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Last Fallout New Vegas Run

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Re: Last Fallout New Vegas Run

Post by swicked on Wed Jul 17, 2013 1:48 am

I've previously used the lucky 38 reloaded mod. It's really nice, though not as nice as that.
At the same time, though, you can tell your followers to go back to the lucky 38 when you dismiss them, but not to there...

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Re: Last Fallout New Vegas Run

Post by Katarn on Wed Jul 17, 2013 2:04 am

IIRC there's mod, that can re-bind companion's 'home', so when you sent, for example, Veronica 'home, she'll go where you've said, not to 188 post.

Also, there's good companion, fully voiced and with own quest. Search for Willow on new vegas nexus.
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Re: Last Fallout New Vegas Run

Post by Darkbright39 on Wed Jul 17, 2013 2:27 am

I finished Lonesome Road, now to go do Honest Hearts. Poor ED-E but I work alone. Ulysses was easy enough to talk out of nuking NCR, instead I nuked Legion lel.
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Re: Last Fallout New Vegas Run

Post by Cptadder on Wed Jul 17, 2013 6:29 pm

Speaking of Willow I used her companion mod because she's a good companion and a better example of what companion should be.  She offers enough fine control to let you pre-position her for stealth attacks or enough off buttons to prevent her from moving.  The normal compainons no matter what you tell them will charge enemes if they lose sight of them.  Willow won't which means I can stack her in front of a door in cover then sneak around grenade the room then run past traps and Willow will draw them in with gunfire in case they get lost.
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Re: Last Fallout New Vegas Run

Post by swicked on Thu Jul 18, 2013 1:30 am

Any idea where this "re-bind companion's 'home'" mod is? I am having no luck finding it.
I would also agree that Willow is rather nice and is definitely what a companion should have been had they not had to create such a massive game as it is.
It does, however, make me wish the next fallout game could only offer a single companion throughout the game with a lot more care and attention being given to control of said companion, a more diverse set of sidequests and perhaps either the ability to tailor their growth toward complimenting your own in build, alliance and temperament. It would be cool to have a companion that could act as a sort of reflection of the type of character you are playing as.
That would be a rather nice departure from the fallout standard, I think.

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Re: Last Fallout New Vegas Run

Post by Katarn on Thu Jul 18, 2013 1:42 am

Here it is. And I fully agree with you, swicked. I'd like to have one or two companions, but make them..well, like you've said.
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Re: Last Fallout New Vegas Run

Post by swicked on Thu Jul 18, 2013 2:07 am

Nah, one, not two. Unless you'd have them both the entire game. The point I'm trying to make is that I don't like having to weigh my companion selection with regards to who's quests I want to follow up on (Veronica's and Arcade's quests of just going places and seeing stuff are particularly aggravating without a guide), the raw utility of the companion themselves and the type of companion I actually want to have to hang out with for long periods of game time.

Having one person you have to learn to give and take with, that would develop over time in every way including personality, would make for a companion you could actually grow to care about. Being able to abandon that character for another, even if there was only one other choice you could make, would defeat the purpose. I want the game developers to put more effort into making me care rather than giving my a bunch of people to take or throw away at my leasure.

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Re: Last Fallout New Vegas Run

Post by Katarn on Thu Jul 18, 2013 2:25 am

I know what you're saying. But every companion have own personality or it would've been just husk, that we fill however we want (some kind of android might fit here, but not human/ghoul/whatever).
So developers give you different characters with different personalities and let you do what you want.
I'd like to drag along many companions, not one, two or four, like modern games do (I understand, it's to bring balance to the Force in game, so MC won't have own private army..on other hand, why character should be this lone hero/villain/just random person, I don't know. Why not give ability to gather as many on your side as you can?
Sure, it'll be pain in the ass to manage all of them or care for all of them, unless they are tailored pretty good by developers.

My point is - one companion is good, but it should be made as good as..um..Garrus, for example. But if developers would give player ability to gather small group, not 'you can take only 3 more with you' kind of group, but rather 'you and what army? That army' kind of. Probably will tick balance in game hard and companions will get in your way, unless they'll have good AI..oh well.
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Re: Last Fallout New Vegas Run

Post by swicked on Thu Jul 18, 2013 7:53 am

...no, it's supposed to be a lone hero, you diminish the importance of the player when he or she has a bunch of AI to do all the combat portions.

In the original fallout 1 and 2, you could have as many companions as your charisma divided by 2 rounded up, so five tops. I played once with as many companions as I could. It's not quite that entertaining since they decimate most encounters and are decimated, in turn, by the worst ones.
Your allies are never as strong as you are, and it sometimes became a bit of a task to keep them alive.

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Re: Last Fallout New Vegas Run

Post by Katarn on Thu Jul 18, 2013 8:28 am

And if it's one companion, as you've suggested, it would be hard to make him not 'that annoying dude/gal' since you don't have alternative to him/her. And while building up character of your companion would be great idea, I doubt they will do it.
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Re: Last Fallout New Vegas Run

Post by Derpmind on Fri Jul 26, 2013 7:40 pm

Kleptomania Quest: Big MT complete! None were spared, not even the clipboards or the coffee cups.

