Download the GECK mod tools today!
Here's a set of tutorials:
http://www.youtube.com/user/BethesdaGameStudios
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!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.
Hey, where's the instruction book?
If you're borrowing the game or it's a rental, you might not have the manual for this game. Fear not, Steam will provide!
http://store.steampowered.com/manual/22300/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
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
Zen recommends PC mods!
DLC!
In short:
Go get The Pitt. You can skip Operation Anchorage if you don't feel like paying $10 for maybe four hours of shooting and not much else.
Posts
Or you could post the megalist in a new post, like this. Instead of being a lazy fart :P
____
ADDITIONAL MODS THAT YOU SHOULD DOWNLOAD EVEN IF YOU ARE LAZY AND SLEEPY.
____
Megaton and Tenpenny House Easy Access
New fast travel points for your megaton house front door and ten penny balcony for easy dumping of your no doubt illicitly gained goods.
Jinxed
Jinxed, 'nuff said.
Well of course, I wouldn't go calling you something that were untrue.
That'd just be scandalous
Hope the DLC comes out smooth this time. Though the gamefaqs forums were neck-beard-tastic.
I'm very much thinking of making a "maximum" character- I know it's not all that hard, but in the end I'd have a pretty fun, broken character to play with!
He's going to look like Teddy Roosevelt.
God damn FOOK and MMM Increased Increased make things hairy.
On the other hand it just makes me want a pre-war mod even more.
I think the tree mod falls directly into the lap of the people who go " What the fuck? its been 200 years, plantlife would have returned by now. Just look at Chernobyl, UNREALISM "
The Pitt came out smoothly for the PC at least. Kept me happy. :P
Does anyone know anything about the next bit of DLC after Broken Steel, Point Look? The names been leaked as being bundled with Broken Steel in a future expansion pack release, and I must say the name alone has piqued my interest.
Could you provide a link to that info Carcharodontosaurus?
http://www.estarland.com/product33126.html
http://shopping.msn.com/specs/fallout-3-expansion-pack-broken-steel-point-look-for-microsoft-xbox-360-pre-order/itemid1167918205/?itemtext=itemname:fallout-3-expansion-pack-broken-steel-point-look-for-microsoft-xbox-360-pre-order
:winky:
They working on a LotR mod for this game, too?
My justice is not swift, it is not painless. But it is visible.
Given it's going to be sold as a bundle with Broken Steel, I wouldn't be so sure. I could definitely see a full expansion in Fallout 3's future, but I'm not sure that Point Look is it.
Fingers crossed!
That means they have tons of people buying that DLC, plus getting their friends to buy the game at 60 bucks, and then all the DLC...I imagine it adds up quickly to be a lot of money.
Next time around im thinking of playing an evil stealth melee ninja.
How different will the game be?
Certain areas will be very different. There's plenty of content a goody two shoes will never see. Tenpenny Towers in particular becomes really interesting if you're playing an evil character.
Handmade Jewelry by me on EtsyGames for sale
Me on Twitch!
I have a nice mod that I can't remember the name of that makes all the NPC's into a variety of heights and thicknesses. Pretty awesome little mod.
Where the hell can I find some Rad-x? I headed into the glow without any after scouring merchants for a while, found 2 inside, and then didn't have enough RadAway to lose all my radiation after completing everything inside. I died horribly and without fail attempting to reach the closest town.
I still have a clean save outside, but I have no idea where to buy/steal some Rad-x.
And in Fallout 1, I don't have to worry about my companions radiation, right?
poke around the merchants in the hub.
Their inventories refresh everytime you reload the game, so buy some, save, reload, buy more.
You know the stuff you sell to them ends up in their body inventory right? if you have a good pickpocket skill this is also a good way to make money.. :winky:
I know folks have run into similar things becuase they do some good and some bad, but I've done all good and he still thinks I'm the scum of the earth (aparently I did something very very bad in the vault, becuase all the good I'm doing for the world hasn't even made me nutral yet...D:)
http://www.gog.com/en/editorial/editorial_fallout
http://www.gog.com/en/editorial/fallout_week_fallout_2_editorial/
Don't mess with Ron Perlman.
Sometimes I Stream Games: http://www.ustream.tv/channel/italax-plays-video-games
And I also got all ingots woo!!!! Tribal armor rocks!
The new achievements for Broken Steel are already patched in, BTW.
S / 8 + bobblehead = 9
P / 6 + bobblehead = 7
E / 7 + bobblehead = 8
C / 3 + bobblehead + training = 5
I / 3 + bobblehead + training = 5
A / 7 + bobblehead = 8
L / 6 + bobblehead + 8 Ball + Shades + training = 10
PERKS
Level 2 Intense Training INT?
Level 3 Intense Training LUCK
Level 4 Comprehension (IN 4)
Level 5 Intense Training CHARISMA
Level 6 Toughness (EN 5)
Level 7 Gunslinger
Level 8 Commando
Level 9 Impartial Mediation (CH 5)
Level 10 Finesse
Level 11 Bloody Mess
Level 12 Silent Running (AG 6, Sneak 50)
Level 13 Life Giver (?) (EN 6)
Level 14 Cyborg (Medicine 60, Science 60)
Level 15 Sniper (AG 6, PE 6)
Level 16 Action Boy (AG 6)
Level 17 Better Criticals (PE 6, LK 6)
Level 18 Concentrated Fire (Small Guns 60, Energy Weapons 60)
Level 19
Level 20 Grim Reaper's Sprint
Possibilities: Fast Metabolism · Adamantium Skeleton (could cause trouble with Survival Guide quest) · Light Step (PE 6, AG 6) · Lawbringer / Contract Killer
Some notes:
-Strength is high pretty much for the carry weight
-Impartial Mediation I would like to keep, it means less stats to worry about and kinda gives reason to staying neutral...
-Two books can only be reached with Lawbringer AND Contract Killer- but that's two perks for rather limited use, I might settle for just Lawbringer at level 19
-I realize that Three-Dog's head wrap would cover the additional luck/charisma, but... well, I'd much rather have a cowboy hat.
-That first Training could go anywhere, I'm not sold on Int