Fallout 3 / Fallout New Vegas and DLC Discussion Thread (SPOILERS)
#601
Posté 25 juin 2012 - 01:23
#602
Posté 25 juin 2012 - 01:31
jon1991 wrote...
Getting back into this game with mods like Project Nevada. Thinking about getting some DLCs, haven't got any right now. Which ones do I get?
I'm going to take gimp's way out here and say all of them. Seriously. To me they're all good, with differing themes but a common story thread that ties them all together...well...Honest Hearts, not so much.
If I had to choose a favorite, hands down for me, it's Old World Blues followed by Lonesome Road. I just wouldn't play LR until you've completed the others. They really are all fairly well tied together, and LR is the climax of the DLCs.
#603
Posté 25 juin 2012 - 02:25
#604
Posté 25 juin 2012 - 06:19
#605
Posté 25 juin 2012 - 06:40
#606
Posté 25 juin 2012 - 04:19
In fact, if you didn't want Better Criticals and perhaps Sniper, Perception serves almost no purpose at all, and what it does do, ED-E can do better for you. And Charisma, which most people use as a dump stat, is much better.
Just nitpicking here.
Modifié par termokanden, 25 juin 2012 - 04:20 .
#607
Posté 25 juin 2012 - 05:33
I use ED-E almost exclusively as a third partner. When I had to give him up to the FotA for a couple of days, I was pretty lost, since my PER score is only 6, and had taken Arcade as a companion because I'd never done that before. (SideBar--He's a good shot, but I didn't notice any measureable difference in his healing perk--End Sidebar). I had gotten well acclimated to sensing enemies long before making contact. Operating in the SE, I was being ambused by Legion (Vilified) constantly in close quarters, with virtually no warning. With ED-E, they would have been picked off at distance.
I did have Rex during that time, and just having him rebuilt with a turbo charged brain...well...he's a killer, I'll say that. He runs off half-cocked most of the time, but he runs down all retreating enemies until they are dead. I have no clue where he is in an engagement, and next thing I see is a kill scene of him clobbering some running Legionaire about 500 yards away from me.
A good nitpick if you ask me. Builds are fascinating depending on one's scheme, especially early builds.
Modifié par Barbarossa2010, 25 juin 2012 - 05:36 .
#608
Posté 25 juin 2012 - 06:57
Well Sniper and Better Criticals represent two good reasons right there. But as you both say, with ED-E and Boone, PER has become a lot less important. I always liked taking it in Fallout 3. Being able to anticipate enemies and see them before they see you is a big advantage, especially for getting sneak criticals.termokanden wrote...
There's one thing I don't get at all when people talk about builds for this game. For example, why go above a starting Perception of 5 ever? Gives a small starting bonus to some skills you can max easily anyway. Increases your ability to see enemies on the "radar". Big deal! Why would you choose that over luck for example? Why would anyone care about their starting skill?
In fact, if you didn't want Better Criticals and perhaps Sniper, Perception serves almost no purpose at all, and what it does do, ED-E can do better for you. And Charisma, which most people use as a dump stat, is much better.
Just nitpicking here.
Modifié par Addai67, 25 juin 2012 - 06:58 .
#609
Posté 25 juin 2012 - 07:11
Well... Come to think of it, a PE (and IN) check of 6 is required to get the Coin Operator perk.
I was considering an explosives build with 1 PE and no crit perks (explosives can't crit) with the GRA Chainsaw as backup. Then I realized I can't pass some annoying PE checks, and I took a look at some of the weapons I have collected with my current crit focused character. Even without a single melee related perk, I am absolutely devastating with stuff like Blood Nap and Old Glory.
#610
Posté 25 juin 2012 - 08:56
Since graphics enhancements mods have been briefly mentioned above, I’ll just limit mine to weapons, armor and accessories, and a few of player abodes (thanks Addai). No intent to leave console players out of the discussion…well hell…all you really have to do is just give in and re-purchase on Steam like I did. You’ll be glad you did, and you don’t need a fancy rig either. Hell, you can even bring your 360 controller with you!
TL;DR: just click the links and see if anything here might be for you.
