to enter an area that's safe for them. Sara Lyons should at that point force the issue that she should be the one to switch it on; she's a grizzled soldier, and you're a 19 year old kid. Asking you to do it would paint Sara as a total coward and be contrary to everything she stands for. Have the moral choice be whether you put the FEV into the water or not.
From the 1up interview on why not the companions at the end
So the story does kind of break down. But you know what? We knew that, and were OK with it, because the trade-off is, well, you get these cool followers to join you. You meet up with Fawkes near the end of the game, and it's true you can go right with him to the purifier. So we could've not had him there as a follower, and that would've solved the problem of him not going into the purifier -- because, at that point in development, that was the only fix we had time for. But we kept it, and players got him as a follower, and they seem to love adventuring him with. Gameplay trumped story, in that example -- as I believe it should have.
and later on the ending in general
EP: When we originally wrote the main story, your character died at the end. There was really only that one ending. We liked the serious tone of it and felt the theme of sacrifice was really important for what we were doing with the game. But then we realized that, well, not having multiple ways to complete the game was pretty contrary to the spirit of Fallout. So we designed and implemented a few ways to end the game: You can sacrifice yourself inside the purifier, you can have Sarah Lyons go in, or you can just stand there and refuse to do anything (and the purifier complex will blow up around you).
So it seems pretty clear whomever was in charge of the ending shat the bed from the start
I love Fallout 3 a great deal, but that interview left me feeling dismayed. Hopefully Fallout 4 will have an ending that's not rushed at the last moment.
Ending spoilers;
Having Autumn execute the player's follower would have been an excellent way to get around the problem of having a robot, Ghoul, or Super Mutant refuse to enter an area that's safe for them. Sara Lyons should at that point force the issue that she should be the one to switch it on; she's a grizzled soldier, and you're a 19 year old kid. Asking you to do it would paint Sara as a total coward and be contrary to everything she stands for. Have the moral choice be whether you put the FEV into the water or not.
Works for me.
Really they made this decision to kill off the player because they thought it would make the script somehow seem deep and meaningful. It just ended up feeling like a tacky cop-out and cheep attempt at drama.
As good a game as Fallout 3 was, the script and storyline really were the weakest aspects of it.
Is anyone else not excited about the Liberation of Alaska DLC?
I doubt I'll get it. Combat is not a strong area of F3.
If not combat... then what? The very reason I play this game is initiate awesome and creative kill frenzies while loaded up on a variety of drugs. I don't think there's a whole lot else to this game.
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Is anyone else not excited about the Liberation of Alaska DLC?
I doubt I'll get it. Combat is not a strong area of F3.
If not combat... then what? The very reason I play this game is initiate awesome and creative kill frenzies while loaded up on a variety of drugs. I don't think there's a whole lot else to this game.
Is anyone else not excited about the Liberation of Alaska DLC?
I doubt I'll get it. Combat is not a strong area of F3.
If not combat... then what? The very reason I play this game is initiate awesome and creative kill frenzies while loaded up on a variety of drugs. I don't think there's a whole lot else to this game.
It's the story for me, and the exploration.
I'm with Auburn. I'm actually not that excited for the Alaska DLC, but I know I'll end up getting it anyway.
The Liberation of Alaska is set 200 years prior to the game.. giving your character power armor won't even be an option because he won't be alive yet.
It's a simulation, though, right? With the idea that your guy runs through it himself? Kinda like you-know-what.
If you're one of the power armor wearing soldiers in the Liberation of Alaska simulation, it stands to potentially reason that you could walk out of it knowing how to use the stuff.
Really they made this decision to kill off the player because they thought it would make the script somehow seem deep and meaningful. It just ended up feeling like a tacky cop-out and cheep attempt at drama.
As good a game as Fallout 3 was, the script and storyline really were the weakest aspects of it.
Alternatively:
Create reasons to remove Lyons and Fawkes from the situation altogether. Waltzing into the room to see Autumn and two Enclave goons is hardly a threat. Keep the Pride and the henchman busy engaged in a massive gun battle while the main character rushes up the steps to engage Project Purity.
