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Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!
Quote:
Originally Posted by
factotum
Isn't the whole point that the various "tribes" in Honest Hearts are essentially the native Indian equivalent of the Elvis Presley guys on the strip? They're cosplaying as Indians and not doing a perfect job of it.
Not... really.
The Sorrows came from some kids who were basically slaves, think Fallout 3 Paradise Falls level rounding up kids as slaves. The Survivalist... did not approve of this. And killed the slavers. With extreme prejudice. Using guerilla tactics. The kids then were pretty much left to themselves, but they didn't have the survival skills necessary to survive. So the Survivalist left them 'gifts' with notes on how to do it themselves. Teaching them by remote through letters and notes, signed 'Father'. Which is where their religion about the 'father of the caves' comes in.
Then some folks from Vault 22 showed up and started being big stinky jerks, and the Survivalist did something about that, too. Boobytrapped all his caves so that when they tried to go after him, they ended up losing more of their people. Unfortunately, he forgot to un-boobytrap them for the kids. He'd always expected the kids would one day explore the caves, and everything you find in there was intended for them. However, because the boobytraps were in place, the kids quickly established that they were taboo areas because you died if you went in them, and thus 'the father of the caves holds them to be sacred, and we are not to intrude upon them'.
So they never understood any pre-war culture because they grew up in Zion Valley from children who were freed from slavers. They never had any contact or information from the Old World. So no, it's not like the Kings being Elvis impersonators.
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Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!
Quote:
Originally Posted by
ShneekeyTheLost
Not... really.
The Sorrows came from some kids who were basically slaves, think Fallout 3 Paradise Falls level rounding up kids as slaves. The Survivalist... did not approve of this. And killed the slavers. With extreme prejudice. Using guerilla tactics. The kids then were pretty much left to themselves, but they didn't have the survival skills necessary to survive. So the Survivalist left them 'gifts' with notes on how to do it themselves. Teaching them by remote through letters and notes, signed 'Father'. Which is where their religion about the 'father of the caves' comes in.
Then some folks from Vault 22 showed up and started being big stinky jerks, and the Survivalist did something about that, too. Boobytrapped all his caves so that when they tried to go after him, they ended up losing more of their people. Unfortunately, he forgot to un-boobytrap them for the kids. He'd always expected the kids would one day explore the caves, and everything you find in there was intended for them. However, because the boobytraps were in place, the kids quickly established that they were taboo areas because you died if you went in them, and thus 'the father of the caves holds them to be sacred, and we are not to intrude upon them'.
So they never understood any pre-war culture because they grew up in Zion Valley from children who were freed from slavers. They never had any contact or information from the Old World. So no, it's not like the Kings being Elvis impersonators.
I think you're misremembering. A group of Mexican refugees turned up, no mention of slavers. Then the Vault 22 guys showed up and ate some of the Mexicans, so the Survivalist killed them off wth guerilla tactics. A while after the Vault 22 guys and Mexicans were all gone, some children showed up having fled from "The Headmaster". Nobody ever pursued them (at least not that the Survivalist encountered, although he did mention that he'd kill The Headmaster if he ever reared his masterful head) and they eventually became the Sorrows, largely influenced by notes left for them by the Survivalist, who they came to know as the Father in the Cave. It hink his real name was Randall Clarke, but I might be confusing him with someone else.
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Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!
Quote:
Originally Posted by
SZbNAhL
I think you're misremembering. A group of Mexican refugees turned up, no mention of slavers. Then the Vault 22 guys showed up and ate some of the Mexicans, so the Survivalist killed them off wth guerilla tactics. A while after the Vault 22 guys and Mexicans were all gone, some children showed up having fled from "The Headmaster". Nobody ever pursued them (at least not that the Survivalist encountered, although he did mention that he'd kill The Headmaster if he ever reared his masterful head) and they eventually became the Sorrows, largely influenced by notes left for them by the Survivalist, who they came to know as the Father in the Cave. It hink his real name was Randall Clarke, but I might be confusing him with someone else.
Oxhorn did a good video on it.
Point is, the kids never were exposed to the Old World to be able to parody it
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Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!
