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Shugojin
Sep 6, 2007

THE TAIL THAT BURNS TWICE AS BRIGHT...


:siren: I'M NOT DEAD AND I STILL WANT TO CONTINUE THIS :siren:



The old thread is IN THE ARCHIVES which I don't have access to but if someone does and cares to find it please post a link and I'll throw the link up here with a credit to your benevolence right here but requires Forums Archives powers(Thanks zA Zombie)! I happen to be a crazy person and have an entire goddamn directory of every update so I don't personally need it because I can reference any update at any time I choose. I could also post those but I'm not sure anyone wants 29 updates of repeats. I may potentially post all the Dead Money ones though because Dead Money is actually awesome and frequently missed.

Fallout: New Vegas is a game developed by Obsidian using Bethesda's engine from Fallout 3 (plus some improvements). We may have had further games from them but there was an idiotic clause requiring the game to get an 85/100 or better Metacritic score and it got a motherfucking 84! So that never happened.

HOWEVER!!!!!

You do get an EXTREMELY HAPHAZARD SUMMARY POST!

FIND IT BELOW THIS ONE!!!

THREAD RULES:
  • NO SPOILERS. NONE. NO TALKING ABOUT STUFF I HAVE NOT YET DONE. Talking about things I missed or skipped is okay though!
  • Talking about and comparing to other games in the series is okay provided it doesn't involve a spoiler for this one!

e: Thanks to GATZ reminding me that the lpix offsite sslp test poster can handle this and my own laziness in never deleting anything I can just copy/paste all my text files and recreate the entire LP.

TABLE OF CONTENTS
Update 1
Update 2 - Tutorial Action
Update 3 - We're All Talk
Update 4 - Problems with Primm and Powder Gangers
Update 5 - Democracy In Action
Update 6 - Hail The Legion
Update 7 - Holy poo poo A Dinosaur
Update 8 - A Less Stupid Radioactive Cult
Update 9 - Onwards!
Update 10 - Wanderings
Update 11 - Vegas. Vegas Never Changes.
Update 12 - The Courier Who Broke The Bank
Update 13 - Oh god bloom
Update 14 - In the Service of the King
Update 15 - Bountiful
Update 16 - Never Meant To Save Anyone

:siren: Dead Money starts here! RECOMMENDED READING IF YOU HATED IT/GAVE UP ON IT AND WEREN'T HERE FOR THE FIRST THREAD :siren:
Update 17 - Getting To It
Update 18 - Clipping
Update 19 - Dean Domino
Update 20 - All This Better Not Happen Again
Update 21 - Story Time
Update 22 - The Gala and the Madre
Update 23 - Dog
Update 24 - Dean Domino
Update 25 - The Ghosts of the Sierra Madre
Update 26 - Letting Go
Update 26.5 - Loose Ends
:siren: Dead Money is over at this point :siren:

Update 27 - Played Twice, Just For You
Update 28 - Some Flaws
Update 29 - Not THAT OSI

THE EXTREMELY HAPHAZARD SUMMARY POST REMAINS IMMEDIATELY BELOW THIS ONE

:siren: new updates begin here :siren:
Update 30 - Plant Zombies: The Photosynthesizing
Update 31 - If Only It Were That Simple
Update 32 – Yet Another Elvis Presley Reference
Update 33 - Pulptastic!
Update 34 - :words:

Shugojin fucked around with this message at 21:31 on May 24, 2014

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Shugojin
Sep 6, 2007

THE TAIL THAT BURNS TWICE AS BRIGHT...




https://www.youtube.com/watch?v=RUTMHAL5u-g

Intro movie. Setup stuff. Watch it if you don't know the sides involved in this main plot (NCR from Fallout 2, Caesar's Legion, assorted third parties in the Mojave)

https://www.youtube.com/watch?v=RUTMHAL5u-g

Ben Affleck shot us in the head while wearing a checkered suit.



It didn't take as well as it might have.



These were our starting stats.



It's an unmodded run (I have learned some things) so I was unable to say this is two bears high fiving.



Never don't have Wild Wasteland.



No hardcore mode because I find it easy, but tedious.



We met the cowboy robot who kindly dug us out of the ground. The Securitron model was one of Obsidian's inventions and it's gloriously 50s pulp-y.



We learned how to shoot guns.



VATS is still in but much less useful/necessary than in Fallout 3 for a number of reasons. Most of which are related to the fact that it doesn't godmode you and so it's better to be a sneaky motherfucker and just kill everybody FPS-style since that damage was buffed anyway.



IndianaJonesCrystalSkullFridge.jpg



Zybourne Clock never forget (some of the devs are goons)



There's a collect-a-thon sidequest that this guy tells you about. He can be killed/pickpocketed for some of the things so I pickpocketed him when the thread yelled at me.



The godawful hacking minigame is still around. I seem to recall blowing some minds with the knowledge that you can select bracketed junk code for dud removal/retries. It's still godawful even knowing this.



The less godawful and instead trivially easy lockpicking minigame is also around. This one made it into Skyrim (minus skill gates).



These guys (Powder Gangers) threatened to blow up the town or something over a merchant they robbed. There was a series of mini-quests to enlist help and whatnot which I did.



I also mined the stretch of road where they spawn in so most of them blew up immediately :mmmhmm:



This makes us extremely popular in Goodsprings! And unpopular with Powder Gangers (cuts off some quests). Faction reputation is back in New Vegas and it's a good and perfectly reasonable thing and I like it! Much better than an arbitrary universal good/evil meter, anyway.
The game then railroads us on and out of town. Note that we can go other ways but they tend to be full of murderbeasts! It is still possible using stealth boys and running like hell to go an unintended way but this is an LP of ~the way it's meant to be played~ kinda sorta story-wise anyway.



