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Byzantine
Sep 1, 2007

Also "just outside Nellis" is a bitch to find sometimes with the artillery blasting the guy around.

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JawKnee
Mar 24, 2007





You'll take the ride to leave this town along that yellow line
Pretty sure I did that quest in half an hour the first time I got it, I'm certain I can do it in under 10 minutes now, provided I had the fast-travel points at Nipton, Forlorn Hope, the NCRCF, Nellis, and the Repconn HQ. You are whining, probably about having to explore Repconn rather than having to find the scouts which is easy mode, literally 'walk to this place'.

Wolfsheim
Dec 23, 2003

and god is on your side
dividing sparrows from the nightingales

Seashell Salesman posted:

Those Brotherhood quests point out and then give you a reason to explore some of the most profitable and interesting bits of the Mojave. Would you prefer if the game were just shorter?

I honestly do kinda wish there were some way to finish that quest without as much running around. I thought it was pretty cool the first time I was able to start 'Still in the Dark' at like Level 3 (as well as haul out a suit of stolen power armor and a super sledge for Raul, essentially making him even more unstoppable) just by being willing to poke into high level areas and using some tricks. It even kinda makes more sense that way, because the areas McNamara sends you to can all be accessed early on.

The trouble with finishing it is that you have to explore, what, every vault in the game? And there's no way to bypass it, with skill checks or otherwise. And man, gently caress some of those vaults. Each one is a quest in and of itself, they're all long as hell, and most are filled with monsters that will even ruin your poo poo at high level. The only vault that gives you a pseudo-workaround is the plant-overgrown vault, which is good because it's the worst one.

I can kind of respect the way like six different quests send you to the radioactive vault, but most of these are endgame quests and it makes sense. 'Still in the Dark' doesn't really work as an endgame quest because every faction you join strongly encourages you to kill off the Brotherhood, and of the two where you don't actually have to, it's still the best option in one case (Yes Man).

I'm all for additional content, but there's not multiple solutions to 'Still in the Dark.' You can either complete it by doing everything in the specific way you're supposed to (finding the dead patrols, talking to the scouts, and getting all the vault equipment) or fail it by killing everyone or putting the fascist in charge.

It's also one of the few instances where the game is lazy about reactivity; if you go on a rampage through Forlorn Hope, Nelson, NCRCF or Nipton the scouts' dialogue never changes.

JawKnee posted:

Pretty sure I did that quest in half an hour the first time I got it, I'm certain I can do it in under 10 minutes now, provided I had the fast-travel points at Nipton, Forlorn Hope, the NCRCF, Nellis, and the Repconn HQ. You are whining, probably about having to explore Repconn rather than having to find the scouts which is easy mode, literally 'walk to this place'.

That's only the first half, mang. The second is scouring all the vaults.

Wolfsheim fucked around with this message at 04:54 on Sep 4, 2013

Seashell Salesman
Aug 4, 2005

Holy wow! That "Literally A Person" sure is a cool and good poster. He's smart and witty and he smells like a pure mountain stream. I posted in his thread and I got a FANCY NEW AVATAR!!!!

Wolfsheim posted:

I honestly do kinda wish there were some way to finish that quest without as much running around. I thought it was pretty cool the first time I was able to start 'Still in the Dark' at like Level 3 (as well as haul out a suit of stolen power armor and a super sledge for Raul, essentially making him even more unstoppable) just by being willing to poke into high level areas and using some tricks. It even kinda makes more sense that way, because the areas McNamara sends you to can all be accessed early on.

The trouble with finishing it is that you have to explore, what, every vault in the game? And there's no way to bypass it, with skill checks or otherwise. And man, gently caress some of those vaults. Each one is a quest in and of itself, they're all long as hell, and most are filled with monsters that will even ruin your poo poo at high level. The only one vault gives you an easy pseudo-workaround is the plant-overgrown vault, which is good because it's the worst one.

