Fallout: New Vegas

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Re: Fallout: New Vegas

Postby Andrew on Mon Jul 11, 2011 4:16 pm

If you end up playing the Dead Money DLC, they're about the only merchant worth dealing with if you manage to bring back a couple of gold bars.
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Re: Fallout: New Vegas

Postby Andrew on Tue Jul 12, 2011 12:04 pm

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Re: Fallout: New Vegas

Postby Andrew on Thu Jul 21, 2011 2:09 am

Old World Blues is pretty big, pretty cool too. Those Robo-scorpions are a pest, though.
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Re: Fallout: New Vegas

Postby bowdown on Mon Aug 01, 2011 3:52 pm

Just finished the first story-line of New Vegas. Took me 34 hours.

What i did was make the Strip independent from anybody's control. I killed Mr. House and then defeated NCR and Legion at the final battle.. I felt so bad killing House lol. The end result was that the Strip thrived afterwards but the Mojave remained aweful with the NCR not protecting anymore and Powder Gangers started fucking with everyone. The final battle was too much for me with the Legion mother fucker with the Blade raping me over and over. I had to tone down the difficulty from Normal to Easy.

I still had a lot of areas left to uncover. There are probably a lot of side missions in those undiscovered locations right? I do have earlier saves ready for me to start playing a different way. Would you say the alternate endings and a lot of the uncovered locations are worth while to play again? I already want to start playing Fallout 3 GOTY.
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Re: Fallout: New Vegas

Postby Andrew on Mon Aug 01, 2011 6:32 pm

Without a doubt. With the branching storylines for the main quest and the sidequests, it's definitely worth subsequent playthroughs. I won't spoil anything but suffice to say playing through all the sidequests does have an impact on the rest of the Mojave in addition to your choices during the main quest. It's worth exploring every the game has to offer and experience the different endings.

If you've got those save points to come back to, you'll be able to see all that stuff much easier. If you feel like taking a break from New Vegas and giving Fallout 3 a look, I say go ahead and pick up New Vegas again when you feel like it.
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Re: Fallout: New Vegas

Postby Andrew on Tue Aug 09, 2011 11:04 pm

Finished playing through Old World Blues, aside from a couple of sidequests I'll go back and complete later. You're left with some pretty cool equipment, perks and utilities at your Big MT base.
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Re: Fallout: New Vegas

Postby Andrew on Thu Aug 11, 2011 11:39 am

Lonesome Road has been delayed and won't be out this month as originally scheduled, but we do have a screenshot.

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Re: Fallout: New Vegas

Postby Andrew on Fri Aug 26, 2011 1:15 am

Lonesome Road will be out September 20th. A week after that, there'll be a couple of small equipment/weapon add-ons:

Today we’re also announcing two additional DLC packs, Courier’s Stash and Gun Runners’ Arsenal, which will be available for download one week later on September 27th.

Courier’s Stash (Xbox LIVE for 160 Microsoft points, PlayStation Network and Steam for $1.99) gives players immediate access to four content bundles previously available only through pre-ordering Fallout: New Vegas. The Caravan Pack, Classic Pack, Mercenary Pack and Tribal Pack each offer unique weapons, apparel and aid advantages that will help you throughout your journey.

Gun Runners’ Arsenal (Xbox LIVE for 320 Microsoft points, PlayStation Network and Steam for $3.99) increases the range of unique weapons, weapon mods, ammo types and recipes waiting to be uncovered in the vast Mojave Wasteland.


And another new screenshot:

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Re: Fallout: New Vegas

Postby Andrew on Wed Sep 07, 2011 11:13 am

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Re: Fallout: New Vegas

Postby Lamrock on Thu Sep 08, 2011 1:46 am

That reminds me that I still haven't finished Old World Blues yet. Came out when my interest for the game waned a bit but I might try to continue my evil hardcore save when I have some time to kill
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Re: Fallout: New Vegas

Postby Andrew on Thu Sep 08, 2011 11:11 am

I've actually been playing a bit of Fallout 3 while I'm waiting for Lonesome Road to come out. I found a couple of things I hadn't done/explored much yet.
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Re: Fallout: New Vegas

Postby Andrew on Thu Sep 15, 2011 12:19 pm

Lonesome Road trailer:

phpBB [video]
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Re: Fallout: New Vegas

Postby Andrew on Sat Sep 24, 2011 12:45 am

Picked up, played and finished Lonesome Road. Some spoiler free thoughts:

On the whole, pretty damn good. It's hard to pick a favourite of the DLC for New Vegas (Broken Steel and Point Lookout were probably my favourites for Fallout 3) as they've all been fun in their own way but with some of the weapons and items Lonesome Road adds, along with some backstory for The Courier and some additional affects it can have on the Mojave Wasteland, it's definitely a candidate. It's tough in places and fairly combat oriented, so depending on how you feel about that aspect of the current Fallout games it may not be what you were hoping for but if you're used to that approach then I think you'll enjoy the story.

