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Old Fallout Thread: Make Way for the New Fallout Thread~

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    Disco11Disco11 Registered User regular
    edited January 2009
    yalborap wrote: »
    It's SUPPOSED to, but they accidently put the 'in-sim version' in the vault, not the 'real world version'. The in-sim has retardedly huge health and can't be repaired with other gear, while the real world version that isn't about due to simple human error error has sane health and can be repaired with some other power armors.
    So it will eventualy deteriorate?

    Disco11 on
    PSN: Canadian_llama
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    CouscousCouscous Registered User regular
    edited January 2009
    yalborap wrote: »
    + 3 to science , lockpick and small guns. Not the most useful of things. On a different note, the Gauss rifle is overpowered to high hell. The knockdown is godly. Also does the Winter T-1lb deteriorate? It seems invincible to me.

    It's SUPPOSED to, but they accidently put the 'in-sim version' in the vault, not the 'real world version'. The in-sim has retardedly huge health and can't be repaired with other gear, while the real world version that isn't about due to simple human error error has sane health and can be repaired with some other power armors.

    :lol: Oh, Bethesda. Too kool for QA.

    Couscous on
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    EspantaPajaroEspantaPajaro Registered User regular
    edited January 2009
    Disco11 wrote: »
    yalborap wrote: »
    It's SUPPOSED to, but they accidently put the 'in-sim version' in the vault, not the 'real world version'. The in-sim has retardedly huge health and can't be repaired with other gear, while the real world version that isn't about due to simple human error error has sane health and can be repaired with some other power armors.
    So it will eventualy deteriorate?

    After a metric fuckton of damage. I checked it out on the wikki and the suit has 9 million hp , the helmet has almost 1 mill.

    EspantaPajaro on
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    manwiththemachinegunmanwiththemachinegun METAL GEAR?! Registered User regular
    edited January 2009
    + 3 to science , lockpick and small guns. Not the most useful of things. On a different note, the Gauss rifle is overpowered to high hell. The knockdown is godly. Also does the Winter T-1lb deteriorate? It seems invincible to me.



    Mwhaha, good to hear my baby Gauss is still king of the mountain!

    manwiththemachinegun on
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    Jay FoxfireJay Foxfire Registered User regular
    edited January 2009
    I want The Pitt DLC so I can
    track down the guys who did in Argyle, Herbert Dashwood's faithful ghoul manservant.

    Jay Foxfire on
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    Zen VulgarityZen Vulgarity What a lovely day for tea Secret British ThreadRegistered User regular
    edited January 2009
    HOW'S THE DLC YOU MOTHERFUCKERS

    Zen Vulgarity on
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    One Thousand CablesOne Thousand Cables An absence of thought Registered User regular
    edited January 2009
    HOW'S THE DLC YOU MOTHERFUCKERS

    IT'S PRETTY GOOD ALTHOUGH I QUESTION WHETHER IT'S WORTH $10

    One Thousand Cables on
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    StrikerkcStrikerkc Registered User regular
    edited January 2009
    HOW'S THE DLC YOU MOTHERFUCKERS

    IF YOU DON'T DESPERATLY WANT THE LOOT FROM THE ARMORY AT THE END THEN IT IS A LITTLE ON THE SHALLOW SIDE.

    Strikerkc on
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    FoefallerFoefaller Registered User regular
    edited January 2009
    Strikerkc wrote: »
    HOW'S THE DLC YOU MOTHERFUCKERS

    IF YOU DON'T DESPERATLY WANT THE LOOT FROM THE ARMORY AT THE END THEN IT IS A LITTLE ON THE SHALLOW SIDE.

    Who doesn't want (basicly) invincible Power Armor, even if it is a bug?

    Foefaller on
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    StrikerkcStrikerkc Registered User regular
    edited January 2009
    Foefaller wrote: »
    Strikerkc wrote: »
    HOW'S THE DLC YOU MOTHERFUCKERS

    IF YOU DON'T DESPERATLY WANT THE LOOT FROM THE ARMORY AT THE END THEN IT IS A LITTLE ON THE SHALLOW SIDE.

    Who doesn't want (basicly) invincible Power Armor, even if it is a bug?