I can kind of respect the way like six different quests send you to the radioactive vault, but most of these are endgame quests and it makes sense. 'Still in the Dark' doesn't really work as an endgame quest because every faction you join strongly encourages you to kill off the Brotherhood, and of the two where you don't actually have to, it's still the best option in one case (Yes Man).

I'm all for additional content, but there's not multiple solutions to 'Still in the Dark.' You can either complete it by doing everything in the specific way you're supposed to (finding the dead patrols, talking to the scouts, and getting all the vault equipment) or fail it by killing everyone or putting the fascist in charge.

I've never minded this quest being difficult to do at low level. After this one you just have to a pretty trivial quest and then blammo power armor. The only bit that is really difficult at low level is Vault 34 (the Nellis AFB artillery is just poorly implemented IMO, and you have to do it anyway for other quests so eh), because for some reason the ghouls inside the vault just will not die, and some of them are sorcerers.

Wolfsheim
Dec 23, 2003

and god is on your side
dividing sparrows from the nightingales

Seashell Salesman posted:

I've never minded this quest being difficult to do at low level. After this one you just have to a pretty trivial quest and then blammo power armor. The only bit that is really difficult at low level is Vault 34 (the Nellis AFB artillery is just poorly implemented IMO, and you have to do it anyway for other quests so eh), because for some reason the ghouls inside the vault just will not die, and some of them are sorcerers.

I might be imagining this since it's been over a year since I descended into that dreaded hellscape, but I'm fairly sure that Vault 34 was the precursor to Old World Blues' enemies-spawn-right-on-your-rear end mechanics. I recall red blips appearing suddenly just before horde of ghouls rounded the corner ahead or behind me... :gonk:

JawKnee
Mar 24, 2007





You'll take the ride to leave this town along that yellow line

Wolfsheim posted:

That's only the first half, mang. The second is scouring all the vaults.

Right, I forgot about that, add an extra 20 on. Also the vaults are awesome.

2house2fly
Nov 14, 2012

You did a super job wrapping things up! And I'm not just saying that because I have to!

Wolfsheim posted:

And man, gently caress some of those vaults. Each one is a quest in and of itself, they're all long as hell, and most are filled with monsters that will even ruin your poo poo at high level. The only vault that gives you a pseudo-workaround is the plant-overgrown vault, which is good because it's the worst one.
Vault 11 is a conspicuous exception here. One of the best-written areas in the game and the only enemies around are mantises and rats. The end "boss battle" is pretty tough, but most of it is dull as dishwater to go through once you know the story. I prefer 22 and 34; they're exciting every time!

Wolfsheim
Dec 23, 2003

and god is on your side
dividing sparrows from the nightingales

JawKnee posted:

Right, I forgot about that, add an extra 20 on. Also the vaults are awesome.

You're excluding the fifteen minutes everyone takes to sit in silence and contemplate the meaninglessness of life after going through Vault 11 for the first time.

edit:and the half an hour of forgetting how to navigate the plant vault because even with the elevator that place is a goddamn maze

NotALizardman
Jun 5, 2011

Wolfsheim posted:

I honestly do kinda wish there were some way to finish that quest without as much running around.

There is.


If you don't want to do the latter parts of Still in the Dark, you can side with Hardin and get the Power Armor training perk that way. McNamara makes you do a whole bunch of running around to grab random poo poo, while Hardin makes you do three easy things in Hidden Valley. But if you side with Hardin, you get hosed if you try to make peace with the Brotherhood. That's kind of the point of the whole questline. Doing things the easy way versus doing things the right way.

poverty goat
Feb 15, 2004



Redchaostry posted:

You are missing nothing. This is my first playthrough, and if I ever replay New Vegas I will skip Dead Money.

The first time I tried dead money was on a retard-smash-with-hammer playthrough that had no skills and it was absolutely horrible because I had to do evverything the long way; I'm not even sure I finished it. It's pretty fun though on the replay imo if you put it off till next-to-last on a high intelligence character with a bunch of utility skills maxed in addition to weapon competence (repair, lockpicking, science, speech) because there are shortcuts for pretty much everything tedious and you get the more interesting stuff out of your companions. Also, you want that one perk that makes you immune to traps.

