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  1. - Top - End - #451
    Firbolg in the Playground
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    Default Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!

    Tech Raiders can also be quite an issue if you don't spot them early.
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  2. - Top - End - #452
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    Default Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!

    Those are less of an issue, though, since in the interest of not having my system bog down every time I get near one of their camps, I'm running the Low NPC - Surface version of AWOP.
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  3. - Top - End - #453
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    Default Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!

    I don't think it affects those, but it removes the bonus spawns say around Bison Steve's, but leaves intact places like the Tech Raider scout post near Nelson, which you can easily blunder into while sniping around Nelson.
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  4. - Top - End - #454
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    Default Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!

    Okay, so here's a question about F:NV, and trying to optimize it.

    I've got an audio issue. I turned on multithreaded audio of course, and that stopped the audio from lagging the *game* itself, but the audio noises will lag and go out of sync until they can 'catch up' with the game. Any known fix for that?
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  5. - Top - End - #455
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    Default Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!

    I don't know, I've never actually had the issue. That's a new one for me.
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  6. - Top - End - #456
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    Default Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!

    So, I have an interesting problem...

    Watching Balmas's Let's Play, I installed YUP. However, it has a particular conflict with another mod I like to use called Realistic Repair.

    The point of conflict is Weapon Repair Kits. Among other things, RR dramatically increases the cost of WRK's (effectively triples the cost of making them), but also gives them three 'uses' before they are used up. However, I think YUP fixing a well known bug with WRK's that will underflow a weapon's durability to 'basically infinite', and these two changes don't like each other, with YUP's change being in effect, no matter which order I load them in. Furthermore, I think it is also changing the amount healed as per YUP instead of RR.

    I suppose I could just see it as a nerf to Weapon Repair Kits, which let's be honest are pretty dang powerful.

    I'm also still having some audio issues. I even installed ENB to let it 'see' more RAM and proc cores, and that didn't change the audio lag thing.
    Quote Originally Posted by The Underlord View Post
    All hail great Shneekeythulhu! Ia Ia Shneeky fthagn
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    Quite possibly, the best rebuttal I have ever witnessed.
    Joker Bard - the DM's solution to the Batman Wizard.
    Takahashi no Onisan - The scariest Samurai alive
    Incarnum and YOU: a reference guide
    Soulmelds, by class and slot: Another Incarnum reference
    Multiclassing for Newbies: A reference guide for the rest of us

    My homebrew world in progress: Falcora

  7. - Top - End - #457
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    Default Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!

    Are you using a merged/bashed patch?
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  8. - Top - End - #458
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    Default Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!

    Quote Originally Posted by Triaxx View Post
    Are you using a merged/bashed patch?
    Nope. I don't even have the capability of producing a merged/batched patch at the moment, since I'm on Linux.

    Which incidentally makes it harder to try to get an ENB that works with Night Vision, the only one I found basically has some kind of stupid installer instead of just dragging n dropping files in. Which doesn't want to work in WINE, for some reason. Or Proton.

    All things considered, I'm actually kind of okay with the nerf to weapon repair kits. Realistic Repair also gives me new Weapon Cleaning Kits which are like repair kits... except much less so. But are also much cheaper (Abraxo + Clean Water). Plus all the other repair options seem to work just fine, so I'm okay with it.

    Now if I could just get a handle on this audio lag when things like shotguns or automatic laser turrets go off, it'd be flawless.
    Quote Originally Posted by The Underlord View Post
    All hail great Shneekeythulhu! Ia Ia Shneeky fthagn
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    Quite possibly, the best rebuttal I have ever witnessed.
    Joker Bard - the DM's solution to the Batman Wizard.
    Takahashi no Onisan - The scariest Samurai alive
    Incarnum and YOU: a reference guide
    Soulmelds, by class and slot: Another Incarnum reference
    Multiclassing for Newbies: A reference guide for the rest of us

    My homebrew world in progress: Falcora

  9. - Top - End - #459
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    Default Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!

    I assume you're wise enough to have googled Wyre Bash linux?
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  10. - Top - End - #460
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    Default Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!

    Quote Originally Posted by Triaxx View Post
    I assume you're wise enough to have googled Wyre Bash linux?
    I... actually have not. I was using Lutris to run Vortex Mod Manager. Looks like I have some research to do...
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    All hail great Shneekeythulhu! Ia Ia Shneeky fthagn
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    Quite possibly, the best rebuttal I have ever witnessed.
    Joker Bard - the DM's solution to the Batman Wizard.
    Takahashi no Onisan - The scariest Samurai alive
    Incarnum and YOU: a reference guide
    Soulmelds, by class and slot: Another Incarnum reference
    Multiclassing for Newbies: A reference guide for the rest of us

    My homebrew world in progress: Falcora

  11. - Top - End - #461
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    Default Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!

