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ToxicSlurpee
Nov 5, 2003

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Pillbug

Yasser Arafatwa posted:

The weird thing about Dead Money for me is, taking the variety of challenging things that are thrown at the player, I like quite a few of them individually; the ghosts were really loving cool enemies, the janky way they moved around and would try to dive and dodge stuff looked amazing, and they genuinely felt threatening. The idea behind holograms that were capable of harming you but could only be disabled by disabling their emitter was cool too since they moved in very set patterns and were incredibly predictable. The cloud barring you from taking certain paths without the proper equipment or meds to survive and heal after passing through it was also perfectly fine. Having a frequency playing from the radios that could set off your bomb collar and forced you to be aware of your surroundings was also a good concept. The location looked kind of samey, but it was neat exploring ruins that weren't nearly as ravaged as the rest of the wasteland and the casino itself was gorgeous.

It's just the sum of all those parts was way less enjoyable to play through because of how certain things interacted and made it an absolute slog to advance through at certain points. Also for sure, if the engines combat was better, the entire DLC would've been way more enjoyable, but especially the corridor shooter stuff.

The problem with Dead Money was that it was really goddamned tedious. It felt like they took what they had and stretched it out as long as possible. Yeah it was great to play through once but playing through it a second time was pretty awful. Which is sad, in a way; the characters were fantastic, the voice acting was good, and you really got a sense of how much of a deranged old lunatic Elijah really was. The vault full of poo poo you could never hope to carry out was a nice touch and finding Vera's body was a visceral moment when you realize that she was trapped there and her only escape was killing herself with her crippling Med-X addiction. It was so full of effective tragedy all wrapped up in a DLC that took way too long to play through and God help you if you were stuck behind five ghost people with 10% health, nowhere to sleep, and no healing items.

They took the theme of "learn when to let go" and did a good job with it but the issue there was it was too easy to loot every single goddamned thing in the area, pile it up outside the gate, and walk home with an obscene amount of loot. It would have been way more effective with some sort of "since you'll be walking for a while you can't take all this poo poo, get rid of some of it." I mean really, giving you access to all the goodies in Elijah's lab back in the Mojave wasn't exactly working with the theme of "letting go" very well. It would have been much more effective if stuff like cloud residue was a limited resource you could only ever get so much of and than that was that. Granted it also wasn't very useful but eh whatever.

For me, though, I think The Divide was best DLC. I just though Ulysses was a great character, aside from how well they drove home "oh by the way, nuclear war and living in a post-nuclear wasteland would be pretty goddamned awful." It felt like it was exactly the right difficulty and length with a big pile of totally optional stuff to do. Old World Blues was a pretty close second, though doing that too late in the game turned the enemies into frustrating bullet sponges that were awful to deal with. Honest Hearts though, that one just didn't do it for me. Follows Chalk really grated on my nerves and I ditched him the first chance I got. No Joshua, I can handle myself, thanks.

That being said...my favorite character is the toaster.

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ToxicSlurpee
Nov 5, 2003

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Pillbug
Wild Wasteland even has Johnny Five Aces, complete with balls on a cliff.

ToxicSlurpee
Nov 5, 2003

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Pillbug

surf rock posted:

You've gotta be making GBS threads me, where?

I forget exactly but very early in the game you meet a guy that asks you to help him save his girlfriend from some geckos. Agree to help him, go up the hill, and kill the geckos. If Wild Wasteland is on he's up there. Around...Goodsprings. Near a fountain maybe?

ToxicSlurpee
Nov 5, 2003

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Pillbug

Anime Schoolgirl posted:

If you didn't bring tons of security vests, automatic rifles, .38 pistols, gas canister bombs, and all of the recipes including the magic voucher redeeming one out of the Sierra Madre with you, you have not beaten Dead Money

People that leave Dead Money with fewer than 10,000 pre-war money wads are Doing It Wrong.

ToxicSlurpee
Nov 5, 2003

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Pillbug

razorrozar posted:

Eh, I prefer converting it all to Sierra Madre chips and doing something useful with it.

