Fallout - Brotherhood of Steel wallpaper I made. Maybe someone here will like it. [Picture]


Brotherhood of Steel wallpaper I made. Maybe someone here will like it. [Picture]

Posted: 05 Jul 2017 08:36 AM PDT

Ad Victoriam Brothers and Sisters

submitted by /u/FreedomWaterfall
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Speech Skill in Fallout New Vegas

Posted: 04 Jul 2017 08:36 PM PDT

So I just finished New Vegas for my first time and can I just say how great it felt to have speech matter in a game for once? Other RPG's I've played kinda treat speech as a minor thing that is typically reserved for.. well what barter was in NV. In this game, not only did it come up frequently enough to merit myself investing in it, but at the very end (this game is ~10 years old do spoilers even matter?) I got through what I assume would be a couple of epic boss fights using dialogue alone! Being able to talk all the parties leaders into resignation was a great feeling, and not something I've seen before. I already had an issue with Fallout 4's dialogue system, but now I REALLY get the frustration. Anywho, great game.

submitted by /u/ThinkingWithPortal
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Made this over the weekend!

Posted: 05 Jul 2017 09:54 AM PDT

What if Fallout 4 incorporated strategy game elements for the Minutemen quests?

Posted: 05 Jul 2017 12:31 PM PDT

Imagine if you would, you are playing through Fallout 4. You return to Minutemen HQ at Sanctuary Hills. Deputy Commander Preston Garvey [CENTRAL OFFICER?] approaches the Sole Survivor.

Garvey: General, I have received word of a settlement that is being threatened by a pack of feral ghouls. Should I ready a squad to head out?

As General of the Minutemen, the Sole Survivor has authority on how to proceed on this matter. He or She has several options:

A) Ready a squad to engage and eliminate the ferals.

B) Send in a squad to guard the settlement.

C) Send supplies and weapons to boost the settlement's defenses.

D) Order evacuation of the settlement.

E) Ignore/No Action ("We don't have the soldiers or supplies to spare"/ "They can handle themselves"/" They'll have to tough it out")

F) I need more time to consider this.

As General of the Minutemen, who is working to rebuild the Minutemen, this gives meat to that faction's purpose and gives the player an army to command. Consider this Fallout meets XCOM.

This is just an intro; I have more details on this idea. But I think this would go a long way towards fixing Fallout 4's most despised game mechanic and giving the player more choices.

submitted by /u/Potatoroid
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Has anyone been to Goodsprings NV?

Posted: 05 Jul 2017 12:53 PM PDT

I'm going to Las Vegas later this year and would really like to make a pilgrimage to Goodsprings and the Pioneer Saloon and I was wondering if anyone else has done this and if they enjoyed it.

submitted by /u/darthrio
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In NV, is it possible to claim the dam peacefully?

Posted: 05 Jul 2017 08:42 AM PDT

It's it possible to finish New Vegas without the big battle in the end? Like making deals with every faction?!

Never given this possibility any thought, it just popped into my mind, that that would be pretty cool

submitted by /u/retnat
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A nice little poem I found in the Commonwealth

Posted: 05 Jul 2017 04:03 AM PDT

Must be low on perception.

Posted: 05 Jul 2017 02:54 PM PDT

For a player who has only played F4, how should I mod my recently bought F:NV?

Posted: 05 Jul 2017 12:27 PM PDT

Fallout: New Vegas, on skills and skill checks

Posted: 05 Jul 2017 07:45 AM PDT

I was reading this thread and I decided I would voice some of my problems with the New Vegas implementation of checks, which in my opinion are the best the franchise has seen so far, yet not without their share of problems.

To begin with, I will say I'm 40 hours into my current New Vegas playthrough. I have over 500 hours of gameplay in this game, if not many more.

I'll start off by saying the things I think New Vegas does great, and then after what it does wrong, and how I would solve it for the next installment.

The things it does great:

  • Your build actually matters. Random chance is taken out of the equation, so every playthrough will be decidedly different depending on what stats you choose to focus on. If you decide to play someone who has a high Speech skill, be sure you will get different outcomes than if you decided to play someone who has a low Speech skill.
  • It removes blatant savescumming for the most part in order to pass checks. Savescumming still exists, encouraged by Skill Magazines. These are Magazines since you can read (and which go poof once you read them) to increase your skill for a short period of time, allowing you to surpass an obstacle in dialogue or interaction with the game world.