Primm is also in trouble with some convicts. Primm is mostly unremarkable in this summary but for two things, one of which I didn't do until later for... some reason.



One is protectron in a cowboy hat! The thread voted him to be the NEW TOWN SHERIFF once I solved some problems by shooting them.



Another choice for sheriff was over here.



It was heavily guarded but nothing a sniper can't handle.




Nightstalkers ( a fairly tough enemy) are buggy and should not be VATSed because you may just sit there and point a gun at them and then die.



The OTHER reason Primm is important is this guy!



Companions in New Vegas give perks while they're following you. ED-E's helps you see enemies really far away on the compass. Also he's a cute little Enclave eyebot.



Next up on the Grand Mojave Tour was Nipton. Which had seen better days.



This guy is super happy to be 100% alive and is not helpful with what happened.



To summarize, what happened was that Caesar's Legion came along and brutally murdered everyone in the town (except two guys, one who we saw, the other whom I skipped over. Runner-up-man is now a paraplegic. Great.)



The beautiful town of Novac, complete with real-but-actually-somewhere-else giant dinosaur thermometer is next on the grand tour. It has two main things, being a stop on our guided tour of chasing Ben Affleck, and the other is Boone.

The long story short on the main quest is helping some ghouls go for a rocket flight:





Boone wants us to track down who sold his wife out to the Legion. We do it.



It was this lady, who sold her into slavery for some money because Carla (Boone's wife) didn't like Novac very much and Jeanne May Crawford is totally batshit.



Our reward for that is Boone's companionship and a 1st recon beret (improves our crit chance). Together we are SNIPING GODS TO CARVE A PATH OF BLOOD ACROSS THE MOJAVE :black101:



The next part on the main quest tour is Boulder City, where we peacefully resolved a dispute between the NCR and the gang that Ben Affleck had in the cutscene (there was a falling out). This part of the quest is frequently skipped accidentally because people veer towards New Vegas which is very big and bright and obvious and then just accidentally trip over the part of the main quest that comes afterwards. Anyway we officially learn that Ben Affleck is named Benny and is at The Tops, a casino.



We get back on the road and at a rest stop we encounter another companion, Veronica. However we can't recruit her right now because of companion caps (one human(oid) follower, one other follower) so I didn't. She has a lot of relevance to a sidequest and one DLC.
We hit New Vegas proper.



Arcade Gannon is another follower. It seems not even a nuclear apocalypse can kill nerds' love of thick-framed glasses.




We take a quest to build a sexbot. GODSPEED FISTO



(If you have Wild Wasteland a gang of old ladies attacks you when you leave the sexbot factory)



We then have enough money to get into the strip because this is high-luck New Vegas so I just kinda look at casinos and they give me a bunch of loot and money and ban me. We are quickly invited up to meet Mr. House, who wants that chip that Ben Affleck stole from us.
THIS CAN WAIT until after we get banned from the three casinos on the Strip.



Also there is a gang of Elvis impersonators out there. Vegas. Vegas never changes. (The metal dog with the glowy brain you see behind The King here is the other companion for ED-E's slot.) We do some quests for The King. He's a cool guy; we like him.

I do some more sidequesty loving around and head on into Dead Money somewhat earlier than the game would like!





We are stripped of all of our stuff and made to talk to Father Elijah, a man from Veronica's past. Her mentor and father-figure basically. He went crazy and vanished and hey guess what!!!

I really like Dead Money and shortening it like this is gonna drive me crazy so please bear with me until I get this whole thing into the LP Archive properly and then you can read the treatment I gave it. I have Many Opinions about Dead Money but they boil down to a very good story hidden behind some very bad gameplay mechanics. The ideal thing to have someone else play for you, basically, which is why many people saw some things they didn't before.

Roughly the story goes like this:

We recruit our companions!



God/Dog, a Nightkin with a split personality...



Christine, a mute tech genius/Brotherhood scribe...



And Dean Domino, a pre-war entertainer and disturbingly lovable psycho.

Battling our way through...



A toxic cloud!



Strange creatures who need to be dismembered before they die...



Hostile holograms that can't be defeated except by disabling/destroying their emitters...



And MOTHERFUCKING SPEAKERS THAT BLOW UP YOUR BOMB COLLAR AUGH JESUS gently caress (they go through walls and everyone hates them and are hands down the worst part of the DLC)

We do all of this in order to rob the bounty of the Sierra Madre casino and its pre-war technological glory.



We get back and I complete Veronica's sidequest, increasing her armor (less useful than the other option but nicer (maybe) which would increase her attack speed, because this is not hardcore mode so companion perma-death isn't a thing) and befriend the Brotherhood in the Mojave so we can wear power armor.

We were last seen entering the plant-infested VAULT 22




And then my fiancee broke up with me and I felt like absolute poo poo for a few months but I'M BACK AND I'M LOOKIN' TO FINISH THIS MOTHERFUCKER

Siegkrow
Oct 11, 2013

Arguing about Lore for 5 years and counting



shugojin! Good to know you are feeling better!
Now, Mod Talk: Will you try this new fangled Enclave mod peeps are talking about?

zA Zombie
Dec 31, 2011
Here is the archived thread, Shugojin.

I'm glad to see the LP going again.