    Quote Originally Posted by ShneekeyTheLost View Post
    So, I have an interesting problem...

    Watching Balmas's Let's Play, I installed YUP. However, it has a particular conflict with another mod I like to use called Realistic Repair.

    The point of conflict is Weapon Repair Kits. Among other things, RR dramatically increases the cost of WRK's (effectively triples the cost of making them), but also gives them three 'uses' before they are used up. However, I think YUP fixing a well known bug with WRK's that will underflow a weapon's durability to 'basically infinite', and these two changes don't like each other, with YUP's change being in effect, no matter which order I load them in. Furthermore, I think it is also changing the amount healed as per YUP instead of RR.

    I suppose I could just see it as a nerf to Weapon Repair Kits, which let's be honest are pretty dang powerful.

    I'm also still having some audio issues. I even installed ENB to let it 'see' more RAM and proc cores, and that didn't change the audio lag thing.
    Is it possible to load xEdit through Vortex? if so, you might be able to create a merged patch or copy over elements from Realistic Repair into YUP.

    Also, new Fallout today!
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  12. - Top - End - #462
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    Default Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!

    So, I've been watching Oxhorn's videos on Fallout 3, and I've been struck by something: What exactly was Griff's plan? The ghoul buys clean water from the Brotherhood, right? But then he pours the clean water into dirty bathtubs, he says, so he can rebottle it later and sell it to the various mercs and raiders that the Brotherhood doesn't care about. Meanwhile, his ghouls at his bottling plant use abraxo and other nastiness to make dirty water look clean, and then rebottle the dirty water into the Aqua Pura bottles for rebranding as Aqua Cura.

    My question is... why bother? It seems like it's a lot of hassle to do when you can just, ya know, sell the bottled Aqua Pura to the raiders, and bottle Aqua Cura directly into unused bottles. I mean, are clean bottles really that hard to come by in the wastes?

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    Last edited by Balmas; 2019-09-23 at 09:45 PM.
    I run a Let's Play channel! Check it out!
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  13. - Top - End - #463
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    Default Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!

    After being sidetracked by a variety of online games, I'm finally back to my "dumb Luck" New Vegas save file.

    This is my third time in the Big MT, and I realized that this is the first time that my character is so suboptimal that a peaceful resolution seems unlikely. Intelligence 1 will do that to you. At the moment I'm still running the Sink Upgrade side quest (and the explore all locations trigger) because I have OCD about that kind of thing, but eventually I'll have to hit the main quest and I'm genuinely excited. What even happens if you take on the Think Tank with violence (spoiler boxes pls).

    One of the reasons I took the Luck 9/10 approach was so that I could finally do what has never been done by me: to clear out the Sierra Madra casino (even if JSAWYER altered some of the rewards for that). Not looking forward to running through the Villa on Hard/Hardcore, but hey it's a challenge.
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  14. - Top - End - #464
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    Default Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!

    Quote Originally Posted by Haruspex_Pariah View Post
    This is my third time in the Big MT, and I realized that this is the first time that my character is so suboptimal that a peaceful resolution seems unlikely. Intelligence 1 will do that to you. At the moment I'm still running the Sink Upgrade side quest (and the explore all locations trigger) because I have OCD about that kind of thing, but eventually I'll have to hit the main quest and I'm genuinely excited. What even happens if you take on the Think Tank with violence (spoiler boxes pls).
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    Lasers, pew pews, explosions, the works.

    You get in there, and you can either do a 100 Speech check, or rely on having done the personal quests for the think tank members. What's more, even with 1 intelligence, the only think tank personal quest you can't complete is O's quest for a new name, which requires an intelligence of 8. (And, now that I think about it, Mentats+Mobius's coat+Mobius's glasses would let you hit... 7? And if you get the Smart Lights, you can even hit 9. So even with 1 INT, you can cheese the game a little bit to even get O's quest done. (Keep in mind, in order for you to successfully do this, you would need to enter the Forbidden zone, grab Mobius's scrubs and glasses, go back to the Think Tank without talking to Mobius, and do O's quest before returning to the Forbidden zone and continuing the main quest.)
    Last edited by Balmas; 2019-10-18 at 01:07 PM.
    I run a Let's Play channel! Check it out!
    Currently, we're playing through New Vegas as Gabriel de la Cruz, merchant and mercenary extraordinaire!