    Characters that don't/can't wear power armor 8-)

    Strikerkc on
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    yalborapyalborap Registered User regular
    edited January 2009
    Strikerkc wrote: »
    Foefaller wrote: »
    Strikerkc wrote: »
    HOW'S THE DLC YOU MOTHERFUCKERS

    IF YOU DON'T DESPERATLY WANT THE LOOT FROM THE ARMORY AT THE END THEN IT IS A LITTLE ON THE SHALLOW SIDE.

    Who doesn't want (basicly) invincible Power Armor, even if it is a bug?

    Characters that don't/can't wear power armor 8-)

    It gives you the Power Armor Training perk when you're done.

    Kinda wish you had a moment where you suited up in the sim to explain it, but I'll live.

    yalborap on
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    randombattlerandombattle Registered User regular
    edited January 2009
    yalborap wrote: »
    Strikerkc wrote: »
    Foefaller wrote: »
    Strikerkc wrote: »
    HOW'S THE DLC YOU MOTHERFUCKERS

    IF YOU DON'T DESPERATLY WANT THE LOOT FROM THE ARMORY AT THE END THEN IT IS A LITTLE ON THE SHALLOW SIDE.

    Who doesn't want (basicly) invincible Power Armor, even if it is a bug?

    Characters that don't/can't wear power armor 8-)

    It gives you the Power Armor Training perk when you're done.

    Kinda wish you had a moment where you suited up in the sim to explain it, but I'll live.
    I must admit though the end part with the vault threw me for a loop and I was honestly not expecting that.

    All in all I think it's a good dlc but 10 bucks is a bit much. If it was like 5-7 bucks I think I would feel more comfortable.

    randombattle on
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    I never asked for this!
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    StrikerkcStrikerkc Registered User regular
    edited January 2009
    yalborap wrote: »
    Strikerkc wrote: »
    It gives you the Power Armor Training perk when you're done.

    Kinda wish you had a moment where you suited up in the sim to explain it, but I'll live.

    Some people still don't use power armor. My last two characters I (the one I'm on, and my previous) didn't use the best armor. Current one is an evil sneaky sniper type. She still uses the Badlands raider armor at level 14, and a roving trader hat, it just looks cool. My previous guy, Wild Tex Codey, used basic leather armor the whole game becuase it looked boss with his cow boy hat (some one else killed the guy I took it from, honest) and scoped 44 ;)


    Though I may find my way to the ninja suit for my current sneaky git. The badlands armor is just so perfect though.

    Strikerkc on
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    TasteicleTasteicle Registered User regular
    edited January 2009
    The stealth armor is very overpowered it seems. Its the same as having a permenant stealth boy active, I can stand directly in front of any enemy in the game at the moment in broad sunlight and they cant see me. You can even attack while stealthed and the enemies wont fight back.

    With the suit and the sword you get, I am able to instant kill anything but a deathclaw, and even those take like 80 percent of their life in the first attack. Then they just stand there and you can hack n slash until dead, or wait a few seconds and sneak critical it again.

    Tasteicle on
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    manwiththemachinegunmanwiththemachinegun METAL GEAR?! Registered User regular
    edited January 2009
    To be fair, you could be ridiculously overpowered in Fallout 2 as well. Once you get any combination of the Sniper perk, Enclave armor or Gauss rifle you will never have a challenging fight again.

    manwiththemachinegun on
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    TasteicleTasteicle Registered User regular
    edited January 2009
    It's pretty much the same thing you could do in oblivion, where you get a stealth guy and some stealth gear, then attack any NPC and they wont fight back.

    I wonder if the NPC all use a VATS check before hitting you, since If you use VATS on the crimson dragoon, even if you can see them while stealthed you can't actually use VATS to attack them.

    Tasteicle on
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    JoeslopJoeslop Registered User regular
    edited January 2009
    So quick question. Will downloading and using mods screw up the achievements system? Or will you still earn achievements even with mods that basically allow you to cheat your way to them?

    Joeslop on
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    CarcharodontosaurusCarcharodontosaurus Registered User regular
    edited January 2009
    This has probably been asked already, but how do I find the content of Operation: Anchorage? I hear there's meant to be a radio broadcast that can be heard in the entire Capital Wasteland, but I've been exploring all the way from Minefield to the Arlington Library and I've heard nothing. Could someone help me out? There are Communists that aren't being killed because of this, and that just won't do!