Yeah but it's not as satisfying to drop a poo poo load of stimpacks on a bed in your player house as an enormous pile of cash, now is it?

ToxicSlurpee
Nov 5, 2003

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Pillbug

razorrozar posted:

Wasn't NCR paper money the main currency in Fallout 2?

Also the whole letting go thing is bullshit. The gold bars have their weight stamped on them, and it's 10 ounces. Not THIRTY-FIVE FREAKING POUNDS. You could totally get them all out with ease if they hadn't made each one weigh fifty-six loving times what it's supposed to.

I didn't spend much time trying to figure out how to get the gold out because by that point in the game I already had 200,000 caps thanks to hoarding and looting anyway. By that point I was like "Let go? Fine, I have more poo poo than I'll ever need anyway, I'll just grab this unique gun and fancy robe and be on my way." Which was also part of why I didn't bother much with the Sierra Madre tokens. I already had hundreds of stimpacks.

ToxicSlurpee
Nov 5, 2003

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Pillbug
I solved the Benny problem by disarming him then shooting him in the head with his own drat gun. Shoot ME in the goddamned head, will you?

ToxicSlurpee
Nov 5, 2003

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Pillbug

KittyEmpress posted:

Except that, if I remember it correctly, the 'good' ending explicitly mentions the courier becoming a guiding hand. I think this is one of the few times when karma comes into play too, with good karma leading them to research helpful good things, and evil... Evil things. I may be wrong on that though.

Yeah kind of the point was that they forgot what being human was like and lost all sense of morality. They were still brilliant but their brains were degraded into insanity. The Courier could ultimately convince them to keep experimenting but keep them from doing anything incredibly horrifying. Mobius actually touches on that and alludes to how old they've gotten and what it's done to them. Yeah what they're up to would be terrifying if it got out but part of the good ending is the Courier containing them to Big MT. Granted, even killing them could be considered good, but at the same time ending their lives would result in a lot of lost knowledge.

ToxicSlurpee
Nov 5, 2003

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Pillbug

Wolfsheim posted:

Yeah, they seem happy enough tinkering away, and with the courier there to stop anything like cazadores from getting out and being able to bring anything useful back to the Mojave it seems like the best ending for everyone.

And c'mon, Dr. 0 is harmless. Same with the one with the energy cell fetish.

The thing with stuff like the Cazadores is that they just don't know any better. They didn't think they escaped and refused to believe you when they did. In a way the Courier in a good, no killing ending is there to clean up their messes. They're kind of cute, in a way. Almost childish. Sorry kid, you can hurt he kitty if you pet it too hard.

ToxicSlurpee
Nov 5, 2003

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Pillbug

Fair Bear Maiden posted:

He also wipes out the King in one ending, which makes it pretty clear he's not going to be up for some friendly negotiations with eventual dissenters.

House openly admits that he's ultimately a tyrant that really doesn't care much what people do. If people want to gently caress and gamble and drink all day he isn't going to stop them but he is in total control of the politics of his domain. Threats to stability and his rule are actively destroyed mercilessly. People that respected his rule and didn't cause problems could do whatever they wanted, he didn't care, but anybody that threatened his plans in any way was to be destroyed.

That puts him at odds with the Kings, as one of their core beliefs, according to The King himself, is that that "every man is a king." The King didn't like tyrants at all or anybody who pushed anybody else around, which put him at odds with House. The King I think even mentioned that he didn't like House all that much. Even so, they mostly flew under the radar because they were a local gang that didn't live in Vegas itself.

I thought House was interesting in that he's kind of morally ambiguous. On one hand he has humanity's best interests on his mind and genuinely tries to make life suck less for humans. On the other hand, he's a brutal tyrant when he needs to be and will do literally anything he needs to to achieve his goals. But his goals are ultimately good.

ToxicSlurpee
Nov 5, 2003

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Pillbug

Raygereio posted:

Thing is, leaving the Kings along because they're attacking NCR citizens and wiping them out when the Kings are just minding their own business doesn't make a whole lot of sense for House.