Quote:
Originally Posted by
ShneekeyTheLost
Oxhorn did a good video on it.
Point is, the kids never were exposed to the Old World to be able to parody it
Or rather they weren't to such a degree that they basically don't remember the Old World. They're kind of like the kinds Max finds in Beyond Thunderdome.
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Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!
Speaking of Oxhorn, I've decided to dip back into Fallout 4, and I've been looking for mods. Anyone have any recommendations? Beyond the near-obligatory basics and SIM Settlements that is.
One trouble I'm having is telling the difference between a mod that still worth using that hasn't been updated in years and an old standby that should be considered depricated.
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Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!
Quote:
Originally Posted by
ShneekeyTheLost
Oxhorn did a good video on it.
Point is, the kids never were exposed to the Old World to be able to parody it
I think I explained my point badly. My point was that the Sorrows and the White Legs are not actually native American Indians, so them not acting or sounding exactly like them is only to be expected.
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Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!
Quote:
Originally Posted by
Ogremindes
Speaking of Oxhorn, I've decided to dip back into Fallout 4, and I've been looking for mods. Anyone have any recommendations? Beyond the near-obligatory basics and SIM Settlements that is.
One trouble I'm having is telling the difference between a mod that still worth using that hasn't been updated in years and an old standby that should be considered depricated.
Just in case anyone's interested, this is what my installed mods folder looks like ATM:
Spoiler: Big List o' Mods
Show
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Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!
Vertibird Jump is essential. Forget landing. Nobody has time for that.
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Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!
Speaking of mods, there's a kind of mod I've been looking for for ages (both in FO4 and Skyrim) but I've never found a good one. Basically, a child follower that isn't bare bones.
I don't know, I just have always wanted to do a run of one of the games as kind of a "action family". Sort of a "the family that slays together stays together" style of thing, if you follow. The Sole Survivor, Piper, and Nat fighting synths and super mutants in the heart of Boston. The Dragonborn, Serana, and a war orphan facing down a dragon outside of Whiterun. I've always thought that would be a cool story to play, but the mods I've found to support it have always been generic, incomplete, and/or bugged to high Heaven.
Has anyone found a good mod like that?
Actually, I'd extend the request to good follower mods of any kind that you'd like to suggest. I've played Skyrim and FO4 to Hell and back a few times by now, and really the games only keep me coming back as a canvas to paint more story on - usually through follower mods. I'd be quite interested in hearing about any I've missed or underestimated.
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Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!
Quote:
Originally Posted by
Calemyr
Speaking of mods, there's a kind of mod I've been looking for for ages (both in FO4 and Skyrim) but I've never found a good one. Basically, a child follower that isn't bare bones.
I don't know, I just have always wanted to do a run of one of the games as kind of a "action family". Sort of a "the family that slays together stays together" style of thing, if you follow. The Sole Survivor, Piper, and Nat fighting synths and super mutants in the heart of Boston. The Dragonborn, Serana, and a war orphan facing down a dragon outside of Whiterun. I've always thought that would be a cool story to play, but the mods I've found to support it have always been generic, incomplete, and/or bugged to high Heaven.
Has anyone found a good mod like that?
Actually, I'd extend the request to good follower mods of any kind that you'd like to suggest. I've played Skyrim and FO4 to Hell and back a few times by now, and really the games only keep me coming back as a canvas to paint more story on - usually through follower mods. I'd be quite interested in hearing about any I've missed or underestimated.
...the party groups you lay out have your child follower filling the "pet" slot. :smallbiggrin:
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Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!
Quote:
Originally Posted by
Mark Hall
...the party groups you lay out have your child follower filling the "pet" slot. :smallbiggrin:
I always mod for the ability to have parties of around 4, as the party is the main draw for me these days... but you actually got me to laugh out loud with that comment. I don't often do that.
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Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!
Closest I could recommend is Rigmor of Bruma for Skyrim. Author got a bit... tryhard with the dialogue, but it's a nice mod anyway.
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Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!
Quote:
Originally Posted by
Calemyr
I always mod for the ability to have parties of around 4, as the party is the main draw for me these days... but you actually got me to laugh out loud with that comment. I don't often do that.