WEAPONS (Mostly small guns here, since that [and some melee] is all I play in NV):
Barrett 98B with BORS Optics: Just one BA sniper rifle. Shoots a .308 round, which are plentiful, compared to .50 MG. Automatically added to inventory when you start the game. I don’t really like the modded M82, so I went with this one.
http://newvegas.nexu....com/mods/46432
Tactical Combat Set: Adds a HK USP Match .45, HK 416 assault rifle, and a TRW M14 National Match .308. Weapon mods included. The developer is the devious sort, puting them in a box right in the middle of the Mother Deathclaw’s nest in Quarry Junction. Very powerful weapons, as they should be, and definitely a worthy prize for clearing out the quarry. If you’ve already cleared it, then just mosey on over to the nest and pick them up.
http://newvegas.nexu....com/mods/36500
Mossberg 590 Shotgun: Finally, a real tactical shotgut. Great sounds, very powerful, and good looking. Developer made a mini exploration quest out of obtaining the mods for it. Available at Chet’s and Gun Runners. Restocks, so companions can have one as well. Don’t even bother with the bayonet.
http://newvegas.nexu....com/mods/36407
Rechamber - 12 gauge Lever Action Shotgun: I like this one primarily because I just like shotguns, and also because I despise the 20 gauge shotguns in NV. This rechambers the Lever-Action Shotgun from 20 to 12 Gauge as is should be (no 10 Gauge evidently, because the developer did not want to fashion new ammo), with appropriate increase in damage. Really just a nitpick mod, but I like it. A very simple tweak mod. Once this mod is added all Lever-Actions in the entire game are rechambered, so make sure you want to do this before activating it.
http://newvegas.nexu....com/mods/42762
Weapon Mods Expanded – WMX: An absolute must for the weapon nut, or the player who has a preferred weapon, but finds no modifications are available for it in New Vegas vanilla. Dramatically increases the number of weapon mods available in game, and adds mods to just about every weapon (even energy weapons) in the vanilla game, to include unarmed and melee. Goes way beyond the generic mods available through Gun Runners. Mods are available through all merchants and loot. Can’t say enough good about this one. Finally got to mod my All-American, Light MG and Sawed-Off! Easily spotted in game: shows up as “MOD: …” in the menus.
http://newvegas.nexu....com/mods/39651
ARMOR AND ACCESSORIES:
JoOs Modern Armory: Adds about 40 plus modern tactical combat armor sets to the game. All are available at Doc Mitchell’s in a vaulted room that’s always available to you. Adds face wraps, scarves, helmets and armor that range from low DT SWAT-type armor to about 40 DT Marine combat armor. You can mix and match any way you like. I chose mid-level Delta armor and helmet at 20/5 DT and have been happy with it ever since. GI Joe’s get to play dress-up too, but this sort of dressing up actually makes a difference, especially if you go with the heavy sets. I even gave a set to Boone. Arcade couldn’t pull it off though; he looked like a doofus. Easily repairable with the Jury-Rigging perk.
http://newvegas.nexu....com/mods/45203
Holster Gear: Not the least bit functional, but adds all sorts of holster arrangements and rigs that can be worn over any clothing or armor. Available in a chest right outside the front door of Doc Mitchell’s. Just open it and start picking and choosing whatever you like. I personally have some texture/coloring issues, but those tended to be based on whatever light or shade I’m standing in, but it usually goes away quickly. Not really a big deal. Nice looking sets.
http://newvegas.nexu....com/mods/44625
Leather Backpack: A good looking backpack that’ll add 50 pounds to your carry weight. Companion BP’s are available as well. Chet sells these at his General Store.
http://newvegas.nexu....com/mods/39611
PLAYER HOMES:
RAGEa122 Goodsprings House: (Thanks to Addai!) Small, but neat, clean and functional. Plenty of containers, and many are named; has a crafting and reloading bench with underneath storage. Pretty much everything you need in a simple, non-palatial type of residence.
http://newvegas.nexu....com/mods/45316
Improved Novac Motel Room: If you’re role-playing a Spartan, then this one is for you. Not much in the way of luxuries, but more way more fun and functional than the vanilla version.
http://newvegas.nexu....com/mods/46768
Large Goodsprings Player Home: Pretty much the palatial estate…well for New Vegas anyway. Huge work/crafting area in the main floor armory. Basement is vault-like and has merchants. Some weird stuff in the vault basement, but does have a display room and other amenities I could care less about, but others may like. Actual functioning light switches which I’d never seen in FO before, so that’s pretty cool. A lot of well-organized shelf loot. Vendors have everything imaginable, but are designed for teenagers in mind. I primarily use the main floor armory and keep all my weapons and mods there on a HUGE work table, and live in the RAGEa122 House. I really like the table because I can lay out all the named and quality/modded weapons I like to use every so often; and I can see them in full view as opposed to a couple of words in a locker menu. Based on Doc Mitchell’s House (Main Floor) and something resembling Vault 101 in the basement.
http://newvegas.nexu....com/mods/35811
These really are some pretty good mods from my personal play style perspective and I actively use them all. But, I’m more interested in what others are using for mods, no matter if they’re graphics, environmental or general gameplay improvements. Please add a brief description, link, and why you like it if you don’t mind. Maybe add an in-game photo if possible. As I said, I’m looking to expand my game from the very narrow interests I indulge, to other things.