    Carcharodontosaurus on
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    PatboyXPatboyX Registered User regular
    edited January 2009
    This has probably been asked already, but how do I find the content of Operation: Anchorage? I hear there's meant to be a radio broadcast that can be heard in the entire Capital Wasteland, but I've been exploring all the way from Minefield to the Arlington Library and I've heard nothing. Could someone help me out? There are Communists that aren't being killed because of this, and that just won't do!

    I just stepped outside of Megaton and heard the clip. But I didn't get it anywhere else.

    PatboyX on
    "lenny bruce is not afraid..."
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    yalborapyalborap Registered User regular
    edited January 2009
    PatboyX wrote: »
    This has probably been asked already, but how do I find the content of Operation: Anchorage? I hear there's meant to be a radio broadcast that can be heard in the entire Capital Wasteland, but I've been exploring all the way from Minefield to the Arlington Library and I've heard nothing. Could someone help me out? There are Communists that aren't being killed because of this, and that just won't do!

    I just stepped outside of Megaton and heard the clip. But I didn't get it anywhere else.

    You've got to actually physically exit the game to the dashboard and restart it. The restart menu option doesn't work for some reason.

    yalborap on
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    override367override367 ALL minions Registered User regular
    edited January 2009
    Okay so is this the extent of the DLC
    The anchorage missions, the fight in the research facility afterwards, and the weapons you get in the armory
    ?

    Is there anything I'm missing?


    Also it sucks that the gauss rifle is energy and single shot. It's like the concussion rifle from Jedi Knight... Anyone know of any good mods out there that make it closer to the original?

    override367 on
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    Handsome CostanzaHandsome Costanza Ask me about 8bitdo RIP Iwata-sanRegistered User regular
    edited January 2009
    Oh god, I love the mysterious stranger with all my heart.
    I just missed a guy from point blank range 5 times in vats to the back of the head. Awww look who appeared over my shoulder pedo bear style, with his fedora and everything. So awesome. Even the way he continues to shoot the bloody corpse into the ground despite only needing one round is awesome. You da best.


    edit: ahaha I just hit a soldier in VATS who I wasent even targeting, he fell down dead but still showed as a live target with full health. I tried to shoot him and missed, mysterious stranger shows up, does a slow 360, shoots his gun into the air 5 times, and leaves.

    He is the best.

    Handsome Costanza on
    Nintendo Switch friend code: 7305-5583-0420. Add me!
    Resident 8bitdo expert.
    Resident hybrid/flap cover expert.
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    AxenAxen My avatar is Excalibur. Yes, the sword.Registered User regular
    edited January 2009
    I have been trying out a ton of mods lately. Here are two I think are awesome

    The BlackWolf Backpack. Not only does it allow you to carry either an extra 35lbs or 50lbs, but the backpack itself looks so right on my character.

    The other mod is Welcome to the Wasteland. It changes a number of things in the game making it a bit harder. Stimpacks and ammo are much more expensive, food will be your primary source of health (luckily the food itself heals for a lot more), radiation is a hell of a lot more dangerous, everything has more weight to it so whenever you go out scaving you need to be more careful about what you take, and it does a multitude of other things. This mod coupled with Mart Mutant Mod has made the Waste much more interesting and dangerous.


    edit- Oh yeah I have an Ammo Rebalance mod too. Its very simple all it does is give pretty much each gun its own ammo type. This makes each gun some what useful, even the chinese pistol!

    Axen on
    A Capellan's favorite sheath for any blade is your back.
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    KakodaimonosKakodaimonos Code fondler Helping the 1% get richerRegistered User regular
    edited January 2009
    Oh god, I love the mysterious stranger with all my heart.
    Awww look who appeared over my shoulder pedo bear style, with his fedora and everything.