Even though there are no plans to extend the game beyond the ending, it'd be great if they did spend some time developing at least one more DLC pack that did account for all the different twists and turns of the main story and add open-ended gameplay with some postscript quests, a la Broken Steel. It'd be nice to have that to tide us over since Fallout 4 is likely still some time away.
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Re: Fallout: New Vegas

Postby Andrew on Fri Nov 04, 2011 10:30 am

Fallout: New Vegas Ultimate Edition Arrives in February

We’re pleased to announce the Fallout: New Vegas Ultimate Edition will be available in retail stores across North America on February 7th 2012 and throughout Europe on February 10th. The Ultimate Edition comes complete with all of the game add-on content for Fallout: New Vegas – Dead Money, Honest Hearts, Old World Blues, Lonesome Road, Courier’s Stash, and Gun Runners’ Arsenal.

For players who are seasoned explorers of New Vegas or just getting into the game for the first time, the Ultimate Edition expands beyond the Wasteland like never before with the Sierra Madre Casino, Zion National Park, Big MT research crater and the treacherous Divide now open for exploring. Along with new areas to explore, each of the four main add-on packs increases the maximum level cap by five levels, ultimately raising the cap to level 50.


For those who don't have the game but have some interest in seeing what it's all about, it'd definitely be the most cost effective solution since you should be able to shop around for a good price. It's definitely worth checking out all the DLC.
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Re: Fallout: New Vegas

Postby benji on Fri Dec 30, 2011 12:31 pm

Unofficial "Patch" from the games' director:
Why can't you just add your changes to the game in an official patch?

The short technical reason is ".esm inter-dependencies" and "load order errors". Sorry.

In addition to technical reasons, some of the mechanics changes make the game significantly more difficult (base health / stim changes) or at least more of a hassle (carry weight, stims having weight, H2O/SLP/FOD rate increase). I'd rather have people opt-in to those changes than make them the default in a patch.

Finally, the game's over. The ship has sailed. No one is working on it anymore. No testers, nothing. This mod is just me working in my free time. If I horribly botch something, you can just un-check the mod and go on your way.


Changelog:
* Max level with all DLCs installed is 35.
* XP rate is halved.
* Base player health is quartered and level-gained health is reduced by 25%.
* Base Carry Weight from 150 to 50 (related perks/things have also been adjusted).
* Energy Weapon ammo weighs less than its nearest equivalent Guns ammo.
* Energy Weapon durability is in the same ballpark as Guns durability.
* Medium Armor has a small amount of DR proportional to its DT.
* Heavy Armor has even more DR proportional to its DT.
* Power Armor does not require a perk, but if you have the perk, the weight of the armor is essentially negated.
* Karma/Alignment values adjusted all over.
* H2O/FOD/SLP rates doubled, but the first threshold is moved from 200 to 400 (statuses roll over ever 150 after).
* Water and Food drop rates on NPCs is dramatically lower. It is difficult to stay out of Dehydration/Starvation by looting enemies.
* Water/Nuka-Cola/Sunset Sarsaparilla heal much less, but now all restore H2O (alcohols will as well, but at lowered values).
* Default Stimpaks are uncommon. A new variant, Stimpak, Expired is the default. It is not that great.
* The player's Workbench recipe now makes Stimpak, Homemade. It is better than Expired, worse than default Stimpaks, and has the PE penalty from Healing Powder.
* All Stimpaks have weight.
* Pre-Order items have been adjusted to be more well-balanced and not worth that much if you rush to Chet's to trade them in.
* A bunch of fixes I couldn't make during development because of load order conflicts, time, etc. E.g.: Automatic Rifle spread re-adjustment, putting the Police Pistol on the Cowboy List, Bozar on Grunt, Junk Rounds are now actual ammo variants you can make, etc.
* Some other stuff.

[...]