The Kings keep the peace in Freeside. Getting rid of them would mean he'll have to start spending resources to keep the place from blowing up. And he still needs the business NCR citizens bring in. The Kings harrassing NCR people ought to have been the reason for House to send in the Securitrons.
I'm pretty sure I've said this multiple times already in the thread, but the epilogue slides where House is a dick to the Kings and Primm don't fit with how House is presented ingame. Sure, he's a tyrant. But never came across as petty to me.

That's just it, it wasn't pettiness. It was purely practical. Yeah, The Kings kept the peace in Freeside but their freedom-loving attitude led to a great deal of difficulty keeping the entire Kings gang under control. The King himself didn't know it was Kings harassing NCR citizens and was really, really unhappy about it, but at the same time he believed in letting people make their own decisions. Some Kings decided to do stuff that had the potential to gently caress up House's plans. The Kings were also fairly weak, overall, and didn't have many resources, as was evident in the problems Freeside was having when the Courier showed up. House removed them because they became a threat.

ToxicSlurpee
Nov 5, 2003

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Pillbug

Raygereio posted:

(which would most likely have lead to the Kings going "You don't tell us what to do!" and force House to whipe them out).

Actually that's basically how I read it. House largely just ignored them because they weren't powerful enough to cause problems. Eventually they caused a sort of problem that was big enough for House to notice and the response of the Kings was "you're not the boss of me!" and took their stand, which was pathetic because, well, they weren't very powerful. The other side of it was what the Kings basically represented; they were a freedom-loving band of dudes who didn't respect House's authority. That sort of thing has a lot of potential to grow. Yeah House mostly only cared about the Strip but Freeside was pretty close and affected the Strip. House was also expanding his power base, which was why he was interested in the the Dam. He wasn't interested in controlling the whole Mojave but New Vegas itself just wasn't enough. It felt more like House swatted away a nuisance rather than destroyed them out of spite because, let's face it, the Kings were a tiny faction in the Mojave and barely worth noticing overall.

He was allied with the NCR purely out of convenience, after all, but wanted it set up that he had neither allies nor masters to tell him what to do. That's what you're seeing a lot of if you play House's side and get House endings. He seizes total control of New Vegas and becomes powerful enough that he can tell both the NCR and the Legion to gently caress off and leave him alone or else.

ToxicSlurpee
Nov 5, 2003

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Pillbug

Feats of Strength posted:

yeah I agree for the most part, one thing I don't understand is the followers in perticular Arcade Gannon and his pro-freeside agenda, it seems a bit ridiculous to me that there's all this nonsense going on when the Legion are a five minute walk away waiting to enslave/kill/rape everyone.. If I was a King or some other independent entity i'd be far more concerned with getting rid of those douche bags before I'd start whining about my own independence.

I feel like a lot of the independent factions were waiting to see just what the hell was going to happen before they picked a side. The Followers in particular were pretty avowedly neutral. They were associated with the NCR and mostly operated within it but weren't actually NCR. They were more like a church than anything, if that makes sense. They weren't concerned with Freeside in particular but rather the people living there. While NCR was only keen on helping the actual NCR citizens the Followers set up shop and helped out everybody.

ToxicSlurpee
Nov 5, 2003

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Pillbug

Wolfsheim posted:

I want marriage added in, but all the potential candidates are super mutants and ghouls. Possibly a deathclaw.

The only true answer is Fisto.

ToxicSlurpee
Nov 5, 2003

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Pillbug

Byzantine posted:

It is kinda odd that the Courier can't do any couriering on the side.

Although given that a lot of people complete the one and only in-game couriering job by murdering their employer, maybe there's a reason.

Now that I think about it the game would have been a lot more interesting if you had the option of going "you know what gently caress this poo poo, I'm going back to ferrying crap from A to B again" and just let events play themselves out. "Hey Mr. House, here's your chip, I'm out. Let me know if you got other mysterious poo poo you need hauled around. Peace, brah."

ToxicSlurpee
Nov 5, 2003

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Pillbug

Mortimer posted:

People don't like timed quests, just look at Fallout 1. You had a pretty reasonable amount of time to complete it before the vault gets wreckaroni'd and people complained. Mods can get the current game-time/date, right?