If I did a playthrough right now I might still skip it, but it's certainly a lot better if you have a lot of skills under your belt when you go (and naturally you'll be rich forever once you leave)

poverty goat fucked around with this message at 05:42 on Sep 4, 2013

Hra Mormo
Mar 6, 2008

The Internet Man
Personally on repeat playthroughs the vaults are the thing I look forward to the least. A big part of it is that I like having companions and their pathing AI in vaults is atrocious, the plant vault and motherfucking 34 being the worst offenders. The option to skip the poo poo you don't want to deal with is the one thing in sandboxy games that makes me feel more freedom than anything else. With the brotherhood however you either do a whole load of poo poo or none at all. Hell, I have 100 repair and science, I am literally super mcgyver. Can't I just fix their air filtration system with some rubber bands and a pair of dirty socks?

Actually that'd make such a good DLC plothook. "Go forth and get McGuffins because some rear end in a top hat passed a 100 repair check and our life support system is currently powered by a cybernetic potato and a cowboy hat."

Cross-Section
Mar 18, 2009

Wolfsheim posted:

It's also one of the few instances where the game is lazy about reactivity; if you go on a rampage through Forlorn Hope, Nelson, NCRCF or Nipton the scouts' dialogue never changes.

Don't know about Forlorn Hope nor Nipton, but in my playthrough, the scouts mentioned the NCR retaking Nelson/the NCRCF after the appropriate conditions had been met.

StandardVC10
Feb 6, 2007

This avatar now 50% more dark mode compliant
Still in the Dark doesn't make you go to Vault 34. Veronica's sidequest can involve going to Vault 34 as one outcome.

I guess I'm the only person here who didn't like Vault 11. Sure, there's a great payoff, but there's almost nothing else to the vault that kept me interested enough to keep exploring to find it.

Cross-Section posted:

Don't know about Forlorn Hope nor Nipton, but in my playthrough, the scouts mentioned the NCR retaking Nelson/the NCRCF after the appropriate conditions had been met.

"Going on a rampage" is what the guy said. They are mindful of the quest outcomes related to the locations though.

Wolfsheim
Dec 23, 2003

and god is on your side
dividing sparrows from the nightingales

Cross-Section posted:

Don't know about Forlorn Hope nor Nipton, but in my playthrough, the scouts mentioned the NCR retaking Nelson/the NCRCF after the appropriate conditions had been met.

Ah, I wasn't aware of that. Granted, you have to have decent reputation with the powder gangers to inevitably betray them, so I've only done 'I Fought the Law' two or three times.

I also edited out Nipton because all he talks about is how the Legion rolled up, so even if you killed them all afterwards it shouldn't necessarily change the dialogue. I could've sworn I talked to the scout near Forlorn Hope after helping the NCR retake Nelson to no avail, though now I'm second-guessing myself.

2house2fly
Nov 14, 2012

You did a super job wrapping things up! And I'm not just saying that because I have to!
I'm fairly sure I remember the Nelson guy saying "the NCR took ages to retake the town" or similar. That might have been the prison guy though.

Seashell Salesman
Aug 4, 2005

Holy wow! That "Literally A Person" sure is a cool and good poster. He's smart and witty and he smells like a pure mountain stream. I posted in his thread and I got a FANCY NEW AVATAR!!!!

StandardVC10 posted:

Still in the Dark doesn't make you go to Vault 34. Veronica's sidequest can involve going to Vault 34 as one outcome.

Oh yeah you're right. Then there are no bits to Still in the Dark that are too hard for a new character really.

Brasseye
Feb 13, 2009
I started my second play through of this game the other week and to make it different from my first game I'm mostly using melee weapons. I got a nice new baseball bat from the gun runners and went back south to explore the wasteland for a while, but noticed that while in VATS mode I had a new attack with the bat, I think it was called grand slam.

Are there any other melee weapons with cool unique attacks like that?