Now I will say the things New Vegas does bad, because there are some that are fairly annoying:

  • Some checks are heavily biased toward certain stats. One of these is SPEECH. But this one has a logical reason as to why: speech, much like intelligence and to a certain extent luck, rules the real life world. If you have your way with words, are intelligent, and are lucky, congratulations: you will get anywhere you want in your life.
  • The problem lies in that other skills and stats simply don't get anywhere that much of attention. I'm aware that New Vegas isn't exactly the biggest RPG ever made, and thus you can't simply shoehorn skill checks everywhere you please just for the sake of it. In that regard, so far I've been comfortable with the skill checks I've encountered. If it had the size and amount of content of Skyrim (repetitive or not in its quests and interactions, quite possibly not repetitive if it had been made by you know who) then I certainly hope we would have seen a much bigger amount of possibilities for our different skills and S.P.E.C.I.A.L., other that Speech.
  • Skills have a range of 1 to 100, yet skill checks more often than not simply use a system of "10, 15, 20, 25, 30, 35... 95, 100". I think I'm aware why does this happen: a lot of skills are used for something other than checks, in formulas where every single point makes a difference, such as Barter: while having 21 or 24 Barter won't allow you to pass that "25 Barter" skill check, it will still make a difference when you buy and sell stuff.
  • Skill are "incremental" in the way S.P.E.C.I.A.L. is. But they shouldn't be. Being better at something doesn't necessarily mean you are more knowledgeable about something. For example, being gun at firing your gun doesn't mean you should be an authority when it comes to gun lore. Just because you know how to cook tasty meals (high Survival) doesn't mean you should know what Deathclaws are (in Fallout, in fact, these were mythical creatures).
  • There's also the game showing the player what his skill must be before passing a check. I'm 99% sure that I read Josh Sawyer, lead designer of the game, saying the reason you can see skill checks is so that "the player knows they are there and that they have different ways around the same quest". This is not a bad thing at all. The issue is that Magazines, one very gamey way of overcoming checks, exist because you are able to see checks and thus know when you should read one.
  • It may seem unimportant, but I very much feel Magazines render the entire "choose your own build" aspect a bit pointless. Why? Because you can simply surpass some of your build's limitation by reading one at the right time.
  • Anyone who has played the original Fallout games knows that wearing armor gave you bonuses to combat and combat only. When Bethesda did Oblivion with guns it was obvious that enchantments, a staple of the series, had to make a comeback. And thus we see those ridiculous bonuses such as "+5 Guns" or "+5 Medicine" just because you are using certain outfits. With no logic behind that whatsoever. Some of those bonuses make just a bit of sense, like +1 Perception if you are wearing stuff that covers your head. A bit of sense, because using one of those hats suddenly makes you able to see through someone's bullshit (as in the New Vegas quest where you demand caps from a lady outside of the Strip's gate, as I attested in my current playthrough). Is Obsidian guilty of continuing this? I'd rather leave that up to you, as it is a matter of opinion. Obsidian hasn't done any "realistic" RPGs since New Vegas, and enchantments are logical in a game with dragons and fantastic animals. I doubt they would have removed enchantments from New Vegas considering it was still a "Bethesda" game.

With all that said, how would I go on to solving this? Like so.