Deadmeat5150
Nov 21, 2005

OLD MAN YELLS AT CLAN
Hey duder glad you're feeling better! I always liked this LP and was sad when it sort of faded away.

gatz
Oct 19, 2012

Love 'em and leave 'em
Groom 'em and feed 'em
Cid Shinjuku
It's pretty standard to put the previous updates in the lpix sslp tester, but do what you want to.

gatz fucked around with this message at 00:16 on Mar 25, 2014

Meaty Ore
Dec 17, 2011

My God, it's full of cat pictures!

You're back! And in one piece!

Looking forward to seeing you finish this one up.

Shugojin
Sep 6, 2007

THE TAIL THAT BURNS TWICE AS BRIGHT...


gatz posted:

It's pretty standard to put the previous updates in the lpix sslp tester, but do what you want to.

I'm still not used to this thing being a thing. I'll toss those all into this fancy magical thing.

Dareon
Apr 6, 2009

by vyelkin
It's good to see this going again, I'll be following along with the same enthusiasm I showed previously.

Arcade Rabbit
Nov 11, 2013

I'm definitely glad to see this back, but there's something you might not be aware of? Someone else just started up their own new LP of this a few days ago. Isn't having two LPs of the same game going on at the same time usually frowned upon? I really liked this LP, but I really like the job they're doing too. Still, I figured it should be brought up. What happens in a situation like this anyway?

Raygereio
Nov 12, 2012

Arcade Rabbit posted:

What happens in a situation like this anyway?
If you like this thread, you watch this one and ignore the other thread. If you like the other one, you watch that and ignore this thread. If you like both, you watch both.
There are also 2 XCom and 2 Saints Row 2 threads going and the LP subforum hasn't imploded, so...:shrug:

Arcade Rabbit
Nov 11, 2013

I just wasn't sure is all. I'm glad to hear that though, I do like both threads quite a bit and am happy to see this back. I recently finished playing through all of the DLCs too, so I'm definitely looking forward to this.

Shugojin
Sep 6, 2007

THE TAIL THAT BURNS TWICE AS BRIGHT...


Update 30 – Plant Zombies: The Photosynthesizing

Previously on Let's Play Fallout: New Vegas posted:

The intrepid Courier and his companions Boone and ED-E were asked by NCR scientist Dr Thomas Hildern to enter Vault 22 and find out why plants were growing so lushly out of its entrance. His assistant Angela Williams informed us that Hildern had sent quite a few mercenaries, most recently one Keely, prior to meeting us. We set off and charged on into the overgrown Vault...



All vines and mushrooms everywhere. There are also mantises about on the upper levels.



There's a restored terminal in the atrium so let's look at it.



Oh cool, looks like someone's been keeping notes about Vault 22. Should help us figure out what this place's deal was.





Ahh, it's Keely, the person we're looking for in this place.



The first area is really straightforward, with basically no options.



The elevator is broken – we can repair it since we have a good Repair skill.



I promptly don't use it though in favor of a proper exploration via the stairs.







The next level has a green haze around it. Not looking so good.



What bullshit experiment were they running in this place?



Oh, looks like another base camp.



Yup! Let's check it out.







Innnteresting. No leads on what happened to her though, let's go further in.



This terminal is very nearby and does gently caress all as far as I can tell.



I really like the plants everywhere in Vault 22. It helps break up the monotony of "yet another ruined vault" and is honestly one of the things that New Vegas does better than Fallout 3 did. In 3, basically all the ruined Vaults were just generically rusted and run-down. In New Vegas (out of the ones we have seen so far) 11 is covered with campaign posters, 34 is littered with corpses and visible damage from the fighting, and 22 is packed with plants growing everywhere. There are three more vaults left – one of which we will definitely go to (because it has the last of the three things we need for this quest) and I may or may not ever go to the remaining two. We'll see.





There is a variety of terminals – Keely didn't overwrite all of them; some have old logs we will uncover as we figure out what happened in Vault 22.



Not a whole lot to do on this level though, so let's get going down to the next one.



The Spore Carriers are much more common from this point on. They are non-hostile in their getting up animation but always turn hostile immediately after so just deal with them right away.



They also count as Abominations for the Abominable challenge/perk.




Man if we got infected with spores there is gonna be hell to pay.



Also this floor has the main cave entrance but we can't get in. :argh:



I do like how Vault 22 gets me looking suspiciously at every plant batch to see if a spore carrier is going to stand up from it. It's a nice little paranoia.



Or it would be, if it didn't happen basically every time you first run across a patch making it totally justified.



A terminal on the Food Production level actually has real things from the era of the Vault's experiments.










The main problem with the Spore Carrier spawning is that the animation takes so long to let them actually notice you



that exploding their heads before they turn hostile is trivial.



Anyways, lets keep truckin' on down.



Ahhh, it's this cell. The Overseer's office should be nearby and those are jammed full of information and unlocking powers. (Usually.) Let's check it out.



Jackpot.



Hopefully those plants haven't hosed his computer.



Unlocking powers it is, then.



...But not for the cavern door. :sigh: Looks like we're finding some other way.





You can find cave fungus with beneficial effects here. It's a reuse of the fungus the little bastards in Little Lamplight ate.



It really is kiiiiind of an annoyance to check every terminal to see if Keely put anything on it. Oh well.





Yeah, we kinda reached that conclusion after the first plant zombie, Keely. Little slow, aren't you?

Anyway we need to keep wandering.



This room is actually important so it's pretty convenient that it's more or less unique – it's got three Spore Carriers to match a mother, father, and child.



It also has the key to the caves on a shelf. See? Important!

We hit level 26 and I show a couple perks.



Experience perks are just so goddamn bad.