    Why am I filled with a sudden horror over the mod possibilities for this?
    Find out the real reason why the mysterious stranger keeps showing up

    Kakodaimonos on
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    HitsuraptorHitsuraptor Registered User regular
    edited January 2009
    Just screwing around in anchorage a bit, not sure if it bugged or not but I pickpocketed a chinese soldier (No you can't loot em but seems strange you can pickpocket), the best part though
    I lost karma for it D:

    So far seems ok don't know if it was worth the cash though

    Hitsuraptor on
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    StrikerkcStrikerkc Registered User regular
    edited January 2009
    Okay so is this the extent of the DLC
    The anchorage missions, the fight in the research facility afterwards, and the weapons you get in the armory
    ?

    That's it, your done, thanks for playing. :(

    Strikerkc on
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    FoefallerFoefaller Registered User regular
    edited January 2009
    I enjoyed it, but I'll admit it's a bit too short and one-dimentional for what its price tag is.

    Foefaller on
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    UselesswarriorUselesswarrior Registered User regular
    edited January 2009
    So I was playing with the following mods last night and they are all awesome.

    GNR -- More Where That Came
    Even for people who aren't interested in running mods, this one is essential. It adds 100 more songs to GNR, songs that actually fit the game very well, not random shit. Check it out.

    Lork's Sprint mod
    Awesome little mod. Very reminiscent of the sprite feature in Stalker.

    Mart's Mutant Mod
    Good mod that does alot of stuff including added much needed variety to monsters and increasing spawns (optional). I am just going to include the description in spoiler tags.
    ::: Overview :::

    This mod is a port of MMM from Oblivion to Fallout 3. It focuses on adding a huge range of diversity to creatures and NPCs in the Fallout 3 world as well as adding new and unique creatures and NPCs to encounter. The mod is broken down into a core base and a range of optional modules.

    The key results the mod achieves are:

    * Every creature and NPC is unique with its own stats, size, confidence, health, damage and even skin (texture)
    * Creatures and NPCs suffer improved wounding effects such as visible bleedng and statistic penalties
    * Creatures and NPCs can loot the corpses of fallen enemies, afterwhich you can find this loot if you kill them
    * Creatures and NPCs have improved behavioural AI based on class -- in any given group some may be aggressive towards you, some may be ambivalent, and others may avoid you outright.
    * Configurable increased spawns allow you tailor how many creatures and NPCs spawn in the game at any given spawn point
    * Improved faction system to better reflect inter-faction relations and ensure the player isn't the center of the universe
    * New creatures and NPCs to add variety to the wasteland -- all hand-crafted with their own stats, abilities, loot, weapons, textures and in some cases scripted AI behaviour.


    Main features include:

    :: Stat scaling

    All creatures and NPCs have a sliding-scale random modified adjustment to their base values for STR, END, PER, INT, AGI, LUC, Speed and Health.

    The adjustments range -3 to 3, with the following percentages: 30% no change, 30% -1/+1, 30% -2/+2, 10% -3/+3.

    The exceptions are STR, END and Health values which are based on size (see next), as are loot drops for creatures (see below), where larger creatures are stronger, have more endurance, and more health.


    :: Size scaling

    Isn't it a little bit odd that all creatues and NPCs are identical in size? Indeed, so size scaling randomly adjusts size based off base value between a factor of +/- 20% for creatures, and +/- 12.5% for NPCs (though it's actually weighted -10% to +15%.). It's not quite a blanket rule -- Ghouls for example follow size scaling closer to NPCs, given they were formerely people.

    As above, size is more than just visual variety -- it impacts the strength, endurance, and health. Larger creatures hit harder, and last longer.


    :: Size based loot

    Larger creatures will drop more meat, smaller ones less (or none at all). This may be expanded in future to include other types of loot.


    :: Factions

    A new faction system through the optional Natural Selection plugin ensures you're not always the center of the universe -- creatures and NPCs have foes they might consider more dangerous than you, and act accordingly.

    Additionally a special No Attack faction protects Scavengers, their pets, and optionally traders (with the Tougher Traders) plugin from being attacked, without the need to mark them Essential (and thus prevent the player from killing them). It's also used for special creatures in the mod, such as the passive Wasteland Scorpion and Corpse Flies being largely ignored in favour of bigger threats.


    :: Behaviour AI

    Why is it that most creatures and NPCs seem to be hostile, despite the fact that in order to survive a creature or NPC still needs to pick its fights (otherwise, how did it last this long?)