* fKarmaModKillingEvilActor from 100 to 5
* fKarmaModKillingVeryEvilActor from 2 to 30
* All (known) Feral Ghouls set to Neutral alignment
* Colonel Moore Alignment changed from Neutral to Evil
* Colonel Hsu Alignment changed from Neutral to Good
* Dam Centurion Alignments changed from Evil to Neutral
* Doctor Usanagi Alignment changed to Very Good
* Dixon Alignment changed from Neutral to Very Evil
* Jean-Baptiste Cutting Alignment changed from Neutral to Very Evil
* Gloria Van Graff Alignment changed from Neutral to Very Evil
* Alice McLafferty Alignment changed from Neutral to Evil
* Alice McBride Alignment changed from Neutral to Good
* Squatter Alignments changed from Neutral to Good
* The King's Alignment changed from Neutral to Good
* Contreras' Alignment changed from Neutral to Evil
* Westside Citizens and Militia Alignments changed from Neutral to Good
* Gomorrah Prostitutes Alignments changed from Neutral to Good
* 1E Junkies' Alignments changed from Neutral to Good
* Michelle and Samuel's Alignments changed from Neutral to Good
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Re: Fallout: New Vegas

Postby Andrew on Fri Dec 30, 2011 12:55 pm

That's pretty cool, thanks for the heads up. (Y)
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Re: Fallout: New Vegas

Postby Andrew on Fri Jan 20, 2012 12:12 pm

phpBB [video]


In my humble opinion, definitely worth it if you've been holding out.
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Re: Fallout: New Vegas

Postby Andrew on Sat Feb 18, 2012 11:08 am

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Re: Fallout: New Vegas

Postby Andrew on Sun Sep 09, 2012 2:31 pm

Still Playing: Fallout New Vegas

I’m always averse to finishing stories in games when the world you’re presented with is far more enticing than any tale playing out within it. A lot of this is down to my lack of enthusiasm for vanquishing evil forever and ever until a sequel appears, and my inability to suspend disbelief when narrative events allow me to single-handedly decide the fate of entire societies locked in endless, self-sustaining wars. Personally, I’m much happier finding my own path to zen by wandering a game’s geography and exploring the limits of its mechanics.


Not a bad read, though I felt all of New Vegas' endings were worth playing through at least once. Open-ended gameplay after the conclusion of the main quest, as we got with Broken Steel in Fallout 3, would've been great for what he's doing.
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Re: Fallout: New Vegas

Postby Lamrock on Mon Sep 10, 2012 5:03 am

I'm inclined to agree. New Vegas, despite its imperfections, is one of my favorite games ever due to the open-ended approach. Would still be playing if my Xbox hadn't broke. Once it goes down in price, I'll probably get the PS3 GotY edition.

I'll be very disappointed if Fallout 4 goes back to the old Bethesda way of having characters you can't kill and inconsequential decisions. (and that's coming from someone who clocked 100+ hours in F3)
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Re: Fallout: New Vegas

Postby Andrew on Mon Sep 10, 2012 1:32 pm

I guess we can't rule it out, but this time they have both Fallout 3 and New Vegas to learn from, along with the fan reactions to both, so I would assume they'll be able to use that experience to make Fallout 4 an amazing game. I assume some characters will still be set as essential, to avoid making the game unwinnable, but hopefully they will opt for multiple endings as New Vegas did, with more twists and turns along the way.
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Re: Fallout: New Vegas

Postby Andrew on Wed Oct 10, 2012 11:29 am

How to write Fallout: New Vegas DLC

I'd say it worked out pretty well. I enjoyed the DLC for Fallout 3 and Broken Steel was crucial for the game to have a more satisfying ending, but the DLC for New Vegas was simply fantastic.
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Re: Fallout: New Vegas

Postby Its_asdf on Wed Dec 12, 2012 1:51 pm

Alright so I've got the urge to replay Fallout New Vegas but since I finally got off my ass and got a job I figure I could spoil myself a bit for Christmas and get the DLC's as well. Any general ideas on which ones I should play first or any sort of order I should play them in?
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Re: Fallout: New Vegas

Postby Andrew on Fri Dec 14, 2012 12:32 am

I'd actually recommend playing them in the order they were released (Dead Money, Honest Hearts, Old World Blues then Lonesome Road) but if nothing else, Lonesome Road is best left until last. Playing them in the order they were released will make more sense as far as The Courier's backstory is concerned and you'll probably want to have the best equipment possible once you hit Lonesome Road, which is a great finale for the DLC. I'd also recommend leveling up a fair bit before you begin, as they are a bit tougher than the base game.
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Re: Fallout: New Vegas

Postby Andrew on Tue Apr 10, 2018 1:19 am

Fallout: New Vegas prequel mod enters beta after 9 years

Having finally completed a playthrough of Fallout 4 - though admittedly not the DLC yet - this might be a good excuse to dust off New Vegas.
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