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

Brasseye posted:

I started my second play through of this game the other week and to make it different from my first game I'm mostly using melee weapons. I got a nice new baseball bat from the gun runners and went back south to explore the wasteland for a while, but noticed that while in VATS mode I had a new attack with the bat, I think it was called grand slam.

Are there any other melee weapons with cool unique attacks like that?

Yeah there are quite a few of them.

Raygereio
Nov 12, 2012

Brasseye posted:

Are there any other melee weapons with cool unique attacks like that?
All non-thrown melee weapons have special moves that unlock when your melee skill is higher then 50.
You can also do those moves outside of VATS by doing a power attack while moving forwards. But they'll be standard power attacks, the special properties (such as the 200% damage for the Grand Slam) apply only in VATS.

CJacobs
Apr 17, 2011

Reach for the moon!
There is nothing more :black101: than upercutting an enemy ten feet into the fuckin' air with a sledgehammer.

Rex Deckard
Jul 15, 2004

CJacobs posted:

There is nothing more :black101: than upercutting an enemy ten feet into the fuckin' air with a sledgehammer.

I will raise you by saying the same for Alpha Male Deathclaw with Knock Knock, and height of say....300 feet? (I have a screenshot)

The gun runner bat is really sweet with all the mods, I took a character named BatGirl (duh) through the entire game with it. I have a screenshot of that as well, with her standing over Lanius's dead body.

longtimelurker
Mar 12, 2006

Powered by alcohol

Can someone share how they feel about hardcore mode? I was going to start a character again and was wondering if it made the game more enjoyable at higher levels with the added difficulty or is it just plain annoying? Playing it as a survival game seems like it could have some appeal. I tend to mess around and not fast travel much so the ammo weight is really what I wonder about the most. I remember carrying ridiculous amounts of ammo when it was weightless.

Smol
Jun 1, 2011

Stat rosa pristina nomine, nomina nuda tenemus.
God drat, I need to actually finish this game again. I've clocked 308 hours on the PC version but I haven't even tried Old World Blues and Lonesome Road yet, let alone finish the goddamn game. :shepicide:

longtimelurker posted:

Can someone share how they feel about hardcore mode? I was going to start a character again and was wondering if it made the game more enjoyable at higher levels with the added difficulty or is it just plain annoying? Playing it as a survival game seems like it could have some appeal. I tend to mess around and not fast travel much so the ammo weight is really what I wonder about the most. I remember carrying ridiculous amounts of ammo when it was weightless.

Hardcore mode isn't very hardcore at all. Food and water is plentiful, so the survival aspect is very mild. But it's still worth using, because instantly healing items and companions that can't actually die are just dumb.

Mostly it just means that you need to have some kind of base (I recommend the Lombard Station mod) where you store most of your weapons, ammo and food, and take only the necessary stuff with you when you go adventuring. It's even more interesting with the jsawyer mod, which halves your carrying capacity. Hardcore + jsawyer.esp makes some perks such as Pack Rat and Strong Back actually useful.

Smol fucked around with this message at 16:40 on Sep 4, 2013

poverty goat
Feb 15, 2004



longtimelurker posted:

Can someone share how they feel about hardcore mode? I was going to start a character again and was wondering if it made the game more enjoyable at higher levels with the added difficulty or is it just plain annoying? Playing it as a survival game seems like it could have some appeal. I tend to mess around and not fast travel much so the ammo weight is really what I wonder about the most. I remember carrying ridiculous amounts of ammo when it was weightless.

As far as I know the cool kids play hardcore mode exclusively and Bottle That Water is not cheating at all

Smol posted:

Mostly it just means that you need to have some kind of base (I recommend the Lombard Station mod) where you store most of your weapons, ammo and food, and take only the necessary stuff with you when you go adventuring. It's even more interesting with the jsawyer mod, which halves your carrying capacity. Hardcore + jsawyer.esp makes some perks such as Pack Rat and Strong Back actually useful.
gently caress a house, companions are pack brahmin

longtimelurker
Mar 12, 2006

Powered by alcohol

I plan on vegging on this game until the next gen release I think (just got all the expansions). Thanks for the input. I actually did cheap out the medkits some on my last play through so that might take some getting used to. If companion death is permanent, do I have to keep them supplied with medkits? I sometimes let a team mate take a deathclaw for the team for an escape. Guess ditching them will have repercussions...