I actually liked that about Fallout 1 and was always confused at people that screamed about it. It really drove home pretty drat hard what a desperate situation Vault 13, as well as the world, was in. poo poo was hosed and you had to fix it right goddamned now.

ToxicSlurpee
Nov 5, 2003

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Pillbug

achillesforever6 posted:

But what happens to No Bark in all of this insanity?

He becomes head researcher. Duh.

ToxicSlurpee
Nov 5, 2003

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Pillbug

razorrozar posted:

Dominant strategy. You find something that murders everything and stick to it. I carry one pistol, one sniper rifle, and one holdout weapon.

In New Vegas there are many options for murdering everything so everyone has a different dominant strategy.

I got to the point that I could kill everything that wasn't a death claw in a few bullets from Christine's rifle. I just carried it around and a handful of bullets. Didn't need anything else. This was vanilla with the difficulty cranked up, for what that's worth. That gun in particular with sneak attack criticals and fancy sniper perks just blasted the faces off of basically everything. When poo poo got real I had a fancy melee weapon or two to fall back on but by the time anything got close enough to me for that to matter it barely took a few whacks and that was that.

I goobered around with the anti material rifle but it just had too slow of a rate of fire and the ammo was hilariously heavy.

ToxicSlurpee
Nov 5, 2003

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Pillbug

HappyHelmet posted:

Dean was secretly supplying booze (which Sinclair didn't allow in the Villa) to the Villa construction workers, and many of the police as well. It's heavily implied that Dean had his hand in the cookie jar with the construction of the Villa as well, and was likely milking it for all it's worth.

Sinclair knew what Dean was up too, but allowed it anyway because he only cared about the actual Casino and keeping Vera safe.

Sinclair's motives actually shifted along the way, actually. He knew what Dean was up to and that Dean and Vera were a thing. His original plan was to trap them there after they tried for the heist and make sure they never got out. He also knew the bombs were coming which was why the villas were in such a sorry state. If you read all the stuff there the villas were basically the construction equivalent of cardboard and glue; not meant to last. The most money, which Sinclair drove himself into as much debt as possible to get (because, again, nuclear war was coming) was spent on the casino with the intent on making it so Vera and Dean couldn't get out.

He also figured out that Dean was basically an rear end in a top hat that was blackmailing Vera. Sinclair and Vera were both guilt-riddled over the whole thing so, at the last minute, Sinclair set it up so that Vera could live out he last of her days in relative comfort. She was already dying on top of being a Med-X addict so she didn't exactly have a lot of time and, well, nuclear war hosed up everything so he was like "yeah sorry honey, I still love you and if you don't love me that's your business...at least you will not starve to death or die of radiation poisoning. Sorry." Sinclair let go but in a way too late but in a way he didn't have much else to do BUT build the casino because that drat nuclear war was coming to gently caress everything up. Vera also got cold feet about the heist and didn't want to go through with it but Dean, ever the charmer, was forcing her along.

Dean didn't realize Sinclair knew what was up and figured he was just pulling a fast one over on him. Which is why the vault has the data it does. It's basically "hahahahaha, gently caress you Dean, I knew all along! You get to die here now with all this gold you'll never spend!"

As much as I didn't like Dead Money I must confess its story was quite well written. The Sierra Madre has so much tragedy wrapped up in it.

ToxicSlurpee
Nov 5, 2003

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Pillbug

HappyHelmet posted:

As I read it Sinclair had already begun construction on the casino and was presumably pretty far along with it before he realized what Dean was up too. So he had the vault (which was originally meant for himself and Vera) modified into what amounted to a prison. Figuring that Dean would kill him before he could get to it. Towards the end he realized he was being petty* and none of it was going to matter in the end. So, he changed things to at least make her as comfortable as possible in the vault even if it was still basically a prison. Then Vera's guilt got the better of her, and she confessed it all to Sinclair. Who decided to try and go back to his original plan and change the bomb shelter back from a prison to a bomb shelter. However, the bombs hit while he was down there trapping him at the bottom of the elevator, and leaving Vera all alone in her room**. Where she panicked at the sound of all the guests getting killed by the holograms and chose to off herself on med X than stay there by herself.