Massive levels of radiation to kill you off could be used, or the developers could give to the fact that by that point the player has so much Rad-X and RadAway that nothing short of Vault 87 is a practical threat.
Really they made this decision to kill off the player because they thought it would make the script somehow seem deep and meaningful. It just ended up feeling like a tacky cop-out and cheep attempt at drama.
As good a game as Fallout 3 was, the script and storyline really were the weakest aspects of it.
Alternatively:
Create reasons to remove Lyons and Fawkes from the situation altogether. Waltzing into the room to see Autumn and two Enclave goons is hardly a threat. Keep the Pride and the henchman busy engaged in a massive gun battle while the main character rushes up the steps to engage Project Purity.
Massive levels of radiation to kill you off could be used, or the developers could give to the fact that by that point the player has so much Rad-X and RadAway that nothing short of Vault 87 is a practical threat.
It turns out that the Enclave have Freedomtron which is controlled by Autumn. Freedomtron destroys Liberty Prime, and it is up to you to kill Freedomtron. The alternative is just to find and kill Autumn.
Really they made this decision to kill off the player because they thought it would make the script somehow seem deep and meaningful. It just ended up feeling like a tacky cop-out and cheep attempt at drama.
As good a game as Fallout 3 was, the script and storyline really were the weakest aspects of it.
Alternatively:
Create reasons to remove Lyons and Fawkes from the situation altogether. Waltzing into the room to see Autumn and two Enclave goons is hardly a threat. Keep the Pride and the henchman busy engaged in a massive gun battle while the main character rushes up the steps to engage Project Purity.
Massive levels of radiation to kill you off could be used, or the developers could give to the fact that by that point the player has so much Rad-X and RadAway that nothing short of Vault 87 is a practical threat.
It turns out that the Enclave have Freedomtron which is controlled by Autumn. Freedomtron destroys Liberty Prime, and it is up to you to kill Freedomtron. The alternative is just to find and kill Autumn.
Really they made this decision to kill off the player because they thought it would make the script somehow seem deep and meaningful. It just ended up feeling like a tacky cop-out and cheep attempt at drama.
As good a game as Fallout 3 was, the script and storyline really were the weakest aspects of it.
Alternatively:
Create reasons to remove Lyons and Fawkes from the situation altogether. Waltzing into the room to see Autumn and two Enclave goons is hardly a threat. Keep the Pride and the henchman busy engaged in a massive gun battle while the main character rushes up the steps to engage Project Purity.
Massive levels of radiation to kill you off could be used, or the developers could give to the fact that by that point the player has so much Rad-X and RadAway that nothing short of Vault 87 is a practical threat.
It turns out that the Enclave have Freedomtron which is controlled by Autumn. Freedomtron destroys Liberty Prime, and it is up to you to kill Freedomtron. The alternative is just to find and kill Autumn.
I heartily endorse the name Freedomtron.
Only if Freedomtron is assembled from the 3 Patriot Bots in a hot techno themed action sequence.
I started a new game for kicks yesterday and as I ran to the superduper mart for free ammo and exp, I saw a wastelander fighting a deathclaw in front of the door. The wastleander had crippled it's leg and was seriously kiting it around as he killed it with a hunting rifle. Would of freaked me out if it was my first play through. o_O
Minerva_SC on
"If a cherry pie filled cape is wrong, I don't want to be right.
I'm dead serious."
There needs to be more " freak you the fuck out " random encounters.
Like, Just out of no where, you hear the most horrific howling roaring noise of doom that you literally shit your pants and spend 10 minutes running for cover trying to see what evil uttered such a hellish noise, Only to find nothing
Leaving you to wonder...What evil wanders upon the glowing wastes, and what if I run into it?
I like in the recent 1up interview where the interviewer goes down a laundry list of things in the game that have clear corollaries to other games, movies, TV shows, et cetera, and the lead designer categorically denies that pop culture had anything to do with his creations or decisions on a conscious level.