Magypsy
Apr 2, 2010

People call me Pine! (Pine!)
Eastern Venus Space Police.
If there's slime, (There's slime!)
Involved in a crime, (Bad crime!)
We'll clean them up on the beat! (The beat!)
I'm trying to beat Fallout 3, but it's just terrible. :( All I can think about is how stupid everybody is, why they're still eating 200 year old food from a Supermarket half a mile away and when I can beat it so I can do another playthrough of New Vegas. I'd like to try out the JSawyer mod next time, can companions die in it? That's the only thing stopping me from trying out Hardcore mode.

Also, does anyone know why Veronica never takes her hood off? I remember someone in the bunker making fun of hiding her hair, but I haven't seen any reasons as to why.

The Crotch
Oct 16, 2012

by Nyc_Tattoo
Companions don't die in non-Hardcore jsawyer.esp.

I would never go near a cazador, otherwise.

Seashell Salesman
Aug 4, 2005

Holy wow! That "Literally A Person" sure is a cool and good poster. He's smart and witty and he smells like a pure mountain stream. I posted in his thread and I got a FANCY NEW AVATAR!!!!
Reasons I recommend hardcore mode:
- Companions no longer invincible (especially important for Dead Money, invincible companions here seems especially stupid)
- Stimpacks have weight.
- Ammo has weight.
- Food/Water/Sleep pressure give you a reason to set up a base and return there periodically which breaks up the fast travel jet-setting.
- Lots of items which were useless become useful (Nuka-cola, Sunset Sarsaparilla, water, food).

Also I know this isn't the mod thread but JSawyer's mod and PN both are really good for rebalancing hardcore mode to make it more interesting. I play with both on.

poverty goat
Feb 15, 2004



Seashell Salesman posted:

Reasons I recommend hardcore mode:
- Companions no longer invincible (especially important for Dead Money, invincible companions here seems especially stupid)
- Stimpacks have weight.
- Ammo has weight.
- Food/Water/Sleep pressure give you a reason to set up a base and return there periodically which breaks up the fast travel jet-setting.
- Lots of items which were useless become useful (Nuka-cola, Sunset Sarsaparilla, water, food).

Also I know this isn't the mod thread but JSawyer's mod and PN both are really good for rebalancing hardcore mode to make it more interesting. I play with both on.

My last and current playthrough, based on input from the mod thread, I used a combination of Cirosan's Classic Overhaul, Project Nevada, and Jsawyer and I found it to be a solid combo as far as tweaking/rebalancing general gameplay on hardcore without changing the game tremendously. Also, some Puce Moose tweaks.

Here's what Cirosan's follower tweaks does:

quote:

Follower Tweaks – Overhauls the impact of companions. Followers now only do half-damage, but only take half-damage as well. The maximum number of followers you can have at once is now based on your Charisma, instead of always being two.

They were useful and I had no trouble keeping them alive despite using the 25mm Grenade APW as my workhorse all the way through :haw:

Here's the load order that worked for me (obviously some other mods are mixed in but the relevant project nevada/CCO/jsawyer mods are there in order): http://i.imgur.com/0iIGrSN.jpg

Also if you're not playing with mods you need to get CASM at the very least. It adds a sane auto-save system which will inevitably save you from grief at some point. Why aren't you playing with mods though? That's kind of the point.

poverty goat fucked around with this message at 17:27 on Sep 4, 2013

Fair Bear Maiden
Jun 17, 2013
Stimpaks don't have weight in HC mode just as in normal mode. That's a specific change added by jsawyer.

dont be mean to me
May 2, 2007

I'm interplanetary, bitch
Let's go to Mars


CASM is not optional. The native Autosave produces corrupt save files (blame Bethesda for this; they did the QA) and you will not be as diligent as you should be with your saves for a hundred hours straight because no one is.