And this one sounds cool and all but it doesn't actually work because it checks against weapon type "Energy". The name of the actual type is "EnergyWeapons". There is a mod that fixes this but hey, unmodded run.



I take the second rank of Toughness for a smaller but a) existent and b) universal DT boost.



I keep on movin' and find the clinic.






This is the real highlight – it seems the fungal pneumonia is related to the plant zombie condition. The other ones indicate that it's a mass infection, basically. Motherfuckin' spores in the vents, man.



We can't actually progress downward any further without fixing the elevator, so let's return to the cave door and use our key.





The cave is home to some mantises.



But it provides a backdoor to some areas, so let's just roll with it for now.



Ah, a section of Pest Control we couldn't enter before.



Let's see what they were up to.




Giant venus fly trap.




The giant mantises we kinda kill effortlessly.




Aaaand the fungus.



We can (almost) return to the common areas this way.



It's still blocked...


But has a unique laser rifle! Which you want to grab before your companion can step on it and cause it to physics off into the ether. It's much stronger, uses 2 microfusion cells per shot, and fires a green laser instead of a red one. Let's head back down since this is a dead end.



Ahhh. Giant Venus fly traps.



Back into the cave.



Wow. Pretty big. It's got some mantises and spore plants and is generally not a huge threat to us at this point.



Keely's here! And still more or less alive.



Yes, Angela Williams asked me to come find you.

Ah, she's such a dear. Not like that pompous little pedant she works for.



Of course. I'd be glad to help.

Good. Meet me on the second level, and I'll explain what needs to be done.

And she dashes off to the elevator.



There's some special dialogue if you fixed it earlier, otherwise she fixes it herself and activates it.

Before we meet with her, we wanna go back through the cave system to this door:





They're needed for the Brotherhood. I'm just gonna assume they're in airtight, sealed containers and we're not gonna turn the Brotherhood bunker into the location for Plant Zombies 2: Photosynthetic Boogaloo. With these collected, we'll return to Keely's base.



Sure, how can I help?

Time is of the essence, so I'll be brief. This place is filled with spores that are toxit to humans, and we need to get rid of them. I've pumped the vault full of a highly flammable gas that, once ignited, should destroy the vast majority of the spores. There's one problem, though.

There's usually at least one, in my experience.



I need you to find the vents where the gas is being pumped and ignite it. Oh, and survive the resulting blast.

Sounds dangerous, but I'll do it.



We'll get on that in juuuust a moment.

Has your research here turned up anything interesting?

A few things here and there, but a lot of the data has been corrupted, and all of the live samples have been contaminated by the spore plants.



As far as I can tell, it has no side effects or addictive properties, aside from the inherent psychological ones, of course.



This is required in the unmarked quest "Poor Meat Never Makes Good Soup". I uh, I don't bother with it. Using stuff out of this vault is unsettling to me, what can I say? :v:

Did you say there'd be a blast?



How am I supposed to survive that?



If you could seal yourself inside a room before the explosion went off, you might be protected from the blast. Then again, the flames will probably blow into the rooms down there. Maybe if there were a room that was reinforced...



Where did these plants come from?

From what I've been able to determine, the scientists here managed to breed them by combining traits from two distinct plant species. The resulting hybrid proved more adaptable than expected, however, and soon became a threat to humans.



How did you get this whole gas thing set up so quickly?

That's a very good question! Actually, I didn't come up with it. The systems were already set up to pump the gas when I first arrived here.



What happened to the scientists, then?

Something prevented them from igniting the gas, obviously. I suppose it's possible that the gas triggered some kind of defensive reaction.



You'll have to let me know when you get back from going downstairs.

What were you doing down in that cave?

The mantises and spore plants virtually ignored me for most of the time that I've been here.



A few days ago, I was attacked by a large number of mantises and was knocked unconscious. When I woke up, I was in that cave.



Well, thats that. Let's get going on down to the fifth level. (With elevator speed and convenience!)



We can activate this computer and download the research data, or what we can. (We don't do this, by the way.) This would still be locked if we hadn't opened it in the Overseer's office. It's pickable though so hey.



This little end is where we need to ignite the gas. There are a few ways to do this, and I'm going for the easiest one.

A remote trigger seems the best way to ignite gas to me.





We then run back into the nice reinforced computer room...



And shut the door...



And detonate our charge. Bam, done, and we're all nice and safe. Let's report back to Keely.



Now all that's left is to ensure that none of this ever happens again. The research that led to these abominations must be erased.

What needs to be done?

I've managed to create a connection to the vault's backup system from here. I just have to remotely delete all the files, and we're done here.

Good riddance. Those files have caused enough trouble.



...it's done. We can rest easy. I've unlocked the door so you're free to run along now. Although it pains me to say it, I wouldn't have made it out of here without your help.



If we had downloaded the data to our Pip-Boy, Keely would have noticed that someone downloaded the data recently and we would have several options. We can kill her, delete it from our computer, convince her to allow it (requires honesty and SCIENCE skill). Also we could just lie about it and get by that way. If we were here for Veronica's quest that would open up another option as well. Lastly we could just pickpocket her and steal the key and leave. (We were locked into the vault until we deal with this somehow.) Anyways we're being nice and don't trust Hildern to not gently caress up and create plant zombies so we delete this.

Let's head back to McCarran and grab our reward. Since we saved Keely and destroyed the data, it comes from Angela Williams.



She wouldn't let him finish a sentence. Just reamed him out for sending all those people to the Vault. I've never seen his face so red and twitchy. Thanks for keeping her safe. Here's the caps I promised. I knew I had a good feeling about you.