*It's worth noting that: Sinclair and the head doctor were the only ones who apparently knew Vera was terminally ill (even Vera didn't know).

**She must not have known Sinclair was in the vault or she could have over-ridden the elevator and went down

My understanding was that he knew what Dean was up to from pretty early on. He started the casino as a kind of monument to/safe house for Vera because he was so madly in love with her but knew she was pretty hosed because, well, war was coming and everybody was. Dean, seeing an opportunity and having been with Vera in the past, hooked the two up with the intent on robbing the place. Vera went along with it at first but Sinclair knew what they were up to. He knew war was coming before he even started construction but switched his plans to gently caress over Dean somewhat before Vera confessed what was up. Near the end he changed his mind and set up the broadcast to get the attention of whatever authorities existed after the war to let Vera out while the casino, in the mean time, kept her safe. He couldn't undo enough to have it serve its original purpose so she never got to the vault but survived a while in her room before, well, drug addiction and illness made her very dead. It's suggested that she may have actually intentionally overdosed after security trapped her in her room with the vault being the only place to go. In any event Sinclair realized he was being a jerk but way too late. Granted by that point nothing mattered anyway.

Sinclair actually gave no shits about the money and gold. He thought the real treasure was Vera though in the end it was meaningless. She was a drug addict, terminally ill, and a nuclear war was coming. Sinclair, well, he couldn't let go.

ToxicSlurpee
Nov 5, 2003

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Pillbug

poptart_fairy posted:

Caesar is killed in any ending where you don't blow up the robots, isn't he? I remember House mentioning that without Caesar's leadership the Legion would basically poo poo itself within a year or so.

In the game Caesar is actually dying of a brain tumor so he's basically guaranteed to die unless you fix him yourself, as the Legion isn't keen on technological medicine. Or medicine at all that isn't healing powder, which kind of negates brain surgery completely. You can only "save" him by getting rid of the tumor. But yeah, House specifically tells you that whenever Caesar dies the Legion is going to explode into a huge slugfest over who gets to run it which is guaranteed to have it splinter off into factions. If memory serves that's part of why he wasn't too concerned about the Legion in the long term. His strategy for dealing with them was more or less "meh, whatever...ignore it and it will go away." The best the Courier can do is prolong Caesar's life and keep the Legion together a little longer.

The closest thing the Legion has to a "legitimate heir" is Lanius, the second in command, who is a drat fine murder machine but not much of a charismatic leader. I don't think any of the endings really say much beyond whether or not the Legion conquered the Mojave or if Caesar was alive.

ToxicSlurpee
Nov 5, 2003

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Pillbug

Byzantine posted:

It's just disappointing how bad the Legion is done.

The Roman Empire at its height was absolutely brutal and violent, but it was also one of, if not the best place for anybody to live, before or after, until the 1800s or so when modern medicine stared taking off.


I mean, even if you truly, honestly believe that autocracy is the way to go in post-apocalyptia, House exists and is vehemently anti-slavery\cannibalism\rape\etc.

I don't think they were really trying for historical accuracy and Caesar isn't really portrayed as trying to be what Rome actually was. Really, Caesar just used it as an excuse to be murderous rear end in a top hat. He wasn't trying to recreate Roman civilization he was trying to recreate Roman power.

ToxicSlurpee
Nov 5, 2003

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Pillbug

tinkerttoy posted:

I think you should give the writers a little more credit than that. Caesar was not Gay Idiot Satan, the man was in the Followers for Pete's sake!

He was also described as narcissistic, envious, and petulant. I didn't say it was bad writing, just that Caesar wasn't trying to recreate historical Rome with the civilization part but just the Legion. I forget if he admitted it himself or if somebody else commented on it but part of the reason it worked is because he was a Follower with access to history that few people even knew about let alone had access to. He could kind of just make it up as he went and...well...did.

I thought it was actually fitting for the setting, really. Self-absorbed rear end in a top hat gets his hands on some history and says to himself "hey neat some instructions on how to create an empire!"