  • Remove anything that unrealistically gives you means to overcome your build's flaws. This includes magazines and enchantments, and Bobbleheads (in the case of Bethesda-made Fallouts). Skill books stay, because those aren't "magical" improvements, they are factual knowledge, just like they were in Fallout and Fallout 2.
  • Separate skills between "skill" and "knowledge". One of the thing that amazes me about the transition from Fallout 2 to Fallout 3 is that Bethesda decided to keep enchantments... but they didn't keep the lore books from Oblivion. Instead of simply reading a book and having your skill increase, you would now actually read a book that contained useful info, which is now engraved into your character's mind. As opposed to before, now your skill doesn't determine how good you are at passing checks. Certain checks, sure. Not all of them. Without the right knowledge, some checks you simply won't pass. Character creation would of course start with you distributing points in S.P.E.C.I.A.L., skills, and what lore/information your character is aware of. As you explore the wasteland, you find new information or lore books. You can even learn information and lore from other NPCs which you can then put into practice, as opposed to artifically increasing your skills when you level up. This means exploration isn't anymore limited to "cool, I found a Bobblehead", "cool, I found a Dean's Electronics". Now you get actual rewards, lore and information you can read and digest, and progression is more meaningful.
  • Just like S.P.E.C.I.A.L., skills go now from 1 to 10. Why? Because in practice those very small points are almost meaningless. And I say this because I have played one game, Gothic, that showcases just how meaningful character progression should be. New Vegas, and Fallout, aren't isometric anymore. One more point or one point less in Guns doesn't make any difference in combat anymore. In Gothic, receiving training in melee weapons meant your character held his sword differently. In Fallout? You see nothing, you feel nothing unless you make some drastic increments. In my opinion, this is the one aspect of New Vegas that feels the most archaic. Some will be inclined to disagree, saying I'm "dumbing down" or "streamlining" the game. So I ask you: go and play New Vegas. Ask someone to create a character for you. Play that character and then tell me what skills does he/she have. In Gothic, you know without even looking at the stat sheet. In New Vegas... I very much doubt it, unless your IRL Perception stat is 10.
  • Make skill and S.P.E.C.I.A.L. checks HARD and not a percentage as in FO3 and FO4. And hide them: the player shouldn't know when he is facing a check. The fact that his build matters is enough. If the player thinks he will be coming across a situation where he needs strength or intelligence or anything else, he will always have drugs (Mentats, Buffout, etc.).

To summarize, with my changes what I look for is:

  • Logical and fun progression that also encourages exploration.
  • Remove savescumming.
  • Make builds more important.
  • Add more diversity to builds as opposed to "40 Science vs 50 Science".

If you have read everything so far, another game besides Gothic may be familiar to you: The Witcher. Not the one everyone is talking about, but the first one. When I played it, I was marveled at the fact such "lore" stuff existed, and unlike Morrowind's, it made a difference. Lore that was useful instead of "color".

I do not expect everyone to agree, but I had to get this off my chest. Personally, I'm sure I would enjoy a Fallout game that took that approach towards skills and skill checks.

submitted by /u/Sigourn
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The Admin name on this terminal always makes me laugh

Posted: 05 Jul 2017 09:05 AM PDT

This terminal may be otherwise forgettable and generic, but wtf at that admin name. I lol'ed.

submitted by /u/AFlyingNun
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What are your thoughts about the skills returning back to Fallout 4?

Posted: 05 Jul 2017 04:00 PM PDT

For me, skills were the reason why previous Fallout games had so much replay value. You could've made any character you wanted to play as such as a businessman, brawler, pacifist, scientist and you play through out the whole campaign with your character's build. But the best part of it is when you deal with your character's weaknesses and trying to overcome it with your character's strengths. I played Fallout 3 (14 times) and Fallout New Vegas(37 times) on my ps3(fyi it ran so terribly on it) and every single time I started over with a new character, I felt like I'm playing the game that I just bought recently from the store all over again and those were my memorable years through out middle school and high school(damn I'm old lol). But Fallout 4 wasn't the same because they remove the skills and replacing it with a simple leveling system and eventually, everyone will have all the perks and special points at the end. This reason alone(aside from the very limited dialogue options) prevented me from replaying the game at all because essentially, everyone will take a different route at the beginning but everyone will reach the same endpoint. It didn't make my character feel special at all and made it very boring. I feel disappointed that Bethesda didn't evolve the skills in previous Fallout games into Fallout 4 but instead, removing it entirely from the game. I was hoping (before fallout 4 was ever announced) that Bethesda was gonna improve the skill system significantly for example, the lockpick on doors, you can lockpick it if you have the required level or if you don't have the required lockpick level you can either find the key by pick pocketing, shooting the doors handle, breaking down the door, persuading someone to open the door, blowing up the door etc. I felt like they could've added more dynamic features in the leveling system so if your character is weak in an area, you have to figure out a way to complete the objective using your character's strength to overcome it's weakness and that alone would've been enough for me to spend thousands of hours of Fallout 4 easily. But Bethesda listen to their salesman advice, is to make their game as casual as it can be so they can attract a wider range of audience so their sales can go beyond instead of making a unique game to a casual one that anyone can pick up and enjoy without requiring so much thought process than to go around and shoot like a manic(cough cough COD). But I hope Bethesda can turn around and bring us the Fallout game the fans truly deserve one day. I love Fallout but I don't love where is it heading to and it scares me to see that my once favorite game I spent a good chunk of my life go away. Sometimes patrolling the Mojave almost makes you wish for a Nuclear winter.

submitted by /u/yoamloco
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Can anyone give me some advice before playing Fallout 4

Posted: 05 Jul 2017 10:55 AM PDT

Any tips or tricks before I start would be awesome.

