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MrL_JaKiri
Sep 23, 2003

A bracing glass of carrot juice!

Bilal posted:

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.

Your happiness to do that is not universal. Alternatively, why not spend a couple of minutes installing a mod that will save you a huge amount of time in the long run!

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Bilal
Feb 20, 2012

MrL_JaKiri posted:

Your happiness to do that is not universal. Alternatively, why not spend a couple of minutes installing a mod that will save you a huge amount of time in the long run!

Because I don't trust autosave/quicksave in games, period. I manual save in everything if I have the option to.

Raygereio
Nov 12, 2012

Rinkles posted:

Never used CASM, never had a corrupted autosave. Over 200 hours gametime.
Corrupt saves aren't as huge of a problem as some people make them out to be. If I recal right, the issue is that the quicksave and autosave use a different method of saving data then the hard save. In a heavily modded game, the quick/autosave can interrupt the engine when it's trying to load something or make an incomplete save which all can lead to crashing issues.

If you're playing in vanilla or a lightly modded game, this is an non-issue. If you use a lot of mods, I would use CASM's "quicksave" (which is a disguised hard save) instead of the vanilla quicksave and disable the vanilla autosaves. Just in case.

Raygereio fucked around with this message at 21:32 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!!!!
I only ever use quicksave, don't see any reason to use autosaves. Is it for when you save right as a grenade is about to go off at your feet?

MrL_JaKiri
Sep 23, 2003

A bracing glass of carrot juice!

Bilal posted:

Because I don't trust autosave/quicksave in games, period. I manual save in everything if I have the option to.

That's what CASM does, makes a normal save for you!

Seashell Salesman posted:

I only ever use quicksave, don't see any reason to use autosaves. Is it for when you save right as a grenade is about to go off at your feet?

Or if the game crashes and you've forgotten to save for a while.

Galewolf
Jan 9, 2007

The human gallbladder is indeed a puzzle!

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.

I think Hardcore mode is name is a bit misleading. Immersion mode would be more accurate since it just changes thing that make you feel more like an actual person instead of robot. It is true that you will never, ever hurt for water or food and god knows there are more than enough filthy 200 year old beds next to pools of toxic sludge but it is nice to shuffle your inventory for a bottle of water or cooked brahmin steak.

I was like "oh, a campfire. migh as well cook some of the meat and this nasty rear end cazador parts i've collected", which added alot to my "lone cowboy wandering the desert" theme.

Adding weight to stuff is also great, you can still carry everything you'll ever need and Strong back or Rat Pack perks become useful now.

Healing changes really don't affect your gameplay since Doctor's Bag or Hydra isn't exactly super rare and as long as you have the option of fast travel, you are not away from fully healed more than 10 seconds. I find heal over time stimpacks are nice and you wont even notice that after some point.

Actually, i can't make myself to play the game without Hardcore+jsawyers mod. :shobon:

Merry Magpie
Jan 8, 2012

A superstitious cowardly lot.

Rinkles posted:

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

I have had a similar experience, although I do make manual saves every hour or so.

SirDan3k
Jan 6, 2001

Trust me, you are taking this a lot more seriously then I am.

OldMemes posted:

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.

Why would anybody trust any old medical stuff in Fall Out? I mean they used to think radiation killed stuff.

Berke Negri
Feb 15, 2012

Les Ricains tuent et moi je mue
Mao Mao
Les fous sont rois et moi je bois
Mao Mao
Les bombes tonnent et moi je sonne
Mao Mao
Les bebes fuient et moi je fuis
Mao Mao


Medicine, like physics, aren't exactly the same in Fallout's divergent timeline.

CJacobs
Apr 17, 2011

Reach for the moon!
Well, really, in Fallout-land it's between "inject yourself with a thing that will probably heal you without further harm" or "die a horrible painful death at the hands of mortal wounds". Stuff like Stimpaks are made to heal people and if you're on the verge of death (we're talking single-digit HP as it were) I don't think you'd stop to consider whether it has a chance to finish you off or make you better.

Chronojam
Feb 20, 2006

This is me on vacation in Amsterdam :)
Never be afraid of being yourself!


The stimpack heals the tetanus it gives you. Boom, done.

Pwnstar
Dec 9, 2007

Who wants some waffles?

I've got some kind of glitch with my hardcore meters. I only get the Minor Dehydration/Hunger/Rads etc on the second notch on the meter so at about 400, which is where it should be at the Advanced Stage. Is this a common bug?