ToxicSlurpee
Nov 5, 2003

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Pillbug

Haverchuck posted:

who would want that kind of immortality anyway, house looks like a pickled david lo pan.

Well yeah but living a few centuries where a poo poo load of robots, a huge rear end computer, and an entire freaking building are now your body would actually be pretty rad.

ToxicSlurpee
Nov 5, 2003

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Pillbug

OldMemes posted:

You can bring it up when you first meet him, he says not being a brain in a jar let him keep his sanity and humanity - neat bit of foreshadowing for Old World Blues there.

Didn't Big MT also predate House a lot? I forget the details but I seem to feel like they also had a lot more time to lose their minds.

ToxicSlurpee
Nov 5, 2003

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Pillbug

Pope Guilty posted:

Moira is one of the handful of tolerable NPCs in Fallout 3. She just wants to help!

Ooohhh, those poor ratties!

ToxicSlurpee
Nov 5, 2003

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Pillbug

chitoryu12 posted:

It's not unbelievable that it could have been maintained through family lines. Moira's probably the descendant of a family that spoke with the same accent, and the line remained intact enough that it didn't just get absorbed into the rest of the accents in the area.

I just read it that she was really, really weird and spoke in a weird way because she was mostly socially isolated. It worked.

ToxicSlurpee
Nov 5, 2003

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Pillbug
I'll admit that I too thought that the premise of New Vegas was pretty stupid and shaky at best but I forgave New Vegas because literally everything else about it was better than 3. Because I, you know, soldiered on past the first five minutes of the game and got to the rest of it.

ToxicSlurpee
Nov 5, 2003

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Pillbug

Digital Osmosis posted:

In FO3, Rivet City is more or less the only settlement that fits those criteria, and there's still the big question of "how do they feed themselves?" But Rivet City does make sense - it's a defensibly position, it's on the Potomac so it should theoretically have connections to other settlements, it's actively concerned with generating drinking water.... but look at Megaton, or Tenpenny Towers. Megaton's reason to exist is apparently that it's a hole in the ground and near the vault. Also, it has an active nuclear bomb in the center of the town. Also, it's the biggest city in the capital wastelands and very well defended. And yet... there are empty homes in Megatown. There aren't people crowding the gates. Lucas doesn't spend his day shooting down half-starved wastelanders in the front gates. Or Tenpenny Towers? It's in the middle of nowhere, surrounded by nothing. It has no links to any other survivor communities. Why would anyone, fancy or not, risk trekking through the wastelands? What do they DO when they get there? It seems mostly like they wander around and act superior. How is there an economy? There are plenty of stores, but the only one who seems to do anything in Tenpenny towers is Tenpenny and his goons.

Tenpenny Towers doesn't have anything going on inside of it because you have to be rather rich to get in to live there in the first place. It's basically the only place in FO3 where the idle rich actually exist. They don't do anything because they're full of caps and don't need to. If memory serves it's in the middle of nowhere because it was a luxury hotel that survived the war mostly in one piece which existed basically nowhere else in the area. It has shops because when you have that much wealth in one place you make a trip if you're a caravan and have poo poo they want.

It still leaves a poo poo load of questions unanswered but at least the basic idea makes.

ToxicSlurpee
Nov 5, 2003

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Pillbug

2house2fly posted:

That room is my favourite room, I felt like I'd found the army depot from Fallout 2 when I stumbled in there. I meant I don't know where there are any other workbenches out in the Villa though.

Oh, also: stop frequently in the central Villa area to stash your loot in the garbage can next to the DLC exit. Then when you're done you can take all the crafting stuff/weapons/armour you didn't use back to the Mojave with you.

I didn't put it in a container. I just piled that poo poo up right in front of the door. You can keep the drat vault, Dean. I'm taking literally every other goddamned thing in the entire casino. It was pretty great seeing the mountain of crap I was taking home even though the rest of Dead Money was tedious.

But then I also filled an entire house with miniguns in Fallout 3 so I guess I'm just an insane hoarder in video games.