Also we can talk to Hildern anyway so let's do that.



The Vault 22 data is gone. Destroyed.

Destroyed. Really. I find that hard to believe. More likely, you failed to locate the proper server.

Keely wiped the data. It's gone.

Keely. Again. Do you... do you understand what that rotting old bitch has done?! Thousands of people, mass starvation. We had a chance to avoid that.



You're an accomplice in this. Keely is one old woman – you could easily have stopped her. You're either incompetent, or you were on her side.



Angry, isn't he? Also it's remarkably about him rather than people dying. rear end in a top hat :v:

Glazius
Jul 22, 2007

Hail all those who are able,
any mouse can,
any mouse will,
but the Guard prevail.

Clapping Larry
Does anything happen if you bring the research back? More plant zombies in the overworld?

Dareon
Apr 6, 2009

by vyelkin
You get paid, and probably one of the ending slides changes, but no, no serious consequences.

Shugojin
Sep 6, 2007

THE TAIL THAT BURNS TWICE AS BRIGHT...


Dareon posted:

You get paid, and probably one of the ending slides changes, but no, no serious consequences.

You just get paid by Hildern. There are some reputation differences as well, and a potential karma difference depending on how you handle Keely.

That's it! This quest has nothing to do with anything. It'd be kinda cool if handing things over helped the NCR Sharecropper Farms do well if you also sealed the reactor vents but they give up regardless. Maybe another update today; I had to replay some things again since it turns out I deleted the raw screenshots in the FRAPS directory and there's a huge gap in my saves history, including the autosave even being from way before ( :psyduck: ). I blame Steam Cloud. This may not be justified, but I blame it anyway.

I'm still pleased with how the replayed section turned out since a thing was kind enough to occur for me that time and let me show it. It's not in the update after this next one, but I am pleased that it occurred nonetheless.

Added Space
Jul 13, 2012

Free Markets
Free People

Curse you Hayard-Gunnes!
I always gave the data to Hildern. Starvation really is the most dangerous enemy humans have faced, and has killed approximately 10 billion throughout history. Even if he deliberately creates plant zombies it's still worth it to save people.

Major_JF
Oct 17, 2008

Shugojin posted:

There are three more vaults left – one of which we will definitely go to (because it has the last of the three things we need for this quest) and I may or may not ever go to the remaining two. We'll see.

Are you including the one in new vegas in that count? Or are you just talking about the one that are just out there waiting to be found?

Shugojin
Sep 6, 2007

THE TAIL THAT BURNS TWICE AS BRIGHT...


Major_JF posted:

Are you including the one in new vegas in that count? Or are you just talking about the one that are just out there waiting to be found?

I am!

theshim
May 1, 2012

You think you can defeat ME, Ephraimcopter?!?

You couldn't even beat Assassincopter!!!
Oh hey, it's back! :neckbeard:

Vault 22 is creepy as hell, especially reading some of the reports as things start getting ugly down there. Still not the worst of the vaults by a long, long shot, but creepy.

The Baumann
Jun 2, 2013

En Garde, Fuckboy
Vault 22 really is one of the best vaults in the game. Not only is it well designed, but it even comes up again later, which is pretty uncommon for a vault. Most vaults are pretty much self contained, but this one has a pretty wide influence. Not in terms of the player's actions, but still, it having an effect on the outside world is pretty cool.

Also Shugojin, you may have mentioned it in the last thread, but do you intend to do the rest of the dlc? I can think of one that goes perfectly with this vault.

Shugojin
Sep 6, 2007

THE TAIL THAT BURNS TWICE AS BRIGHT...


Baumann posted:

Vault 22 really is one of the best vaults in the game. Not only is it well designed, but it even comes up again later, which is pretty uncommon for a vault. Most vaults are pretty much self contained, but this one has a pretty wide influence. Not in terms of the player's actions, but still, it having an effect on the outside world is pretty cool.

Also Shugojin, you may have mentioned it in the last thread, but do you intend to do the rest of the dlc? I can think of one that goes perfectly with this vault.

Yeah, I'm doing all of it. Not exactly in release order, but I'm doing it. I had just played and screenshotted and recorded my way out to Old World Blues when I quit.

Deadmeat5150
Nov 21, 2005

OLD MAN YELLS AT CLAN
If you kill Hildern now you don't take a rep hit for it. Hint hint.

Shugojin
Sep 6, 2007

THE TAIL THAT BURNS TWICE AS BRIGHT...


Update 31 – If Only It Were That Simple

I hope you all enjoy the new, slightly larger images (my upload speed sure doesn't :v: )



The last of the crap we need for the Brotherhood is here in Vault 3. You may recognize this as a place I used to trigger Veronica's quest but did not actually enter.



Note that you need to activate the little control pad to get in/out because the door is shut!



Isn't this Vault 3, home of the Fiends?



Let's see how tough you are.



Note that by going in guns blazing I'm locking myself out of a later Great Khans quest. In retrospect I kinda regret this because I forgot this is the only way to get a Turbo crafting recipe. :doh: Other than that I am also missing out on an Unarmed move which is not useful on this run.



Whatever.



I will let this Fiend graffiti speak for me.



You can also find the occasional pristine room that none of the Fiends ever opened up which is a neat touch.



The thing we want is down in the Maintenance Wing.



Motor Runner decided to be extra hostile this run and come out to greet me.



He always has a chainsaw. It's how he got his name! Also we grab his hat because it's a bounty item.