Asbury
Mar 23, 2007
Probation
Can't post for 6 years!
Hair Elf
I might be mistaken but that sounds like the modified amounts in the latest version of jsawyer.

2house2fly
Nov 14, 2012

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

Rinkles posted:

Never used CASM, never had a corrupted autosave. Over 200 hours gametime.
I have had three corrupted autosaves, spread over 350 hours but still :negative:

Could have been worse; in my last 50 hour playthrough of Fallout 3 there were several occasions where my manual saves got corrupted.

ClearAirTurbulence
Apr 20, 2010
The earth has music for those who listen.

Rinkles posted:

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

Ditto, with over 500 hours.

poverty goat
Feb 15, 2004



All CASM does is make a new autosave periodically (not overwriting anything) when you're out of combat and whatnot. It may have other triggers but it just guarantees that you've got a safe save to roll back to from a few minutes ago in the case that you do quicksave on a live grenade or something like that. If you finish the game and want to go back and fork your playthrough and join the legion instead of the NCR or something like that it's just a matter of loading that autosave. It's kind of bizarre that you guys are apparently vehemently opposed to this.

If any of you are putting hundreds of hours into NV without mods, though, that's just plain weird. Modding bethesda games is a huge part of the replay value, you're missing out on all sorts of awesome things and you're probably basing these poor life choices on terrible misconceptions about mods and stability and maybe some horror stories about levelled lists which aren't even an issue unless you go and add a bunch of specifically conflicting mods. Mod Organizer makes the pricess simple without ever altering your vanilla game directory, and BOSS will fix your load order for you with a couple of clicks. It's really painless now.

poverty goat fucked around with this message at 02:38 on Sep 5, 2013

JawKnee
Mar 24, 2007





You'll take the ride to leave this town along that yellow line
My load order is currently enormous, I just don't give a poo poo about having extra auto-saves, and also have never had a save get corrupted.

Pattonesque
Jul 15, 2004
johnny jesus and the infield fly rule
There's no way you can tell Veronica about meeting Christine, right? I know you can tell her about Elijah, but I figured after Dead Money you could mention "hey, I think I met your ex-girlfriend, she's the warden of a murder-Casino filled with zombies but you're all about melee so it shouldn't be a thing for you to pop over for a visit."

Also it seems like the DLCs are big on at least a few of their characters remaining in awful, irradiated places as lonely watchmen. Like, hey, Ulysses, don't think there's much else going on in the Divide. Maybe take a vacation?

Pattonesque fucked around with this message at 03:56 on Sep 5, 2013

Matte Black
Sep 5, 2006
some guy

2house2fly posted:

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.

They were scary during my last playthrough (a non-combat gimmick run with 1 STR/1END & no violent skills until I maxed out everything else), until I realized I was able to take Entomologist. Made killing the Big MT cazadores much easier... and once that was over I had all the OWB cazador killer perks and the implant. So it was INCREDIBLY satisfying to take my puny Courier north of Goodsprings afterward and effortlessly shred through all the cazadores in that area like some kind of nerdy deathclaw.

DeathChicken
Jul 9, 2012

Nonsense. I have not yet begun to defile myself.

Well, Ulysses is kind of a psycho who thinks he's proving a point. "Yes. Stayed in Divide. Not much here, but think self very deep."

Lord Lambeth
Dec 7, 2011


I've never had a corruption but I use CASM anyway because it's pretty convienent.

LividLiquid
Apr 13, 2002

DeathChicken posted:

Well, Ulysses is kind of a psycho who thinks he's proving a point. "Yes. Stayed in Divide. Not much here, but think self very deep."
That's a pretty hilariously accurate summary of the guy.

I still loved that DLC.

Rex Deckard
Jul 15, 2004

LividLiquid posted:

That's a pretty hilariously accurate summary of the guy.

I still loved that DLC.

I took great pleasure once in speeching him to help me at the end, finishing. Then going back in, and putting a long burst into the back of his head as he sat there looking over the Divide.

That was my LR turned me into the most Evil MF on the Planet playthrough.

Line Feed
Sep 7, 2012

Seeds taste better with friends.

Pattonesque posted:

There's no way you can tell Veronica about meeting Christine, right? I know you can tell her about Elijah, but I figured after Dead Money you could mention "hey, I think I met your ex-girlfriend, she's the warden of a murder-Casino filled with zombies but you're all about melee so it shouldn't be a thing for you to pop over for a visit."

