All this literally a day before Obsidian launches The Outer Worlds.
And I notice Obsidian has been aggressively targeting Bethesda-themed YouTubers with early access to the game.
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Posted 18 November 2019 - 08:00 PM
So most of my YouTubers (My principle source of entertainment these days) are on The Outer Worlds and Pokemon Sword/Shield binges at the moment. Since these are games I want to actually play myself and not be spoiled on, I've been relegated to the archives. Watching my principle YTer play through the original Fallout, I've gotten the itch to play again. But I've played the original Fallout up, down, and sideways at this point...so I'm giving love to the Fallout game I've experienced the least of out of the series.
...no, not Brotherhood of Steel. I walked that road once and shall not do so again (BAWLSBAWLSBAWLSBAWLSBAWLS).
But I'm diving back into Fallout 4. Not sure who I'll end up siding with this go around, as I've decided to roleplay this go - as much as role playing can be had in the Fallout that is most like a Looter Shooter.
First off, I'm going to be a female character. I've played enough males at this point to know that's just a dead end if there ever was one. Besides, hearing dialogue from a new VA will give me a fresh perspective I think. And she's not a former soldier! She's a Lawyer! That's going to influence my SPECIAL picks out of the gate. And I'm not planning on taking ANY Combat perk until after Concord to reflect that. And I'm going straight for Fort Strong from the get-go. Finding the baby is critical. After the encounter with Kellogg...then we'll see what happens.
War never changes. But I sure am.
Posted 19 November 2019 - 05:52 AM
Haven't touched Fallout for a bit. Knew I'd trimmed down my mod list but it's nice to see that I kept the vitally important ones.
I don't have anything against the T-60 suit, but the T-51b really ought to be the pinnacle of pre-war Power Armor.
Posted 09 December 2019 - 12:10 PM
Adventures in the wasteland!
So, I purchased the hellfire CC pack a while back. It gives you the hellfire power armour IF you can kill the forged that's using it. Thankfully, you don't need to get into the smelter to get it, it's just west of it, and outside. You generally need to kill about four forged including "pyro" the dude in the armour.
Alright, so I'm on my way up that way to go to greentop nursery, and have LITERALLY just stepped into that chunk when I get the mission update that pyro is dead. What? I make my way to where the marker used to be, thankfully it was night time and the GIANT BONFIRE was a good beacon. Yup. All dead. Turns out some stingwings and a legendary nightstalker (courtesy of the mod "unique NPC's; creatures and monsters of the commonwealth".) had wiped them all out. Works for me! So I start looting the battlefield. And I CANNOT find pyro. At all. Searched the area long enough that I actually triggered another spawn, a bunch of synth patrollers teleported in. Wiped them out.
So now I'm getting impatient and am unwilling to lose the power armour. So I start looking up console commands. First: to move the body to me: and none of it works. Then to move ME to the body: and I still can't make it work. Give up, and just respawn pyro: who promptly hugging OWNS me since he spawned in three feet in front of me and had a hugging flamer. I never stood a chance. Game crashed on reloading the save (a long standing problem with me and my mod loadout. Thankfully, it saves often enough and I generally die seldom enough that it doesn't bother.) so... yay! Take two.
Second time worked much better: no legendary critters, just a stingwing (which spawns around there anyway.) which left the entire group of forged nicely lined up for my approach. Gunned them all down with minimal damage AND saw where pyro dropped this time. Got my armour.
Posted 14 December 2019 - 10:16 AM
Alright, I got shocked by the lunchbox mod again! I made my way to the museum of witchcraft following the "paper mirror" mission, and when I popped the lunchbox open, it spawned a hugging legendary deathclaw. So now I'm in a cramped room in the basement fighting a deathclaw.
LUCKILY! A previous legendary kill on the way to the museum got me a hunters railgun. Ha! Two hit take down but still dicey cause there was no room to manuever and a deathclaw between me and the only door.
Posted 15 December 2019 - 08:04 AM
See, when I got the mod, it didn't specify that enemy NPC's were now on the spawn list. It just stated that it greatly increased what could spawn from the lunchboxes. I still like it, cause now there's like a little bit of excitement when you see one of those boxes. It's such a simple mod, but such a great concept.
Posted 21 December 2019 - 08:10 PM
I got to about level 50 on my last playthrough, and some critical game functions starting glitching pretty badly on me (no, please, I don't need to know when limbs are broken, when I become addicted to something, or that a place is under attack. Stop telling me already.) and I was forced to restart. I used the opportunity to test two new mods I had been tracking on nexus: "Aerial Assault" and "Raider gangs extended".
The first adds spawn points on high locations. Highways, rooftops and such. The second adds thematic raider and tribal gangs to some of the empty places in the world.
And I have never NOPED out of two mods hugging faster than them.