Modifié par Barbarossa2010, 25 juin 2012 - 08:58 .
#611
Posté 25 juin 2012 - 09:15
#612
Posté 25 juin 2012 - 10:03
I still think DT is a bad mechanic all in all. Unfairly punishes rapid fire and multiple projectile/beam weapons. I hate finding a brand new expensive energy cannon of doom and realize it can't punch through enemy DT.
Modifié par termokanden, 25 juin 2012 - 10:03 .
#613
Posté 27 juin 2012 - 04:36
Modifié par Barbarossa2010, 27 juin 2012 - 04:37 .
#614
Posté 27 juin 2012 - 08:13
#615
Posté 27 juin 2012 - 10:33
http://newvegas.nexu....com/mods/40660
I haven't found any bows on Nexus. Never really thought about it, but yeah you'd think it would be something available in game, with the setting and all. I mean, there is the Tomahawk introduced in Honest Hearts, and throwing hatchets, knives and spears in New Vegas, you'd certainly think there would be bows and crossbows available. Would definitely seem an appropriate weapon for Legionaires.
Modifié par Barbarossa2010, 27 juin 2012 - 10:35 .
#616
Posté 28 juin 2012 - 12:05
Especially considering the ability to build a dart gun in FO3, it would be an awesome craftable weapon. It would offer cool play styles and uses too, considering using cazador stinger as a arrow/bolt head, or deathclaw talons for extra penetrating ability.
That is one thing I was kinda disappointed at in FONV was the lack of buildable weapons.
Modifié par rwilli80, 28 juin 2012 - 12:07 .
#617
Posté 28 juin 2012 - 01:58
But, NV did at least expand the building of other things at the crafting bench. Doc Bags and WRKs are pretty neat to have around. Crafting your own Stim packs, converting energy cells to MFCs, and stuff like making Gecko hide lined armor and Antivenom at the fire, is handy. One thing that is really, really cool though if you get the 'Weapon Mods Expanded – WMX' mod, you gain the ability to actually craft alot of your weapon mods. I've been working at this recently trying to up the damage on my Machete Gladius and Combat Knife, and have been running across the desert looking for stupid whet stones, which apparently, are rare as hell.
Modifié par Barbarossa2010, 28 juin 2012 - 02:00 .
#618
Posté 28 juin 2012 - 03:26
And cool to hear the All American had some personal connection- my guns character used that a lot.
#619
Posté 28 juin 2012 - 04:47
#620
Posté 28 juin 2012 - 05:02
I don't have the PC version, but I plan on getting it just so I can try all these awesome mods out, I especially like that weapons mod... mod you mentioned in your list above Barbarossa.
The All American is my favorite weapon as well, it was nice to see that little touch of history brought into the game. My only problem with the weapon is that its not full auto or at least a 3 round burst, I get its supposed to be a marksmen's weapon, but oh well still an excellent gun.
#621
Posté 28 juin 2012 - 06:45
Then it dawned on me that I've been an idiot. It doesn't matter. Laser Commander and Vigilant Recycler are the only energy weapons specific perks I would even take in a pure energy weapons build. Add them to a guns build and you have the best of both worlds. Remove Vigilant Recycler if you can live without the best ammo. You still get the most out of Hyperbreeder Alpha and Compliance Regulator. So, if you can spare just one perk, you can pretty much have it all.
On the other hand, I would not want a guns build without Hand Loader, Cowboy or Grunt.
Plasma Spaz and Meltdown? The former affects none of the most powerful weapons, and the latter hits yourself too much and too often.
Modifié par termokanden, 28 juin 2012 - 11:25 .
#622
Posté 29 juin 2012 - 09:14
#623
Posté 29 juin 2012 - 09:36
I guess they were also trying to keep them from becoming overpowered. They gimped them instead and later had to buff all 5mm ammo to have an inherent -10 DT.
PS: If you are gun nut, I highly recommend Jagged Alliance 2 with the Tons of Guns setting. This is a turn-based RPG, however, and therefore quite different from New Vegas.
Modifié par termokanden, 29 juin 2012 - 09:39 .
#624
Posté 29 juin 2012 - 09:56
I started Old World Blues at level 5.
I am on very hard difficulty and on hardcore mode.
I think I'm gonna need some stealth boys to get past those infameous wolves that kill you in two hits.
Teach me to start a DLC at too low a level. Is this still possible?
#625
Posté 29 juin 2012 - 09:58





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