    Changes to wildlife on a creature-by-creature basis reflect that not all MoleRats are suicidal, and even a Vicious Dog can have the sense to avoid a fight it's got no chance of winning. NPCs, as well, can have a greater sense of self-preservation but to a lesser degree than creatures and, as with size and stat scaling, the chances are randomised based off their base value -- so Raiders are more likely to turn tail and run than Outcast for example.


    :: Diverse Creature Skins

    Most creatures in Fallout 3 have only a single texture, making every creature a clone of the next. Diverse Creature Skins provides a range of texture variants for each and every creature, so when you encounter a pack of rabid, yet slightly cute, MoleRats they all look a little different. This is one of those features that sounds simple but makes a huge impact in-game.

    These are some of the creatues and the number of variants in the mod:

    * 3 Brahmin
    * 3 Radroach
    * 3 Deathclaw
    * 3 Giant Ant
    * 4 Molerat
    * 4 Yao Guai
    * 5 Centaur
    * 5 RadScorpion
    * 20 Feral Ghoul
    * 104 Supermutant


    :: Diverse NPCs

    Just like Diverse Creature Skins, the NPCs in the game also get some treatment. Mostly, and for the moment, this focuses on Raider diversity and includes 100 Raider variants all with new unique faces, hair, etc. Additionally, there are 12 variable tattoos styles which are mixed and matched across 28 different race variations.

    The result is a much wider scope of Raider appearance you will encouter in the game, and greatly fleshes them out as a faction in the Wasteland.


    :: New Creatures & NPCs

    What's an MMM without new creatures and NPCs? Just to start, the first release of MMM for Fallout 3 will have:

    * Supermutant Gargantuan -- the guy the Behemoth goes to when he runs home to mummy. You don't want to meet mummy. Really, seriously. What, you got a death wish? Ok...
    * Firelurk -- just when you thought the Mirelurks couldn't get any more dangerous, one of these brethren will show up. As the name suggests he's a Mirelurk, only he breathes fire... he also drops a unique loot: Firelurk Saliva. Hey, what do you think he's using for fuel?
    * Wasteland Scorpion -- first of many passive creatures. This is a small, loner creature (just like the real thing) which will avoid you if it can. It just wants to find a rock and live to see another day. Be kind, eh? Or not.
    * Wild Dog -- semi-passive wasteland scavenger. He's no friend to the Vicious Dogs, but he's not necessarily yours either. Push him into a corner and he'll fight, otherwise he'll probably leave you alone.
    * Night Ghouls -- You've heard reports of Ghouls roaming the wasteland at night, but you didn't believe them. You still won't... that is until you run into them first hand. They travel in packs, and see better in the dark than you too. Oh, for a bigger torch than the Pip-Boy...
    * Corpse Fly -- These little creatures have a chance to appear at a corpse after a number of hours. They are ignored by other creatures and NPCs and a non-hostile, though you can take pot-shots at them in VATS if you want to. They add a unique dynamic to the Fallout 3 world, where even the smallest creatures can be seen to scavenge...

    Between size scaling, stat scaling, behaviour and diverse skins every creature you meet is literally unique. See a group of Vicious Dogs? Each one looks different, has its own temperament, has its own size, moves at its own speed, has its own endurance and health, and its own strength and damage. Fighting in the wasteland will never be the same, every encounter is unique!


    :: Other features

    * Night Ghouls that appear only at night, and are faster and stronger than normal Feral Ghouls
    * Wild Dogs and Wasteland Scorpions may appear at wasteland spawn points, and are generally passive
    * 3% chance of a special Supermutant spawn with muties, which includes 8 variant Behemoths and the Supermutant Gargantuan
    * A new food -- Radscorp Meat -- added to Radscorps. Afterall, you can eat pretty much everything else. It heals well but has high rads
    * Slightly reduced chance of Robots and Radscorps for wasteland spawn points
    * Evergreen Mills Behemoth replaced with Gargantuan (great in tandem with Increased Spawns)
    * Robots aren't included in stats/size/confidence scaling -- afterall, they are machines, produced identically off the production line
    * Corpse Flies may appear at corpses after a certain amount of time. They can be VATS targeted and killed, if you feel like some sharpshooting
    * GMSTs adjusted to extend corpse lifetime, the number of corpses before cleanup, and the number of actors able to be in combat at one time.
    * Centaur base size and hitpoints increased (more tweaks like this may follow, or other mods can adjust such factors)



    ::: Optional plugins :::

    Naturally, MMMF3 comes with a range of plugins to add features or alter the operation of the mod. In this release you will find:


    :: Increased Spawns

    Both the Increased Spawns and Increased Increased Spawns modules enable the same functionality from the standalone MMMF3 - Increased Spawns mod you're probably already using.