Unfortunately you can't. It would be nice if you could, though.

Pattonesque
Jul 15, 2004
johnny jesus and the infield fly rule

LividLiquid posted:

That's a pretty hilariously accurate summary of the guy.

I still loved that DLC.

It ruled pretty hard. I loved picking my way through the wreckage, taking out Marked Men before they knew I was there.

Come to think of it, sniping in general is really satisfying in this game. Maybe it's 'cause it lets you approach fights from a bunch of different angles and doesn't get in your way if you gank someone important. I shot Aurelius of Phoenix in the head from a mile away when I stumbled across Cottonwood Cove without ever having talked to him, and the game was like "aight". Not enough games do that.

Fair Bear Maiden
Jun 17, 2013

DeathChicken posted:

Well, Ulysses is kind of a psycho who thinks he's proving a point. "Yes. Stayed in Divide. Not much here, but think self very deep."


I'd talk a lot too if I had his deep, sexy voice. :allears:

I really loved the art direction and the new challenges added by Lonesome Road, plus, of course, I loved ED-E, but I really wished it had been married with a more open structure and a better plot. I was especially baffled by Chris Avellone's decision to go back and add stuff to what little was established of the Courier before Fallout: New Vegas, given it really didn't seem in line with the game's blank slate philosophy for the protagonist. Oh well, still a lot better than Operation Anchorage and Mothership Zeta.

CheeseThief
Dec 28, 2012

Two wholesome boys to brighten your day

Is there a way to alter the maximum number of companions you're allowed to take without using a mod? I've been playing a 10 Charisma character with the intention of gathering a gang to do all the heavy lifting and fighting for me. However I think one of the mods I have installed has done something to companion limits and currently I'm stuck with just Boone, every time I try to hire Veronica I have to tell her I'm not ready to travel with her. If there's a console command I can use or something that'd be great.

Also, exactly how well liked by a faction do you have to be for Ulysses to relate you to them during Lonesome Road? I've been trying to avoid the NCR so I can get the House version but dealing with the Khans in Boulder City got me NCR rep I didn't want. Up to accepted.

2house2fly
Nov 14, 2012

You did a super job wrapping things up! And I'm not just saying that because I have to!
Whichever faction has the highest reputation above Neutral is the one he'll associate you with. If all factions are neutral or below he'll associate you with Yes Man, for House it's the Strip. You can use faction armour to manipulate what he says.

socialsecurity
Aug 30, 2003

Fair Bear Maiden posted:

I'd talk a lot too if I had his deep, sexy voice. :allears:

I really loved the art direction and the new challenges added by Lonesome Road, plus, of course, I loved ED-E, but I really wished it had been married with a more open structure and a better plot. I was especially baffled by Chris Avellone's decision to go back and add stuff to what little was established of the Courier before Fallout: New Vegas, given it really didn't seem in line with the game's blank slate philosophy for the protagonist. Oh well, still a lot better than Operation Anchorage and Mothership Zeta.

They really should of added him to the battle of Hoover Dam if you sided with him and kept him alive it would of been 2 courier's showing the army guys how it is done. That is my main thing about the Fallout DLC is I wanted change in the main game beyond the items I brought back.

Stroth
Mar 31, 2007

All Problems Solved

CheeseThief posted:

Is there a way to alter the maximum number of companions you're allowed to take without using a mod? I've been playing a 10 Charisma character with the intention of gathering a gang to do all the heavy lifting and fighting for me. However I think one of the mods I have installed has done something to companion limits and currently I'm stuck with just Boone, every time I try to hire Veronica I have to tell her I'm not ready to travel with her. If there's a console command I can use or something that'd be great.

Nope. You get one human/FEV infected and one robot/dog. Got to use mods otherwise.

LogisticEarth
Mar 28, 2004

Someone once told me, "Time is a flat circle".

Stroth posted:

Nope. You get one human/FEV infected and one robot/dog. Got to use mods otherwise.

Wouldn't worry too much if his plan is to have companions carry the combat. At 10 charisma one companion and one robot will mop up a lot of enemies while you play a support role.

MrL_JaKiri
Sep 23, 2003

A bracing glass of carrot juice!

Stroth posted:

Nope. You get one human/FEV infected

/ghoul. "Humanoid" is much better.