Since he was angry and got himself shot I just failed Aba Daba Honeymoon, the quest I was talking about earlier. There are ways around this of course. If I really wanted to I could just cheat and give myself the recipe with the console, for instance! Or I can just kill everything without needing Turbo because this is a guns run and I'm sniping things for the most part.



By right of killin', I am king of the Fiends! Boogity-boogity-boo!



Anyway, the last thing we need is in Motor-Runner's throne room.



There is another section here, of course.



There are some hostages to rescue, as well. They tell you the password to a terminal leading into the old Overseer's area.




I'm cutting this section short because it's honestly kinda dull. It's not my favorite vault by a long shot. The gist of it is that Vault 3 was intended as one of the controls for the Vault Experiment but they chose to remain closed until circumstances forced them to open up.

Unfortunately when they opened up the door, a bunch of drugged-up Fiends were outside and proceeded to kill everyone and take over. Terrible luck. Two more Vaults in the Mojave remain!

There is one other thing though.



See this flooded section?



All the weapons are down here.



As this note on the Overseer's computer shows, this is intentional. They would probably have been overrun anyway, but them's the breaks.



There are some mines on a way out of the Living Quarters, so let's go carefully and not blow ourselves up.



This is an alternate route that puts us out right by the main door. If Motor-Runner were still alive there would be an NCR ranger here, but he has magic quest senses and bails out immediately once you kill your way through the Vault. This doesn't break the bounty quest so it's alright.

We're done with this crap though so let's head on back to the Brotherhood's bunker and give Lorenzo this crap.



They're all right here.

:lorenzo: Really? I mean, that's great! I knew you could do it all along. I'll get right to work installing these.



Let's go do what the man says, I guess. There are Good Rewards TM for this, after all. You know, once we're done soldiering on through.



I did. Lorenzo's on it.

Good news for a change. Your efforts have humbled me, outsider. You have done more than I could expect, even from my Brothers. Moreover, I've been going over the scouts' reports and keep coming up with the same conclusion. The NCR is not the threat I've believed it to be.



People called me a hero after what happened at HELIOS, but I left that battle scarred by fear, and have allowed weakness to govern my actions. This ends now. I will undo the wrong I have done my brethren, and lift the lockdown. With luck, we will once again flourish.



This key will allow you to use our safehouse to the northeast. I hope it will prove useful in your travels.



The assorted safehouses are alright. This one has power armor and stuff we still can't use. Oddly enough the Legion one is probably the "best" because it has Lucky Shades in it which boost your luck an additional +1. This is assuming you don't go 9 luck +1 implant though. The fact remains it's the only exclusive anything throughout the four. Anyway, let's keep going for our real reward. Which requires another quest.

I want to join the Brotherhood.



Exceptional individuals, like yourself, are sometimes allowed to join the Brotherhood if they perform a valuable service for it.



Yeah I only fixed the paralyzing fear of their leader. Then again, that's not a proper suicide mission, so of course it doesn't count. Reminder that the other instance of an outsider joining is Fallout 1, where they send the Vault Dweller to the Glow, expecting him/her to either give up or die since it killed an entire patrol of theirs.



Yes, what is the task?

As one of our patrols discovered, the mutants just to the northeast have become strangely violent in the years we were secluded. However, this turn of events could also be an opportunity. We mostly left the equipment of the communications array there alone, out of respect.



I want you to head up to the summit of Black Mountain and install this remote signal transmitter in one of their consoles. It will allow us to tap into the radar and other detection systems running there, assuming they're still operational.



Ahhh, okay. "Go to this place full of hostile Super Mutants" sounds more suicidal. (It's less suicidal than that whole howitzers deal back at the Boomers, mind you...) I haven't really been showing the radios in the game, mostly because it's kind of a pain, but Black Mountain Radio is home to a Super Mutant calling herself Tabitha screaming strange things, saying humans will be killed if they approach so stay away humans, that sort of thing. In between the music and the having a poor signal range, that is.



Caught this guy walking around like this on my way out. Gamebryo :allears:



Black Mountain is nice and close. I can basically skip up to where we need to go actually but I'm gonna do this front-door style, following that windy bit of road that leads up the mountain. There is a Super Mutant named Neil camping at the bottom of the mountain road, warning humans away.



What makes this a "dangerous place?"

You must have heard her radio broadcasts? Though why a human would follow her invitation here is beyond me... unless you didn't listen very closely. The voice on the radio belongs to Tabitha, the "supreme commander" of Black Mountan – or, as she calls it, the "State of Utobitha".



Ahhh. Definitely a suicide mission, then. :v:

So how did Tabitha end up in control?

For years, Black Mountain was a peaceful community. Its leader, Marcus, broadcast an invitation to Mutants throughout the wasteland. That's how I found Black Mountain. So did others, most of them second generation Mutants. Marcus welcomed everyone – that was his mistake.

Note that by "second generation" Neil does not mean offspring of the first generation – Super Mutants are sterile as an accidental effect of the FEV that makes them. Roughly, the "first generation" is the former members of the Master's army and the "second generation" were made by the Enclave coming back to the Vats at Mariposa and attempting to make slaves. Since they wanted slaves, they weren't as picky about getting unmutated stock as the Master was and this second generation of Super Mutants ended up being a bit dumber.

Also note that the Fallout 3 Super Mutants had a different strain of FEV that made them a) dumb as bricks and violent and b) just keep growing, which is why you ended up with Behemoths. A lot of this is speculation but as I recall some computers in Vault 87 mention that there is an accompanying decrease in mental faculties. By contrast, the ZAX computer in the Glow mentioned some mental problems but those were limited to amnesia regarding the subject's former life. I believe it's just speculation and retconning that turns this whole thing into a different strain of FEV. It's also possible that the Fallout 3 team got this bit about Super Mutants wrong and this retcon gives them maybe too much credit :v: but that is neither here nor there. Back to the Black Mountain.