    If you currently use the standalone Increased Spawns the MMMF3 installation will overwrite this for you and replace it with the required module for MMMF3.

    Increased Spawns adds 1-3 spawns per spawn point, while Increased Increased adds 2-5 per point. The feature is actually configurable, and you can set whatever range you want by editing either plugin and changing the MMMzIncreasedSpawnsMin and MMMzIncreasedSpawnsMax values.

    For more information on how the plugin works, see the README - Increased Spawns file.


    :: Zones Respawn

    By default most areas, especially interiors, in Fallout 3 are marked as 'Never Resets' such that once you clear an area, it stays cleared. This module enables these areas to respawn, with the exception of areas which shouldn't, such as the Vaults and some areas related to the main quest line.

    Note: This mod does not change or provide modules to change the amount of time before a cell 'resets', which defaults to 3 days. There are plenty of other mods to change this for you.


    :: Feral Ghoul Rampage

    For those zombie movie addicts, Feral Ghoul Rampage multiplies the volume of Feral Ghoul spanws by 5, on top of the result from Increased Spawns. So for example if you are using Increase Spanws instead of 1-3 Feral Ghouls you will see 5-15 at any Feral Ghoul Spawn point. If you load this with Increased Increased spawns, make sure you're packing nukes!


    [:: Wounding Effects ] -- in development

    While crippling works quite well in Fallout 3, does it make sense that a SuperMutant near death is able to swing his nailboard as hard as when he first met you?

    With wounding, pentalties are applied against certain statistics the more wounded they become -- badly wounded enemies will hit with less damage, aim less accurately, and move slower.

    Bleeding effects will add spurting blood to wounded creatures and NPCs which starts midly and increases as they become more wounded.


    :: Natural Selection

    Author: ACE

    While some factions behave as you would expect in Fallout 3, many others don't. Natural Selection ensures creatures and NPCs properly attack or ignore foes logically based on type, as well as ensure the PC isn't the centre of the universe -- tired of a dog thinking you're the most dangerous creature in the universe while a SuperMutant bears down on you both? Not anymore!

    Thanks to ACE for working with me on this and creating the plugin.


    :: Tougher Traders

    By default MMMF3 will automatically protect Scavengers from being beat-up on by the local wildlife, while still enabling them to be killed by the player, and the same is true of Traders if you load this plugin. Traders were made optional for this protection so that you can use mods like Roadwarden where you play quests to protect Traders from attack. If you don't want Traders getting killed off mid-game, load this.


    :: Hunting & Looting

    The Wasteland is a dangerous place where resources are sparse -- so why do NPCs like Raiders kill a foe and just leave all that good loot lying around? With this plugin creatures & NPCs will loot the corpses of fallen foes, taking what they can. If you then kill them, you will find this loot on their corpse. This can include weapons, ammo, armour, food, and drugs.

    This adds much more than a simple dynamic to the game. NPCs for example may pick up extra weapons to use as a backup, or find more stimpacks to heal themselves. When you find an NPC, he could well be using a weapon he looted from the corpse of a foe further down the road.

    Note: In the Beta only NPCs are included. Additionally, in Fallout 3 currently (as I may be able to fudge this) NPCs only pickup weapon types they don't currently have. For example if they have a ranged weapon but no melee weapons, they may pickup a baseball bat but ignore a gun. They also can't pickup equipped items on corpses, a limitation carried over from Oblivion. For this reason you'll find grenades, food, drugs, etc looted more often than weapons and armor (maybe this a good thing we don't want to change, leaving you to get them).