Just a warning...
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Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!
Quote:
Originally Posted by
Calemyr
I always mod for the ability to have parties of around 4, as the party is the main draw for me these days... but you actually got me to laugh out loud with that comment. I don't often do that.
I would imagine the most dangerous thing about adventuring with such a party is getting stuck in a doorway and the NPCs never letting you out.
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Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!
In Skyrim it's only a few words to make them move. In Fallout 4, you can tell them to move.
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Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!
Quote:
Originally Posted by
Triaxx
In Skyrim it's only a few words to make them move. In Fallout 4, you can tell them to move.
Just three words are needed to get most NPCs out of your way.
FUS
RO
DA
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Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!
Some more thoughts on the mod New California:
Our little band of vault dwellers has finally reached Union City, which is supposedly the last bastion of the NCR before you start hitting the territory of the raider faction, the Survivalists.
My immediate thought on hitting the city was that here was a city which is simultaneously too large and too small. Union City encompasses an area perhaps two to three times as large as Primm or Goodsprings. When you get there, it's the site of a massive battle with 40ish NPCs on the screen at once. By toggling collision and soaring up into the sky, I can see that the rest of the city vanishes off into where even my .ini-file-enhanced view distance starts to fade into just large buildings.
If you're a modder, you already know what this means for performance. A single large area with tons of NPCs means that even my beefy-as-crap rendering PC chokes and sputters. This is a city that could fit Freeside and the Strip comfortably inside it, and my GTX 1070 is dropping to 15-20 FPS. This city would have benefitted immensely from being split into two or even three more internal cells.
That's the too big side of things.
The too small side, paradoxically, is that there aren't enough buildings or people around. From my spot in the sky, I can spot about sixty buildings, but most of them are little adobe concrete huts with no people living in them. There are tons of people--that is to say, in the battle, you had twenty people on each side, but now that the fight is over, there's not many people on the street. Union City is massive, but empty.
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Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!
Going through a Legion playthrough. Turns out I can get alt-itis even in single player games.
Normally I rush to deal with Benny but this time I'm taking my time so I can use the reputation reset if needed. Turns out there isn't much I can do before meeting Caesar and going on the main Legion questline.
I can give dog tags to that one dude, but that means killing a bunch of NCR and triggering hostilities. It's also pretty tedious to do it by pickpocketing and pivoting into a stealth build is a bother.
I can kill the officers at forlorn hope, but again that means killing a bunch of NCR and triggering hostilities.
By contrast, there are plenty of NCR quests that don't involve open combat against the Legion. I know, because I've been stuck doing them just to level up, and leveling up was no sweat on an NCR playthrough.
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Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!
Quote:
Originally Posted by
Haruspex_Pariah
Going through a Legion playthrough. Turns out I can get alt-itis even in single player games.
Normally I rush to deal with Benny but this time I'm taking my time so I can use the reputation reset if needed. Turns out there isn't much I can do before meeting Caesar and going on the main Legion questline.
I can give dog tags to that one dude, but that means killing a bunch of NCR and triggering hostilities. It's also pretty tedious to do it by pickpocketing and pivoting into a stealth build is a bother.
I can kill the officers at forlorn hope, but again that means killing a bunch of NCR and triggering hostilities.
By contrast, there are plenty of NCR quests that don't involve open combat against the Legion. I know, because I've been stuck doing them just to level up, and leveling up was no sweat on an NCR playthrough.
Legion got the short end, sure enough. I hear they were supposed to be a legitimate faction at one point, but time constraints forced Obsidian to brand them CE (Cartoon Evil). Also, unlike the Stormcloaks of Skyrim, Legion is never placed in a position where they're sympathetic and companion bias is unquestionably in favor of the NCR or Independence. Which is a shame, as it's the only faction I've never been tempted to side with on a run of a modern Fallout.
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Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!
I dropped a Legion playthrough partway through because I realized there's pretty much nothing you can DO as a Legion character. Nothing unique, anyway.
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Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!