In a week she had most of the second-gens thinking she was some kind of prophet – and that she should be broadcasting her "truth," not Marcus. Marcus saw what was coming and decided to leave before things got out of hand. He smashed the radio and left to found Jacobstown.

You say Marcus smashed the radio. Not very well, apparently?



Tabitha turned him into her personal mechanic. A slave, really. See, if I'd been standing down here, I could've warned him before it was too late.

Why are you here, instead of Jacobstown?

Marcus sent me here a couple of months ago to check on Black Mountain. I suppose you could say I came here as a spy.



Down here, on the other hand, I've saved a dozen Mutants from heading up the mountain. It's not much, but it's something. I have my own reasons to stay away from Jacobstown for a while – reasons we won't be discussing – so I've stayed here.




All right, if you're good enough at what you do to meet me in the village up near the peak, we can talk further. I'll have a plan by the time I see you – if I see you. Good luck. It's going to be a lot harder for you to get up there than it will be for me.

SPOILERS it wasn't very hard at all.



It's a nice little meandering road...



Full of hostile Super Mutants! All "Master" rank by our level.



The occasional Nightkin will decloak as you go on your way, as well.



There's the occasional scripted rock tumble as you head up. It's a nice touch.



Things get a bit radioactive as you get up top. That little overturned dish is a haphazard structure actually.



Or more than a bit when you're at this crater. This is godmode speedrunning time so I'm not getting irradiated. The various enemies would have been able to put the hurt on us without this (Masters like to have heavy weaponry like miniguns and incinerators after all) but I would have been going carefully and going to the trouble of actually getting headshot sneak attacks instead of just frantically pumping them full of lead so it would probably have gone faster as well.



This transceiver is in the aforementioned overturned dish and is the mythical radio that actually connects to something.



...



You can lie and set off a rioty sorta thing but there's a better resolution to this whole thing. I just like to taunt Tabitha a little anyway. Gives you the impression this happens a lot.



This guy is static! He will always be here on this platform, with that rocket launcher. Sniping you with rockets. Make sure to loot his corpse!



If you want a unique missile launcher variant, that is. If you are using rocket launchers, the answer is "yes, you want this". It's a strict upgrade in every conceivable way – it does more damage, fires/reloads a bit faster, uses less action points, is more accurate, is lighter, and is more durable!



There are three buildings to Black Mountain and you can see two here. We want the one on the left.



There is a scavenger hunt for some assorted loot – there is a special Nuka Cola and a Star Cap in here lurking around.



We want this robot though.







Sure, follow me.



I hope she hasn't gotten lonely.

This next bit is scripted and will occur as long as Tabitha is still alive.



It is, Mistress Tabitha. How I've missed you so. This stranger here fixed me up right as rain. Is he a friend of yours?



Here, take this. I won't be needing it anymore.

You're welcome.



Mistress Tabitha, we should be heading off. Our journey has been much delayed, but we can catch up if we hurry. Come along, now.

Yes, Rhonda.

She gave us a key that opened various "requires key" lockers in the storage room. They have ammo and stuff.



NOW we can go into the other building. There's nothing really in it, but there is another door so head on through that.



This pile of rubble has a key to the next area so grab it since this next door is a Requires Key door.



There's some miscellaneous stuff around here (Tabitha left a note asking Raul to fix something she threw angrily, and there's a sheet music book if you're counting useless reused Fallout 3 assets) but this big old console is what we want.





And now we're done! One last thing to do here though.



The third building!



Two more terminals in here.



One's password protected so let's look at the other one first.

















Great password. Now, take a look riiiight next to this terminal and...



...oh. :smith: RIP Cuddles the Super Mutant.



Now we're in.



What do you mean, took me long enough?

Sorry. I assumed the only reason you'd fight past a horde of Super mutants and pick the lock on my cell is if you heard my cry for help on the radio.



Who are you?

Name's Raul. Raul Alfonso Tejada. I'm the mechanic around here.

Then why does your jumpsuit say "Miguel?"



You're the mechanic around here?

:sigh: No. No, boss, I'm, a prisoner of the crazy Super Mutant with the wig and the glasses. I was kind of hoping you were here to set me free. But maybe I'm not a pretty enough damsel for that, huh?

It's okay by me. Enjoy your freedom.



Little passive aggressive, ain't he? :v:

Actually, do you want to tag along with me?

Sorry boss, but as much as I'd like to risk getting killed by your side, you seem to already have some help.

We can't take him with us yet without dismissing whoever is in our human follower slot (it's Veronica right now) but we can still bug the hell out of him so let's do it!

Where are you from?



I want to ask you something else about yourself.



How old are you?

Old enough to know better, boss. Old enough to know better.

What's "Petro-Chico?"



How'd you end up at Black Mountain?

Well, boss, when a giant, insane Super mutant asks you to stay put, you do what you're told. Well, maybe you don't, but I'm just a broke down old man.

But how did Tabitha find you in the first place?



Well, one day the signal stops, so I figured I'd try to find transmitter. I'm a pretty good repairman, or I was before the eyes started to go. Anyway I found Black Mountain and offered my services, but Tabitha decided I was useful enough to keep around. Permanently.

Aaaaand that's that for Raul for now. :v: Aaaand for the forseeable future because I KNOW WHAT'S COMING NEXT and you fuckers don't. BUT YOU WILL.