    :: No Corpse Flies

    A simple plugin to prevent Corpse Flies from appearing at Corpses after a number of hours, as they can have a performance impact. That said Corpse Flies have been significantly enahnced since the Alpha, now coming with a unique texture, optimised model, optimised code, and reduced numbers.
    I was playing with the Feral Ghoul apocalypse mod enabled and I can't decide if it is silly or awesome. Probably the latter.
    screenshot87370.jpg.xs.jpg

    Can anyone recommend any additional mods? I am looking for one that either slows down level or changes(removes) the cap, there are quite a few out there that do this, but I was looking for the best ones available.

    I am going to bump this, as I still looking for mod recommendations. You know since the DLC apparently sucks and is $10.

    Uselesswarrior on
    Hey I made a game, check it out @ http://ifallingrobot.com/. (Or don't, your call)
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    SoulGateSoulGate Registered User regular
    edited January 2009
    I installed that huge Mart's Mutant Mod thing, and.... it's pretty awesome. :D

    Super-Duper Mart was bullet hell with just Increased Spawns, I'd hate to see Increased Increased Spawns. D:

    Also, I can't wait to blow Megaton up. Hurry up, stupid Moira quest.

    SoulGate on
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    UselesswarriorUselesswarrior Registered User regular
    edited January 2009
    SoulGate wrote: »
    I installed that huge Mart's Mutant Mod thing, and.... it's pretty awesome. :D

    Super-Duper Mart was bullet hell with just Increased Spawns, I'd hate to see Increased Increased Spawns. D:

    Also, I can't wait to blow Megaton up. Hurry up, stupid Moira quest.

    Yeah mart's is awesome. So is the radio thing, but unfortunately I am running into some bugs where the radio won't play anything.

    What Moira quest are you talking about?

    Any way to get a house without blowing up or disarming the Megaton bomb, I want to remain neutral. In general how easy is it to remain neutral in this game (for the speech perk)?

    Uselesswarrior on
    Hey I made a game, check it out @ http://ifallingrobot.com/. (Or don't, your call)
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    StrikerkcStrikerkc Registered User regular
    edited January 2009
    SoulGate wrote: »
    Also, I can't wait to blow Megaton up. Hurry up, stupid Moira quest.

    Blow the town any ways... just make sure you go visit the crater and you may find yourself pleasently survive :winky:
    What Moira quest are you talking about?

    Survival guide I would imagine
    Any way to get a house without blowing up or disarming the Megaton bomb, I want to remain neutral. In general how easy is it to remain neutral in this game (for the speech perk)?

    Nope, if you want your own "room" with a robot butler and a bobble head stand, those are your options. I've yet to try a neutral run, and I wont be. It's just to contrived to be neutral from what I can tell. There is no such thing as a neutral character the way they have it set up, neutral would be someone that went around and did nothing, if you actualy play the game, and expect to be neutral you have to play as some bipolar psycho going around solving missions the "nice" way, and then go about killing wastelanders and selling ears to hit men, or devouring the hearts of your fallen enemies.

    Strikerkc on
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    UselesswarriorUselesswarrior Registered User regular
    edited January 2009
    Strikerkc wrote: »
    SoulGate wrote: »
    Also, I can't wait to blow Megaton up. Hurry up, stupid Moira quest.

    Blow the town any ways... just make sure you go visit the crater and you may find yourself pleasently survive :winky:
    What Moira quest are you talking about?

    Survival guide I would imagine
    Any way to get a house without blowing up or disarming the Megaton bomb, I want to remain neutral. In general how easy is it to remain neutral in this game (for the speech perk)?

    Nope, if you want your own "room" with a robot butler and a bobble head stand, those are your options.

    LAAAAME.

    Hmm... blow it up... or disarm the bomb... choices choices.

    Uselesswarrior on
    Hey I made a game, check it out @ http://ifallingrobot.com/. (Or don't, your call)
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    AxenAxen My avatar is Excalibur. Yes, the sword.Registered User regular
    edited January 2009
    Strikerkc wrote: »
    SoulGate wrote: »
    Also, I can't wait to blow Megaton up. Hurry up, stupid Moira quest.

    Blow the town any ways... just make sure you go visit the crater and you may find yourself pleasently survive :winky:
    What Moira quest are you talking about?

    Survival guide I would imagine
    Any way to get a house without blowing up or disarming the Megaton bomb, I want to remain neutral. In general how easy is it to remain neutral in this game (for the speech perk)?