For instance, and paraphrased, "We designed Liberty Prime WAY before Optimus Prime became popular again in the last few years, so we really came up with the name and concept independently. Perhaps on some subconscious level, if at all."
Methinks he doth protest too much.
kedinik on
I made a game! Hotline Maui. Requires mouse and keyboard.
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jackalFuck Yes. That is an orderly anal warehouse.Registered Userregular
edited December 2008
Has anyone tried a hardcore play through (or whatever it is called where you delete the save if you die)? It seems like it could be fun, but then again everyone runs into a deathclaw unprepared once in a while.
Has anyone tried a hardcore play through (or whatever it is called where you delete the save if you die)? It seems like it could be fun, but then again everyone runs into a deathclaw unprepared once in a while.
Or a stray missle that just clipped your arm.
I found my random CTDs, and I'm not happy about it. It may have been due to the Boss monster addon, which really, really sucks cuz dammit I wanted to kill a deathclaw mother! The crystalline mirelurk that was 3 stories tall and could knock Charon back 20 feet was an awesome fight.
I like in the recent 1up interview where the interviewer goes down a laundry list of things in the game that have clear corollaries to other games, movies, TV shows, et cetera, and the lead designer categorically denies that pop culture had anything to do with his creations or decisions on a conscious level.
For instance, and paraphrased, "We designed Liberty Prime WAY before Optimus Prime became popular again in the last few years, so we really came up with the name and concept independently. Perhaps on some subconscious level, if at all."
Methinks he doth protest too much.
Yeah, because 20+ year-old geeks haven't been obsessed with Optimus Prime for years. It was the movie that made him popular again. Yep.
There needs to be more " freak you the fuck out " random encounters.
Like, Just out of no where, you hear the most horrific howling roaring noise of doom that you literally shit your pants and spend 10 minutes running for cover trying to see what evil uttered such a hellish noise, Only to find nothing
Leaving you to wonder...What evil wanders upon the glowing wastes, and what if I run into it?
That actually happened to me once... except it was an invisible death claw and it killed me repeatedly. That was fucking horrifying. I'm pretty sure it was a glitch, but who knows?
I found a Deathclaw that was stuck in a loop of flying upwards at ridiculous speeds and respawning on the ground when it hit the maximum height of the game world, immediately flying upwards again for no apparent reason again.
I managed to get it into VATS and shoot a hunting rifle at it. The Deathclaw flew upwards faster in VATS than the bullet did, then VATS ended and I was left extremely confused. Reloading fixed the glitch.
kedinik on
I made a game! Hotline Maui. Requires mouse and keyboard.
Haha i love when VATS ends due to a glitch or misfire and nothing happened, you can almost hear how confused it is. I also like the mysterious stranger perk's glitches, like when he'll appear, but face the wrong way or behind a wall or something, and he'll slowly turn or walk and then VATS just ends without him firing a shot, like it got impatient.
Err, I'm not sure if my game screwed up or something. I was supposed to talk to Moriarty about my father and he asked for money. Told him I didn't have any and sent me to get some money from a woman. I got the money, no problem right? The thing is, now I can't find Moriarty around. The quest arrow points to a place in the middle of nowhere slightly north of Megaton and close to the school. He isn't on his bar and nobody seems to miss him.
Though nobody seems weirded out by the bodies of Mr. Burke or the Sheriff
Err, I'm not sure if my game screwed up or something. I was supposed to talk to Moriarty about my father and he asked for money. Told him I didn't have any and sent me to get some money from a woman. I got the money, no problem right? The thing is, now I can't find Moriarty around. The quest arrow points to a place in the middle of nowhere slightly north of Megaton and close to the school. He isn't on his bar and nobody seems to miss him.
Though nobody seems weirded out by the bodies of Mr. Burke or the Sheriff
Posts
The Division, Warframe (XB1)
GT: Tanith 6227
Is there any way to save the file as something FO3 can read, so I can then steal it for my melee character?