Last thing I actually care about showing is turning in this here quest.



I installed the device up at Black Mountain, as instructed.

Yes, we've already started receiving telemetry from it. This will be a great help in our future efforts, and I thank you. Now then, it is my great honor to bestow upon you the title of Paladin of the Brotherhood, for meritorious service above and beyond the call of duty. I'm afraid a formal ceremony was out of the question given our current state, but I hope this will make up for it.



Now, I suppose I'm going to have to show you how to use it, aren't I?

Don't I just put it on?

If only it were that simple. Think of power armor as a machine to be operated rather than clothing you'd wear.



So let's bring you up to speed, shall we?

Please do.

First, let's go over how to put it on...



I've also given the order that all our equipment be made available to you, not just the more mundane arms. You're a member of the Brotherhood now, and your gear should reflect that. Lastly, you will be allowed to come and go as you please. You've done so much for us that to do otherwise would be a crime.



Well all right! We can wear power armor now!



All that trouble for one little perk. There's another way to get it but it's right at the end of the main questline soooo this is really the only way. Now, I know he said it was an older model, but he had it refurbished and the Knights are pretty good, right?



...Oh.



...Wow. Don't break the bank, whatever you do. rear end in a top hat.

AradoBalanga
Jan 3, 2013

It's a little hard to see, but I like that even after being exposed to nuclear radiation, Raul's mustache remained intact.

Also, Raul's voice actor is someone of note: Danny Trejo. Raul is an interesting role for Trejo, but without revealing much, he's different from Trejo's usual roles in a way you'd not expect.

Shugojin
Sep 6, 2007

THE TAIL THAT BURNS TWICE AS BRIGHT...


Yeah we'll get some much better shots of Raul later when we can be in a place with decent lighting and him not insisting on sitting in that goddamn chair all the time :argh:

Witty Banter
Apr 1, 2009
Gen 1 Super Mutants actually aren't sterile. According to Fallout 2, it just "took a little while to get the juices flowing again"

Edit: Oh yeah that thing :(

Witty Banter fucked around with this message at 23:35 on Mar 27, 2014

Shugojin
Sep 6, 2007

THE TAIL THAT BURNS TWICE AS BRIGHT...


Witty Banter posted:

Gen 1 Super Mutants actually aren't sterile. According to Fallout 2, it just "took a little while to get the juices flowing again"

:eng101: from the "notes" section of the wiki article

quote:

While Marcus the mutant in Fallout 2 claims that "it only takes a few years to get the juices flowing again" (in regards to sterility), Chris Avellone, who wrote the dialogue said that it was just a joke.

biosterous
Feb 23, 2013




The other reason the Legion safehouse is the best is that it's an infinite (if tedious) source of Stealth Boys. The dude who drops off supplies can give you 2 every time he visits, which can be less irritating than hoping they appear in ammo crates or get stocked by wandering merchants.

Major_JF
Oct 17, 2008
I never got a lot of use out of stealth boys. They don't last long enough to last through a vault unless you have a stack of 10 and by the time I can afford to be buying stacks that large I have enough sneak skill that they don't matter.

Siegkrow
Oct 11, 2013

Arguing about Lore for 5 years and counting



Why don't you just use the "unlimited followers" mod and just take everybody with ya?

Arcade Rabbit
Nov 11, 2013

1) Because this is an unmodded run

2) Because holy poo poo having an army of that size would be broken

Although, why are we not talking our old school ghoul with us? Didn't we already do veronica's companion quest? Granted, as I recall it'll probably be a while before we go to some of the place's for Raul's.

my dad
Oct 17, 2012

this shall be humorous
Actually, if I remember Fallout 1 right, it's the female supermutants that are sterile. However, since supermutants are not human anymore, males not being sterile doesn't really contribute to anything.

Sneaky Fast
Apr 24, 2013

So glad to see this thread back! I marathoned this thread only to discover shortly after it wouldn't be continuing. I guess My birthday wish worked, Also for some reason my dad can't lie now.

Shugojin
Sep 6, 2007

THE TAIL THAT BURNS TWICE AS BRIGHT...


my dad posted:

Actually, if I remember Fallout 1 right, it's the female supermutants that are sterile. However, since supermutants are not human anymore, males not being sterile doesn't really contribute to anything.

From what I remember, FEV recognizes the gametes from both sexes as "incomplete" since they contain 23/46 chromosomes and decides to repair them by adding the other 23. This means that no matter the mutant's starting sex, they are incapable of producing (well, retaining) a viable sperm/egg.

Deadmeat5150
Nov 21, 2005

OLD MAN YELLS AT CLAN
Wait so THIS is when you're supposed to do Black Mountain? Huh, well poo poo. I've always blazed my way up there early on just like I did the first time I ran across it.

Seraphic Neoman
Jul 19, 2011


Getting back to the plant vault, once absolutely brilliant thing the devs did is not have the spore carriers in their lying positions appear on your radar or in VATS. Freaked me the hell out when I walked past a patch of grass and then a short distance away heard an angry
"hraaaaaaaaaahhhhh-"

Dareon
Apr 6, 2009

by vyelkin
And then after they've caught you like that a couple times, they give you a flamethrower. Well, I think it's behind a locked door, but :rolleyes:

I spent the rest of the vault torching any half-suspicious section of plant matter on principle.

Archenteron
Nov 3, 2006

:marc:
What happens to Black Mountain Radio after this quest is completed?

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Major_JF
Oct 17, 2008
I seem to remember that it just goes silent/static.

Side point: Can we please get one or two more posts so that the next up date is on the next page?
Thank you.

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