rusty_shackleford
Arcane
- Joined
- Jan 14, 2018
- Messages
- 50,754
this poll is proof that only 1/10th of codex opinions are worth listening to
this poll is proof that only 1/10th of codex opinions are worth listening to
NV didn't have Todd, so, no.this poll is proof that only 1/10th of codex opinions are worth listening to
You don’t think it’s better than Fallout 3 or you cannot into math?
Only the first Fallout felt eerie and desolate. Fallout 2 was bonkers, and FNV captured that spirit well imoThe eerie desolate atmosphere (and soundtrack) was replaced by cowboy yabadabadoo shit and explosions
The eerie desolate atmosphere (and soundtrack) was replaced by cowboy yabadabadoo shit and explosions
There are five bullet time mods, I think. I like using the earliest, which is a port of F3 mod. The other mods try to fancy-up the concept with various doodads but that's... unnecessary in my book.There's an FO4 bullet time mod that tries to integrate it into the game better than just "free turbo that costs AP" - the slowdown amount is based on your PE, VATS perks are reworked to provide their bonuses while in bullet time, and taking Turbo or the like increases the slowdown factor to maximum, better than PE 10 would give you.
There's probably an FNV one too, I haven't modded FNV in a while.
That's the beauty of F3/FNV game. Once you start playing, you cant help but try to mess with the game under the hood. So modding moddding modddddddddding until you mod too much.Seems weird to me that folks would install mods to make enemies 50x tall, and then go "this is unplayable, now I need another mod to make the world 50x as big so they fit"After doing a full modding sessions, from hp to skill to equipment mods on hostiles, coupled with more spawn mods, there come a time when your own native skills are not enough for your character to deal with your creations, even full chem-up and vats. Thus you need, legitimately, to use bullet time. Get it?
But that's none of my business
Karma was meant to not do anything. That was an intentional decision with the game focused on reputation.True NV is good when modded. But having to mod is a negative in my book. The stats were bad in vanilla, karma didn't do anything etc.
lolThe atmosphere is good, it feels a bit more in line with Fallout 1 than Fallout 2 does
It was a bad decision then. FO3 had some consequence to it at least.Karma was meant to not do anything. That was an intentional decision with the game focused on reputation.True NV is good when modded. But having to mod is a negative in my book. The stats were bad in vanilla, karma didn't do anything etc.
Um...yes? At least it's something. Guys, we have to give credit where credit is due.What consequence? Karma restricted companions? 3 guys coming to kill you?
What's the point of consequences if you can redeem yourself by giving 50 bottles of water to a bum or get it down by killing people?
That was a good quest. And I didn't know that about the radio since I killed 3 Dog which you can do in FO3.Do you know that if you did the Strictly Business quest, enslave the ex-slavers, to get in Paradise Falls you would get 3 Dogs berating you for being evil on GNR? Choice and consequence, biatches! I wont save 500 caps (and earn a bunch more) just so I get a public harangue. Never was I so glad to pay money and skip out of a quest.
The karma hit for each enslavement is neither here nor there since indeed, we can regain with ease.
probably going to get corrected but iirc, Fallout doesn't have karma, just reputation which gets turned into Karma in fallout 2 and reputation gets a new purpose.Does Karma/Reputation do anything at all in FO1 or FO2? The system seems to hint that each settlement is tracking your actions but as far as I remember literally nothing ever comes of it.