ToxicSlurpee
Nov 5, 2003

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Pillbug

Starhawk64 posted:

How do people continue to play Honest Hearts after killing Follows-Chalk? The onslaught of failed quest messages should a be huge hint that you hosed up royally and need to reload.

You don't actually need to reload. I forget all the details but there's a map somewhere you can go pick up to find your way back home. The Courier can very easily just go "well I was ambushed the instant I got here so every living thing in this valley must now die" then head back home with a poo poo load of loot. You'll miss out on the story sure but like was said Honest Hearts was kind of meh.

ToxicSlurpee
Nov 5, 2003

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Pillbug

There already is a No Bark. What are you talking about?

ToxicSlurpee
Nov 5, 2003

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Pillbug

Anime Schoolgirl posted:

How does the modder even gently caress that up?

I mean they're not even in the same loving model group

When it comes to modding there are two constants; first, everything will have tits eventually. Second, somebody, somewhere can gently caress things up harder than you could ever do even if you were trying.

ToxicSlurpee
Nov 5, 2003

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Pillbug

Keven. Just. Keven posted:

While I disagree with house as a person and his ideas for the future of the wastes, I fully support his decision to have sex with robots.

I used to think that robosexuals were disgusting. Then I met Fisto.

ToxicSlurpee
Nov 5, 2003

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Pillbug
I also don't know if I'd like to live in an empire where the second in command will punish failure by beating the person who hosed up to death. Yeah the Legion territory is safe but the way it gets that way is horrifying. It's also precarious as all get out. New Vegas actually did a pretty decent job of showing just how much life would loving suck in a post-Apocalyptic wasteland. You don't have very many options and all them suck.

ToxicSlurpee
Nov 5, 2003

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Pillbug

Excelzior posted:

he's also entirely unmoved when you tell him about said plant zombies, leading me to believe he is, in fact, a colossal douche.

Yeah that's when you realize he's a complete dickbag. His response to the hideous mutants wrecking everything near the place is "pfft, whatever...so people are dying? It's worth it because SCIENCE!" Like he doesn't even care that he was literally sending people to their deaths and that more people would die and/or turn into plant monsters if he pursued the crap. Yeah he kind of had a point in "well we really should be figuring out new ways to not starve in this horrible world we live in" but his callous indifference to the horrible, awful things the mutant spores caused kind of did out him as a huge meanie..

ToxicSlurpee
Nov 5, 2003

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Pillbug
Eh, I always found House to be one of the more tolerable options. Yeah he's a tyrant but the thing is he admits it and his attitude toward anyone that doesn't get in the way of his plans is "meh, whatever do what you want." If you work with him he'll take pretty good care of you and really, I'd say an immortal technocrat that doesn't give a poo poo what people do is way better than, you know, Rape Legion.

ToxicSlurpee
Nov 5, 2003

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Pillbug

Raygereio posted:

And why is that different then the NCR, Legion, or the Courier forcibly seizing control of territory?

Because he's a huge meanie.

ToxicSlurpee
Nov 5, 2003

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Pillbug

Roobanguy posted:

p much. anytime i do another path i always feel like a scum bag for killing house. dude saved your life and didn't have to do it. i doubt he would of hunted you down if you had ran off back to the ncr or something.

The only time I ever really felt like a jerk was when I killed Doc Mitchell. I didn't feel bad the times I killed House because he was basically a lich anyway.

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ToxicSlurpee
Nov 5, 2003

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Pillbug

TacticalUrbanHomo posted:

how is that not the same thing

There are some pretty consistent, blatantly obvious rules for where House does and does not want you to go. So long as you play by those rules you're perfectly safe. It's a lovely world though so somebody rushing the gate might be a crazy covered in bombs. Somebody trying to convince the robots to let them in isn't really causing any problems. As long as you aren't literally attacking the robots and listen when they say "OK buddy, that's close enough." I mean it isn't a mystery where the line is. Yeah shooting is too harsh a punishment but at the same time it isn't like House just randomly murders whoever he feels like. He lays out the rules of his domain and as long as you play within them he doesn't really give a poo poo what you do and let's be honest, those rules are pretty broad.

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