  15. - Top - End - #465
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    Default Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!

    Villa's fairly simple as long as you have good endurance and the Phoenix Monocyte Breeder. It's powerful enough to keep up with the background drain and keep you from having the constant health drain in hardcore. Then it's all down to being a damned good shot and remembering where all the blasted traps are. (And not getting lost looking for the stupid bobblehead)
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  16. - Top - End - #466
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    Default Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!

    So I finished Big MT by gunning down the Think Tank with the doggo gun they gave me. Itís an ending slide I havenít seen before so thatís a thing at least.

    After porting back to Mojave I decided to wander around before diving into Sierra Madre.

    While pathing southeast outta Primm I run into the darnedest thing, which I assume is part of the JSAWYER mod. A Powder Ganger kill squad. Complete with pre-combat dialogue.

    No sense in wasting the good ammo, so I sort them out with the lever action shotgun.
    Awesome OOTS-style Fallout New Vegas avatar by Ceika.

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  17. - Top - End - #467
    Firbolg in the Playground
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    Default Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!

    Nope, that powder gang hit squad is totally vanilla. No one ever runs into it.
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  18. - Top - End - #468
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    Default Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!

    I can confirm that I have met the hit squad without JSawyer. If you meet them at the intended level, they're actually a decent threat.
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  19. - Top - End - #469
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    Default Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!

    Thatís really interesting. I tend to get vilified with the Powder Gangers in every playthrough and only saw them now.

    Maybe itís their spawn points?
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  20. - Top - End - #470
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    Default Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!

    Quote Originally Posted by Haruspex_Pariah View Post
    Thatís really interesting. I tend to get vilified with the Powder Gangers in every playthrough and only saw them now.

    Maybe itís their spawn points?
    I mean, how often do you wind up in their area after you've killed them all?
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  21. - Top - End - #471
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    Default Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!

    Quote Originally Posted by Mark Hall View Post
    I mean, how often do you wind up in their area after you've killed them all?
    Yeah, it's right near the start of the game and there's literally no reason to go there even if the Powder Gangers aren't all dead...there's even less of a reason to go there otherwise.

  22. - Top - End - #472
    Firbolg in the Playground
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    Default Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!

    They only appear if you wander into that particular area. Most people leave south by the road.
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  23. - Top - End - #473
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    Default Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!

    Rubyís casserole is the main reason I keep going back there, but I normally fast travel in and out. I think I got distracted by an ďunexplored locationĒ marker.

    Thereís just so much stuff in New Vegas that I tend to forget stuff in between playthroughs.
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  24. - Top - End - #474
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    Default Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!

    Does the PS4 version of Fallout 4: Game of the Year Edition come with the DLC on disc? I saw this thread and it really got me wanting to play again but, alas, I sold my gaming PC a while back. A 30-40 GB update and DLC download doesn't really sound like a fun way to pass the time, which is why I ask.

    On a related note, is anyone hoping that Fallout: New Orleans is confirmed at some point? There have been rumors floating around for the last few years to that effect. There were also some teases from one of the developers in the form of Louisiana travel brochures next to a piece of Fallout memorabilia, so that was apparently a thing.
    Last edited by Eternal Dharma; 2019-10-20 at 04:33 AM.

  25. - Top - End - #475
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    Default Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!

    "Game of the Year Edition" is industry slang for "version of the game with all the content", so yeah.

    Keep in mind you still have a download ahead of you since the PS4 makes you install the games to the system for some reason.

  26. - Top - End - #476
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    Default Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!

    Quote Originally Posted by Rynjin View Post
    "Game of the Year Edition" is industry slang for "version of the game with all the content", so yeah.

    Keep in mind you still have a download ahead of you since the PS4 makes you install the games to the system for some reason.
    If it's anything akin to the PC version of Fallout 4 (which I don't know if it is) then only about 5Gb of the game's data is actually on the disc, with the other 40-odd gig being downloaded once you've installed off the disc. As for why it needs to be installed, that also answers that question--there's simply too much data to fit onto a single DVD.

  27. - Top - End - #477
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    Default Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!

    Ah, Consoles tend to have only a bit of data to be downloaded. PC's have more so you can play discless.
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  28. - Top - End - #478
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    Default Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!

    Quote Originally Posted by Triaxx View Post
    Ah, Consoles tend to have only a bit of data to be downloaded. PC's have more so you can play discless.
    PS4 also installs almost all the data onto the console. The disc is used mostly for license checking.

  29. - Top - End - #479
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    Default Re: Fallout IX: Nuclear Cash Cows Go MMOoooooo!

    Ah, well, that'll be the answer then.
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