Quote:
Originally Posted by
Rynjin
I dropped a Legion playthrough partway through because I realized there's pretty much nothing you can DO as a Legion character. Nothing unique, anyway.
Cure Caesar's brain tumour, fight General Oliver at Hoover Dam, help the Legion take Camp Forlorn Hope, assassinate President Kimball, fight in the gladiator tournament...
The Legion have fewer quests than the NCR, but they're certainly not "nothing unique". Heck, most of House/Yes Man's quests are things you'd do in an NCR playthrough, just with the additional step of planting a chip in the substation, so if anything the Legion are the most unique faction.
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Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!
Pretty much the only RP justification for my character is one of infiltration: play nice with the NCR and don’t show my hand until it’s too late.
Also little things, like sneak-killing NCR troopers when I have the chance and taking the lethal route for Return to Sender.
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Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!
Quote:
Originally Posted by
Haruspex_Pariah
Pretty much the only RP justification for my character is one of infiltration: play nice with the NCR and don’t show my hand until it’s too late.
Also little things, like sneak-killing NCR troopers when I have the chance and taking the lethal route for Return to Sender.
My two usual suspects for New Vegas, Chance and Jonathan "Jack of Hearts" Hart, tend to go the House route, though Jack tends to go Independent when House's demands get to ruthless (usually regarding the Brotherhood of Steel because Jack tends to see Veronica like a kid sister). Chance just gets the job done, though - more professional than loyal, but still unwilling to switch sides. Jack can also be persuaded to go down the NCR route, albeit in spite of the NCR rather than because of them (he acts in the best interest of the people rather than the government).
The only Legion character I can fashion is someone whose brain-damage induced rage (my New Vegas characters all suffer from that to some degree, the Doc isn't a god, after all) is so intense that the Legion is the only faction that will actually accept them.
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Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!
Quote:
Originally Posted by
Calemyr
The only Legion character I can fashion is someone whose brain-damage induced rage (my New Vegas characters all suffer from that to some degree, the Doc isn't a god, after all) is so intense that the Legion is the only faction that will actually accept them.
I kinda went that route, except that the brain damage also caused kleptomania and cannibalism.
On a related note, I always find keeping Karma low to be an effort in New Vegas. Maybe that’s just my default play style, but after eating over a hundred people and stealing everything that isn’t being watched I got my status down to...”Good”.
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Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!
The one time I tried to do a Legion run, it was basically a megalomaniac who was wanting to pull a Stalin. Basically, toady up to Caesar, who is on a ticking clock anyway thanks to brain cancer, then put myself in charge when he's gone.
I just... couldn't be that cartoonishly evil, though. I mean, really. The Legion are 'evil for the evlulz' if I ever saw it.
Besides, if you make nice to Caesar, then you don't get all the assassination Loot Squads that come to pay you tribute with high-end weapons that sell really well. And I want loot in my first-person looter, dangit!
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Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!
Quote:
Originally Posted by
ShneekeyTheLost
Besides, if you make nice to Caesar, then you don't get all the assassination Loot Squads that come to pay you tribute with high-end weapons that sell really well. And I want loot in my first-person looter, dangit!
What about the NCR loot squads? It's been a while since I encountered one (several playthroughs ago), but I'm pretty sure they gave me nice valuable guns.
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Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!
Quote:
Originally Posted by
SZbNAhL
What about the NCR loot squads? It's been a while since I encountered one (several playthroughs ago), but I'm pretty sure they gave me nice valuable guns.
NCR send loot squads? Never heard of that before...
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Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!
Quote:
Originally Posted by
ShneekeyTheLost
NCR send loot squads? Never heard of that before...
Here's the relevant section of the wiki and here's a Youtube video.
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Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!
I tried a legion run once, but upon being ordered to hand over her weapons... She kind of went berserk and beat the camp to death.
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Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!
Quote:
Originally Posted by
Triaxx
I tried a legion run once, but upon being ordered to hand over her weapons... She kind of went berserk and beat the camp to death.
Was her name Grace?
But seriously, you'll find Ballistic Fists on Legion troops in the area. So once you beat one down, you've got one of the best fist weapons in the entire game.