PSN: Threeve703
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
QEDMF xbl: PantsB G+
Goddamnit.
It's a shame because seeing how my actions had affected the wasteland in various ways was one of my favourite elements from the previous Fallout games.
If you type "weird aunt bad touch" into google, this thread is the first thing that pops up.
Maybe it's because I'm lvl 20 with the dart gun.
How do you go about doing that?
And when you do .setlevel 19, when you go back down to 19 do you keep all your perks/stats you had when you leveled up to 20?
GM: Rusty Chains (DH Ongoing)
Of course, I was carrying my Fatman at the time....
They tried to bury us. They didn't know that we were seeds. 2018 Midterms. Get your shit together.
Psh. You guys and your fancy weapons.
When I was a kid, I had to fight Deathclaws with nothing but a stick.
This was discussed in the last thread and the thread before that and the thing Fallout 3 taught me more than any other game before it is that Bethesda are full of shit and are unable to end a game nor let you have any meaningful impact on anything in their games and that they are full of shit and not to be trusted on anything they say.
EDIT: If they'd planned the game to end that way from the beginning it wouldn't have come out of left field and it wouldn't force you to either do it or do the alternatives which are both shitty and not worth mentioning and it wouldn't end so badly after the act whether you do it or not.
I love Fallout 3 a great deal, but that interview left me feeling dismayed. Hopefully Fallout 4 will have an ending that's not rushed at the last moment.
Ending spoilers;
Works for me.
As good a game as Fallout 3 was, the script and storyline really were the weakest aspects of it.
"See what you worked so hard to do? It didn't work and life still sucks here in the wasteland! Now go find me some nuka-cola."
I doubt I'll get it. Combat is not a strong area of F3.
If not combat... then what? The very reason I play this game is initiate awesome and creative kill frenzies while loaded up on a variety of drugs. I don't think there's a whole lot else to this game.
Twitch (I stream most days of the week)
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It's the story for me, and the exploration.
I'm with Auburn. I'm actually not that excited for the Alaska DLC, but I know I'll end up getting it anyway.
Also because I think it'll be cool as hell, and I actually enjoy the combat.
If you look at how they do it, you walk into a "historical simulator." It's your character.
It's a simulation, though, right? With the idea that your guy runs through it himself? Kinda like you-know-what.
If you're one of the power armor wearing soldiers in the Liberation of Alaska simulation, it stands to potentially reason that you could walk out of it knowing how to use the stuff.
Alternatively:
Massive levels of radiation to kill you off could be used, or the developers could give to the fact that by that point the player has so much Rad-X and RadAway that nothing short of Vault 87 is a practical threat.
I'm dead serious."
Like, Just out of no where, you hear the most horrific howling roaring noise of doom that you literally shit your pants and spend 10 minutes running for cover trying to see what evil uttered such a hellish noise, Only to find nothing
Leaving you to wonder...What evil wanders upon the glowing wastes, and what if I run into it?
For instance, and paraphrased, "We designed Liberty Prime WAY before Optimus Prime became popular again in the last few years, so we really came up with the name and concept independently. Perhaps on some subconscious level, if at all."
Methinks he doth protest too much.
Or a stray missle that just clipped your arm.
I found my random CTDs, and I'm not happy about it. It may have been due to the Boss monster addon, which really, really sucks cuz dammit I wanted to kill a deathclaw mother! The crystalline mirelurk that was 3 stories tall and could knock Charon back 20 feet was an awesome fight.
Yeah, because 20+ year-old geeks haven't been obsessed with Optimus Prime for years. It was the movie that made him popular again. Yep.
That actually happened to me once... except it was an invisible death claw and it killed me repeatedly. That was fucking horrifying. I'm pretty sure it was a glitch, but who knows?
I managed to get it into VATS and shoot a hunting rifle at it. The Deathclaw flew upwards faster in VATS than the bullet did, then VATS ended and I was left extremely confused. Reloading fixed the glitch.
17 more Quantums to go . . .
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