    Nope, if you want your own "room" with a robot butler and a bobble head stand, those are your options.

    LAAAAME.

    Hmm... blow it up... or disarm the bomb... choices choices.


    It is a rather pretty explosion.

    Axen on
    A Capellan's favorite sheath for any blade is your back.
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    manwiththemachinegunmanwiththemachinegun METAL GEAR?! Registered User regular
    edited January 2009
    It's a bomb. Dur. It either goes off or it doesn't. :whistle:

    What did you expect?

    Complaining about binary choice with a BOMB quest seems rather self defeating if you ask me.

    manwiththemachinegun on
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    AxenAxen My avatar is Excalibur. Yes, the sword.Registered User regular
    edited January 2009
    Speaking of bombs and explosions, do you ever find out where you sent that ICBM? I can only assume somewhere in China.

    Axen on
    A Capellan's favorite sheath for any blade is your back.
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    UselesswarriorUselesswarrior Registered User regular
    edited January 2009
    It's a bomb. Dur. It either goes off or it doesn't. :whistle:

    What did you expect?

    Complaining about binary choice with a BOMB quest seems rather self defeating if you ask me.

    I wasn't complaining about that, I was complaining about the fact that there are 1) only two houses in the game 2) getting a house completing one quest in particular.

    Well I am in complaint mode, the morality system feels a little out of place. Shouldn't the wasteland be an morally ambiguous place filled with moral decisions that aren't good OR evil?

    Uselesswarrior on
    Hey I made a game, check it out @ http://ifallingrobot.com/. (Or don't, your call)
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    NerdgasmicNerdgasmic __BANNED USERS regular
    edited January 2009
    Karma, despite the name, is more about how other people react to you than any objective morality.


    Except when the game ham fists you into pick one out of only two choices that are both on opposite extremes of a "Good/Evil" scale.

    Nerdgasmic on
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    JoolanderJoolander Registered User regular
    edited January 2009
    It's a bomb. Dur. It either goes off or it doesn't. :whistle:

    What did you expect?

    Complaining about binary choice with a BOMB quest seems rather self defeating if you ask me.



    what if you made it IMPLODE!?!?!?!?!?
    phpw9jvl0pm.jpg




    but speaking of mods, besides the MMM (which is pretty awesome) i got a high quality and balanced duster outfit
    505-2-1226947934.jpg


    theres four different versions, (your choice between the combo of black/wasteland brown and with/without medals). also, parts of them are fixed with duct tape, making it the best mod ever


    right now my guy has the black no medals, a black reskinned shady hat, and lucky shades on...... <3<3<3<3<3

    Joolander on
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    RandomHajileRandomHajile Not actually a Snatcher The New KremlinRegistered User regular
    edited January 2009
    Axen wrote: »
    Speaking of bombs and explosions, do you ever find out where you sent that ICBM? I can only assume somewhere in China.

    The only one I can remember actually launching sent them down all around the local area of the capital wasteland. I figured that would be the case, because the research terminal mentioned a raider or Talon Company agent failing to move the target away from the satellite's location...so as soon as I launched them, I ran out into the dish and it was awesome. Probably 20 nukes raining down from the sky. I have some glorious screen shots somewhere around.

    RandomHajile on
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    manwiththemachinegunmanwiththemachinegun METAL GEAR?! Registered User regular
    edited January 2009
    It's a bomb. Dur. It either goes off or it doesn't. :whistle:

    What did you expect?

    Complaining about binary choice with a BOMB quest seems rather self defeating if you ask me.

    I wasn't complaining about that, I was complaining about the fact that there are 1) only two houses in the game 2) getting a house completing one quest in particular.

    Well I am in complaint mode, the morality system feels a little out of place. Shouldn't the wasteland be an morally ambiguous place filled with moral decisions that aren't good OR evil?

    See Tenpenny Towers quest. It's quite a bit more complex than the karma score indicates.

    Do you let the disadvantaged ghouls MURDER every last person and NON-racist bigot inside Tenpenny Towers? Or do you kill the ghouls? Protecting the humans but getting yourself labeled as a bigot from Three Dog.

    manwiththemachinegun on
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