So during the Steam sale, the NV DLCs were going for $0.59, and I caved and bought one. And I'm back to playing after months of absence. So I looted everything, completed all the sidequests, and emptied the crater of everything living but the plants. (I thought Ratslayer was OP, but the advanced LAER with upgrades has 108 damage per shot!) Got a few awesome laughs from the credit sequence and convincing the think tank that I'm the evil Dr. Mobius. (Though I'm too much of a nice person to not load an earlier save and win with friendship instead, even if it costs xp.) So I loaded up the Sink's containers with my tons of extra junk, and set out to raze that 'new' casino place with superior firepower, armor, and ample supplies from my excessive looting of loot crater.

What happened is exactly as hilarious as y'all think.

Now I expected the pink cloud and super-ghouls from reading FoE, but I didn't expect loosing my entire inventory. Heh. Anyways, I've only had that intro conversation with Elija Eliga that evil + greedy old guy and explored the first area a bit, so I might be wrong here, but I don't get the big deal with the ghost zombies. Maybe it's because I'm running Project Nevada and/or it's because I have 90 in energy weapons, 6 luck and some good perks, (Better Criticals, Finesse, Laser Commander,) but so far I've always gotten a disintegrating critical hit on them with the Holorifle in three shots or less. Have I, at level 25, optimized myself against these guys without even knowing it, or do they get more dangerous later on? Anyways, does anyone have some mostly non-spoilery tips for me? This is still my first run in the game, and I don't want to use the wiki for stuff until I've finished the stuff in question. Also, should I turn on hardcore mode? It was tedium to me earlier since I'm good enough at looting that it was never a problem, but if that changes in Dead Money then maybe I'd like the extra challenge.

Speaking of looking at stuff in the wiki, the cut ending to OWB is darkly hilarious. Science falls, everyone dies or worse.
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Re: Last Fallout New Vegas Run

Post by Moodyman90 on Fri Jul 26, 2013 7:44 pm

If you can find all the upgrades for the Holorifle it becomes the most OP energy weapon in the game next to the unique Gauss Rifle. But even base it's a lot more useful then you'd think it would be as a starting weapon if you can find the ammo.
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Re: Last Fallout New Vegas Run

Post by swicked on Fri Jul 26, 2013 8:28 pm

@derpmind
You're having a lot more luck with them than I had. I ran out of holorifle ammo early, police pistol after that, and resorted to bombing them with anything I could make while dodging and drawing aggro from my companions.

When I started running into groups of five or more, as well as the more powerful ghost people, without any companions to do damage... I just started running everywhere.

I was level 50, maxed guns and energy, 70-ish melee (i was running out of stuff to sink points in toward the end), and hardcore. It was very difficult, even with auto-stones, which you only get with the lonesome road dlc.

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Re: Last Fallout New Vegas Run

Post by Cptadder on Fri Aug 02, 2013 8:37 pm

5$ for the Ultimate Fallout 3 Edition and 5$ for the Ultimate New Vegas edition this weekend on Steam. BUY BUY BUY
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Re: Last Fallout New Vegas Run

Post by Harmony Ltd. on Fri Aug 02, 2013 8:49 pm

That would redundant considering I already both games and all their respective DLCs.

Now if only Fallout 3 didn't crash every five seconds, I could finally play through Mothership Zeta, maybe ?
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Re: Last Fallout New Vegas Run

Post by swicked on Fri Aug 02, 2013 9:28 pm

Cptadder wrote:5$ for the Ultimate Fallout 3 Edition and 5$ for the Ultimate New Vegas edition this weekend on Steam. BUY BUY BUY
Huh.
Okay, sure. I have no mods for it, my saves are all old-enough I don't care about them, and never got any dlc to my knowledge.
Fair-enough buy.

Edit:
Thanks for pointing it out, Adder Lyra 

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Re: Last Fallout New Vegas Run

Post by Frost on Tue Sep 10, 2013 3:06 pm

To those who it may interest, I have just begun the journey of Edgar Stevenson, Wasteland Viking. He fights Unarmed (like any true servant of Odin) and uses his Survival skills to live off the land like a proper Norseman. He minors in Repair (any worthy Viking should be able to maintain his affairs) and Speech (The better to compose poems to tell of the Aesir's glory. And to woo the hearts of wasteland wenches).
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Re: Last Fallout New Vegas Run

Post by Katarn on Tue Sep 10, 2013 3:26 pm

But what about wielding mighty Sledgehammer, to please Thor himself with mighty blows at worthy opponents?
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Re: Last Fallout New Vegas Run

Post by Frost on Tue Sep 10, 2013 3:42 pm

Katarn wrote:But what about wielding mighty Sledgehammer, to please Thor himself with mighty blows at worthy opponents?
Foolishness. At high levels, Unarmed fighters may wield what the weaklings call 'Displacer Gloves', and what I call The Fist Of Thunder.
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Re: Last Fallout New Vegas Run

Post by Meleagridis on Wed Sep 11, 2013 12:54 am

Mister Frost wrote:
Foolishness. At high levels, Unarmed fighters may wield what the weaklings call 'Displacer Gloves', and what I call The Fist Of Thunder.
Would not a true viking have no need of little metal toys?

Come on. Play the whole thing literally unarmed. You know you want to.
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Re: Last Fallout New Vegas Run

Post by Moodyman90 on Wed Sep 11, 2013 1:13 am

I thought real men learned how to kill with Boxing Tape and Boxing Gloves.
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Re: Last Fallout New Vegas Run

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