Edit: Thanks for all the tips and wish me luck on journey through Fallout 4!

submitted by /u/ScarlettOSC
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I'm on my first New Vegas playthrough! Can some of you veteran NV players suggest some of your must do quests!

Posted: 05 Jul 2017 03:06 PM PDT

I've completed about 33 thus far without the dlc and apparently there's about 102 in vanilla NV! Any miss able/really good hidden ones? I've also only discovered about 80 locations so maybe I need to explore more!

submitted by /u/tbclandot92
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So I picked up New Vegas Recently.

Posted: 05 Jul 2017 02:41 PM PDT

I like it, so far. i do find the UI is strangely confusing, despite being the same as the Fallout 3 UI, and my god does the opening dialogue for Old World Blues drag on, I skipped half of it and went on my way. that is all my thoughts, so far.

submitted by /u/Spartanius-Cattius
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Synths and Super Mutants?

Posted: 05 Jul 2017 10:19 AM PDT

It's been a while since I played, but did the synths ever have a plan for the super mutants (attacking or something), or did the super mutants ever consider synths to be a threat?

submitted by /u/TheMightyWoofer
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Gauss Rifle Blueprint

Posted: 05 Jul 2017 01:33 AM PDT

http://imgur.com/gIToKu6

A blueprint for my favorite weapon in New Vegas, the Gauss Rifle. All dimensions are in inches and game accurate. Hope you guys like this one. As always, requests and constructive criticism are welcome.

Links to my previous prints:

Shishkebab Schematic (Fallout 3)

Super Sledge Progression (All Fallouts)

Q-35 Matter Modulator (New Vegas)

Neuromod (Prey 2017)

AER-9 (Fallout: New Vegas)

M42 Fat Man (Fallout 4)

Mr. Handy (Fallout 4)

Also, I just set up a DeviantArt account if anyone would like to buy a print of one of my blueprints. The original files are still available of course, so if you want to have one printed at your local print shop, feel free. Buying from DA would simply help me out a little bit and maybe save you a trip to the print desk. :)

http://milky-shakester.deviantart.com/

submitted by /u/Jae-Sun
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I am about to play fallout 3 for the first time

Posted: 05 Jul 2017 03:51 PM PDT

Fallout 4 is one of my favorite games.

submitted by /u/coldasfire-
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Soylent Green (movie) Podcast?

Posted: 05 Jul 2017 03:44 PM PDT

Hello fellow Vault dwellers, does anyone else remember a podcast shortly before the release of Fallout 4 which had episodes relating to Soylent Green, Logan's Run and other scifi flicks?

I've got a 16 hour flight to Tokyo tomorrow and would quite like to kill time rewatching them.

submitted by /u/Labigcheese
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New to fallout, what should I expect?

Posted: 05 Jul 2017 02:57 PM PDT

I recently went out and purchased a copy of Fallout 4 (also came with fallout 3 for free!). I don't know what to expect but I've heard A LOT of great things about this game series and really want to play it. Any tips for a starter? Things to expect?

submitted by /u/TankBelinski108
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Trading in New Vegas?

Posted: 05 Jul 2017 02:42 PM PDT

So I've gone back to replay the series, as I hadn't played 1 or 2 since I was a kid.

Having spent so much time in 1 and 2, I'm wondering if I'm going nuts, but as we all know you can trade all your stuff between almost everyone through the barter button.

I've skipped 3, and gone right to New Vegas. Can I not just sell random things to random NPC's in towns? I've looked everywhere for info on this and i feel like I used to be able to sell to almost anyone, but I'm just not hitting the right key or something?

submitted by /u/ScarletSpider0725
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