(Actually I don't remember the last open world game - RPG or straight-up rear end in a top hat simulator - where autosave wasn't a road to Hell.)

LogisticEarth
Mar 28, 2004

Someone once told me, "Time is a flat circle".
Everyone always speaks of cazadors like some nigh unbeatable foe but I've found that if can cripple one if their wings they just crawl along the ground and can't do squat.

Seashell Salesman
Aug 4, 2005

Holy wow! That "Literally A Person" sure is a cool and good poster. He's smart and witty and he smells like a pure mountain stream. I posted in his thread and I got a FANCY NEW AVATAR!!!!

Fair Bear Maiden posted:

Stimpaks don't have weight in HC mode just as in normal mode. That's a specific change added by jsawyer.

Even more reason to use JSawyer's mod!

2house2fly
Nov 14, 2012

You did a super job wrapping things up! And I'm not just saying that because I have to!

LogisticEarth posted:

Everyone always speaks of cazadors like some nigh unbeatable foe but I've found that if can cripple one if their wings they just crawl along the ground and can't do squat.

Even without aiming for the wings, they have zero damage threshold so an SMG or grenade rifle is all you need to settle their hash.

Psion
Dec 13, 2002

eVeN I KnOw wHaT CoRnEr gAs iS

Sir Unimaginative posted:

CASM is not optional. The native Autosave produces corrupt save files (blame Bethesda for this; they did the QA) and you will not be as diligent as you should be with your saves for a hundred hours straight because no one is.

(Actually I don't remember the last open world game - RPG or straight-up rear end in a top hat simulator - where autosave wasn't a road to Hell.)

This is completely correct. If there is one mod I can safely say is something everyone should get no matter what, it's CASM. Every single other mod I can totally argue player preference - even UI ones which are as close to essential as can get for me personally - but CASM? nope. Essential, period, forever.

OldMemes
Sep 5, 2011

I have to go now. My planet needs me.
Stimpaks are a cool bit of lore, but thinking about it realistically, the idea that all these people have no problem with injecting themselves with 200 year syringes that they find just lying around in the open is the most :gonk: part of the setting.

Skinty McEdger
Mar 9, 2008

I have NEVER received the respect I deserve as the leader and founder of The Masterflock, the internet's largest and oldest Christopher Masterpiece fan group in all of history, and I DEMAND that changes. From now on, you will respect Skinty McEdger!

LogisticEarth posted:

Everyone always speaks of cazadors like some nigh unbeatable foe but I've found that if can cripple one if their wings they just crawl along the ground and can't do squat.

I have never died to a cazador, but they have been the bane of all my companions existence every single play through.

Rinkles
Oct 24, 2010

What I'm getting at is...
Do you feel the same way?
Never used CASM, never had a corrupted autosave. Over 200 hours gametime.

JawKnee
Mar 24, 2007





You'll take the ride to leave this town along that yellow line

Rinkles posted:

Never used CASM, never had a corrupted autosave. Over 200 hours gametime.

Me either, but I also save obsessively due to game crashes

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Bilal
Feb 20, 2012

Sir Unimaginative posted:

CASM is not optional. The native Autosave produces corrupt save files (blame Bethesda for this; they did the QA) and you will not be as diligent as you should be with your saves for a hundred hours straight because no one is.

(Actually I don't remember the last open world game - RPG or straight-up rear end in a top hat simulator - where autosave wasn't a road to Hell.)

I don't understand why so many people say this; I've only ever played New Vegas with manual saves- never used quicksave/quickload, never used autosave. I never overwrite old saves either, because that also causes save file corruption as far as I can tell. Hitting escape, clicking save, and clicking on a new slot takes maybe 5 seconds? And when I had too many save files accumulated, I just spent a few minutes deleting the ones at the bottom.

I had no trouble doing this for 300 hours.

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