Allow me to explain. They both have good concepts. Lots of the world is empty, and the game even provides you with a jetpack, and even parkour-ish means of getting to high places, so you REALLY shouldn't be the first person to try it. It would make sense that raiders would want the high ground, or at least the gunners would. And it would make sense that small groups of tribals and wandering raiders would try to fill out the places between the more established gangs. None of them would qualify as "armies" so there's lots of space for everyone.
Where these mods FAIL is implementation. Thanks to "raider gangs extended" I ran into a "hellraiser looter" who had a hugging skull next to his name about three seconds after I met dogmeat. Ha ha. He was hard to put down, between the grenades and the sturdy class armour. Thankfully, it was just the one. Whatever, pushed into concord and ran into three of his friends and their pet dogs. Much harder fight. Kill them, keep pushing forward, and suddenly raiders are swarming off the rooftop of the first two story building like the zombies in "world war Z". Okay. They're dying as they hit the ground, so... yeah. Finish pushing into concord, and there's about a dozen raiders on the ground. Thankfully, these seem to be properly levelled, so challenging fight, but doable. As I get near the museum of freedom: garvey is shooting into the sky.
Okay, wut? Get close enough that the next batch of raiders pop up on the radar: and literally the population of corvega is on the hugging roof, and they all seem to have long range weapons, cause I can't pop my head up without catching a bullet and losing half my health and getting crippled. I've got a 10 mil and a shotgun. I literally CANNOT kill these hugers.
Straight nope. Done. Quit on the spot, nuked the saves and removed the mods from my list. I like the idea of filling out the world space a bit more: but I skipped "war in the commonwealth" because I didn't want to turn the game into hugging halo.
Posted 08 January 2020 - 09:44 PM
I kept hitting a CTD during the mechanist fight (conflict between two automatron mods I had installed, which you apparently weren't supposed to use together. Oops.) so another restart, and a new mod load out.
This time, I shelved D.E.C.A.Y (as fun as it was.) to install Zombie Walker!
What does it do, you ask?
Seriously, I need to explain it? The title isn't enough? Alright. It turns ghouls into romero style zombies. Shambling, hard to stop, and only head shots will put them down. What's more, living enemies that aren't killed by ashing, gooing, or headshots WILL eventually get up as zombies to haunt you! What's MORE is that it adds zombie hordes to the game. Like, legitimate hordes. I got a pop up that sanctuary was being attacked by zombies, and while it took a while to actually GET them: there was about 20 of them to kill, and since companions don't do the whole "finesse" thing in combat, it was inevitably up to me to actually solve the attack. AS WELL as generally increasing the number of ghouls in places where ghouls spawn, like lexington.
I could have kept decay for this, I see now after I installed it. But I was up for something different, so here we are. I actually recommend this one. It makes ghouls both easier and harder to deal with, as well as instituting an infection system, so you're motivated to keep away from them and build walls and stuff at settlements. It has changed how I play, and that's not a bad thing. Something it adds, which I am currently NOT using, it a death alternative. Instead of just killing you and reloading: you have the option to actually DIE. Die, and come back as the dead: where in you will grab up a settler at your nearest settlement as your new player character. You then have the option to go and kill your old zombie self to reclaim your gear. A little bit breaking as "unnamed settler #7652" probably gives exactly no shits about shaun, leading the minutemen/railroad/brotherhood of steel/institute or chasing the dreams of a fallen vault dweller in the dangerous, radioactive hell that is the commonwealth BUT it is an option if you want to add spice to your playthrough.
Posted 11 January 2020 - 09:38 AM
Fun with zombies!
I had just opened up the settlement at the red rocket. Literally, I was wandering around putting in lights, and I saw the counter on population go up 1, and the food count hit 6. I always put up power/beacon then lights, cause they can operate in the dark, but no one will show up if there's no beacon. When I get the popup that zombies are attacking the red rocket. It turns out that the game will only spawn a zombie horde FOR the settlement you're in and not randomly like a raider or robot or critter attack. Okay, cool.
So I run outside, and there's about 25 of them coming down the road from sanctuary. They managed to drag trashcan carla AND my provisioner into the melee, but we won. Loot some, and head back to the red rocket to finish up the decorating: and the counters now read 0/0 for population and food. What? I run back outside, and there was a small bunch of walkers on the hill next to the road and apparently they had managed to kill (or... maybe in the mess I put a bullet in her.) the settler that had spawned for the settlement. Her name was Yvonne.
The hardest part was going back to the red rocket to finish up (again.) when Yvonne finished her march down the hill into the settlement and I had to put her down.
Great mod, loving the mechanics.
Posted 12 February 2020 - 02:05 PM
A while back, I put on a mod which restored some cut lines and content for the companions in the game. Sure enough, they stopped being... as... repetitive. But today, I managed to hear a gem out of codsworth. We were raiding corvega when he shouted "By god, if I had hands I would strangle the life out of you!".
Why that wound up cut: I have no idea. It's just... so awesome.
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