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!!!!
I don't need or want to know what they are, but should I be expecting any useful energy weapons in The Lonesome Road? I played it 1/3 or 1/2 way through when it first came out, and am only finally getting around to playing it all the way through now. The flare gun and arc welder are disappointing, to say the least. Luckily I do have 100 explosives as well on this character, so getting some good mileage out of Red Glare :getin:

Raygereio
Nov 12, 2012

Seashell Salesman posted:

I don't need or want to know what they are, but should I be expecting any useful energy weapons in The Lonesome Road?
No. There are three energy weapons in Lonesome Road and of those three the Arc Thrower is the only actual weapon.

HitTheTargets
Mar 3, 2006

I came here to laugh at you.
The flare gun is at least situationally useful, and that situation is fighting Deathclaws or Tunnelers.

LogisticEarth
Mar 28, 2004

Someone once told me, "Time is a flat circle".
I just finished Lonesome Road for the first time, and holy hell did I get tired of Ulysses quickly. I remember people talking about how interesting the dialog was , but it seemed like it was just a bunch of overly vague monologues that never got to the point, and the mediocre acting didn't help.

Plus I didn't dig the setting. Lots of rubble and linear paths reminded me of FO3. Also, I never understood the scattered warhead thing. Were they supposed to be full on nukes, or were you just blowing up high explosives left in the warhead or something? I've always been a bit peeved how nuclear detonations have been trivialized in Bethesda-era Fallout.

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!!!!

LogisticEarth posted:

I just finished Lonesome Road for the first time, and holy hell did I get tired of Ulysses quickly. I remember people talking about how interesting the dialog was , but it seemed like it was just a bunch of overly vague monologues that never got to the point, and the mediocre acting didn't help.

Plus I didn't dig the setting. Lots of rubble and linear paths reminded me of FO3. Also, I never understood the scattered warhead thing. Were they supposed to be full on nukes, or were you just blowing up high explosives left in the warhead or something? I've always been a bit peeved how nuclear detonations have been trivialized in Bethesda-era Fallout.

I definitely would appreciate something fresher than red-colored ghouls wearing mashed up legion/NCR armor. Even if they were Omega Man style albino ghouls with black robes, that would have been pretty awesome.

Raygereio
Nov 12, 2012

LogisticEarth posted:

Also, I never understood the scattered warhead thing. Were they supposed to be full on nukes, or were you just blowing up high explosives left in the warhead or something? I've always been a bit peeved how nuclear detonations have been trivialized in Bethesda-era Fallout.
Nuclear bombs require very specific things to happen to a critical mass before they go boom. It's not so simple like lighting the fuse of a stick of dynamite and running like hell. For example the implosion-design has conventional explosives packed around the critical mass and that are detonated in sequence to achieve a uniform wave of force squeezing the critical mass. If those conventional explosives are detonated out of sequence then no big nuclear boom, only a little conventional boom.

The laser detonator probably sets of the detonator of the nuclear bomb, not the bomb itself.

2house2fly
Nov 14, 2012

You did a super job wrapping things up! And I'm not just saying that because I have to!
The Marked Men might have just been reskinned(so to speak) ghouls, but their backstory was a cool twist on the whole ghoul concept.

LogisticEarth posted:

Also, I never understood the scattered warhead thing. Were they supposed to be full on nukes, or were you just blowing up high explosives left in the warhead or something? I've always been a bit peeved how nuclear detonations have been trivialized in Bethesda-era Fallout.
Given that the laser detonator only works at fairly short range, and that the ending involves launching those same warheads attached to missiles that absolutely devastate the places where they hit, it always seemed to me that you're destroying them in a way that doesn't set off a nuclear reaction. I don't know exactly what the laser detonator would have been used for in pre-war times, but it seems like a fail-safe.

Edit: uh yeah, what Raygerio said

As for trivialising nukes, I thought Lonesome Road brought "the horrors of nuclear war" very much to the forefront as a theme, in a way none of the other games really has- just look at the Courier's Mile.

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Fair Bear Maiden
Jun 17, 2013
I find the arc welder is much more useful if grabbed early on, which is totally possible given you can find one without encountering any hard enemy or skill check. You can basically start a game, get out of Goodspring to the Divide, grab the Arc Welder, get back, and get a pretty decent energy weapon for a starting character. Most characters that approach Lonesome Road will have no used for the Arc Wleder, though, yeah.

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