Fallout: New Vegas - Fall 2010

I'd say my biggest complaint was the amount of xp awarded seemed way to high. I went in at level 26 and came out just shy of 32. Which I suppose, now that I typed it out, is roughly the xp needed to get the five levels added by the DLC but when playing I seemed to be earning it way to fast. In particular the amount awarded for killing ghost people seemed high.

Did the game ever explain where those ghost people came from?

People who had found their way to the Sierra Madre and were somehow affected or altered by the Cloud. And something to do with the hazmat suits from Old World Blues.

Edit: Found this on the Fallout Wiki

Fallout Wiki wrote:

The ghost people originate from the construction workers before the war who were mutated from the cloud, but have several ties to inhuman experiments of Big MT. They wear the hazmat suits that were provided to the construction crews working on the Sierra Madre Villa before the Great War, but if they are those crews, they have changed into something no longer quite human. According to data from terminals in the medical section of the Sierra Madre, construction workers at the site first received their hazmat suits specially created in the Big MT after a gas leak sent one of them to the hospital. A terminal in Big MT states that the gas leak itself was also created at Big MT, the hazmat suits being an "experiment within an experiment." The hazmat suit was bulky, nearly impossible to speak through, grew stiff with use, had locks that, after contact with The Cloud, corroded to the point where the hazmat suit had to be cut open with a cosmic knife, and still didn't provide proper protection from the poisonous gas cloud.

Ok, have an issue. This is my first play through. I'm at the prison and I was attempting to find the sheriff that can be used for Primm (?). It seems everyone in the prison attacks me, including the named guys. When I wear the gang clothes in the prison, the named guys still show red to me and attack, although the Powder gang does not. Next, I had a real issue clearing out the administration bldg, I thought the sherriff may be held there but he wasn't. Where is he and what am I doing wrong?

karmajay wrote:

Ok, have an issue. This is my first play through. I'm at the prison and I was attempting to find the sheriff that can be used for Primm (?). It seems everyone in the prison attacks me, including the named guys. When I wear the gang clothes in the prison, the named guys still show red to me and attack, although the Powder gang does not. Next, I had a real issue clearing out the administration bldg, I thought the sherriff may be held there but he wasn't. Where is he and what am I doing wrong?

Wearing faction clothes won't fool named guys.

iaintgotnopants wrote:
karmajay wrote:

Ok, have an issue. This is my first play through. I'm at the prison and I was attempting to find the sheriff that can be used for Primm (?). It seems everyone in the prison attacks me, including the named guys. When I wear the gang clothes in the prison, the named guys still show red to me and attack, although the Powder gang does not. Next, I had a real issue clearing out the administration bldg, I thought the sherriff may be held there but he wasn't. Where is he and what am I doing wrong?

Wearing faction clothes won't fool named guys.

Well, is the sherriff in the prison cause I've killed everyone else it seems?

karmajay wrote:
iaintgotnopants wrote:
karmajay wrote:

Ok, have an issue. This is my first play through. I'm at the prison and I was attempting to find the sheriff that can be used for Primm (?). It seems everyone in the prison attacks me, including the named guys. When I wear the gang clothes in the prison, the named guys still show red to me and attack, although the Powder gang does not. Next, I had a real issue clearing out the administration bldg, I thought the sherriff may be held there but he wasn't. Where is he and what am I doing wrong?

Wearing faction clothes won't fool named guys.

Well, is the sherriff in the prison cause I've killed everyone else it seems? :)

Yup there is
http://fallout.wikia.com/wiki/My_Kin...

Lothar wrote:
karmajay wrote:
iaintgotnopants wrote:
karmajay wrote:

Ok, have an issue. This is my first play through. I'm at the prison and I was attempting to find the sheriff that can be used for Primm (?). It seems everyone in the prison attacks me, including the named guys. When I wear the gang clothes in the prison, the named guys still show red to me and attack, although the Powder gang does not. Next, I had a real issue clearing out the administration bldg, I thought the sherriff may be held there but he wasn't. Where is he and what am I doing wrong?

Wearing faction clothes won't fool named guys.

Well, is the sherriff in the prison cause I've killed everyone else it seems? :)

Yup there is
http://fallout.wikia.com/wiki/My_Kin...

hehe Found him right after I typed about. next on my list is it seems I lose karma when you take stuff. Everyone in the prison is dead yet I can't open a safe or box withour losing karma.

karmajay wrote:
Lothar wrote:
karmajay wrote:
iaintgotnopants wrote:
karmajay wrote:

Ok, have an issue. This is my first play through. I'm at the prison and I was attempting to find the sheriff that can be used for Primm (?). It seems everyone in the prison attacks me, including the named guys. When I wear the gang clothes in the prison, the named guys still show red to me and attack, although the Powder gang does not. Next, I had a real issue clearing out the administration bldg, I thought the sherriff may be held there but he wasn't. Where is he and what am I doing wrong?

Wearing faction clothes won't fool named guys.

Well, is the sherriff in the prison cause I've killed everyone else it seems? :)

Yup there is
http://fallout.wikia.com/wiki/My_Kin...

hehe Found him right after I typed about. next on my list is it seems I lose karma when you take stuff. Everyone in the prison is dead yet I can't open a safe or box withour losing karma. :(

As far as I could tell, karma doesn't mean jack in New Vegas.

karmajay wrote:

hehe Found him right after I typed about. next on my list is it seems I lose karma when you take stuff. Everyone in the prison is dead yet I can't open a safe or box withour losing karma. :(

Fallout just doesn't like you stealing. No real way in game to avoid losing karma for stealing items, but you can turn off the notification and sounds with a mod I think.

karmajay wrote:

next on my list is it seems I lose karma when you take stuff. Everyone in the prison is dead yet I can't open a safe or box withour losing karma. :(

Telling you this feels a bit weird because of your username, but karma really doesn't matter much in NV. Your reputation with different factions is much more important.

Plus, you probably got more good karma from killing those Powder Gangers than you'll lose from taking their stuff.

I killed the sheriff accidentally the first time, mistaking him for an enemy in the heat of battle. But he should be friendly unless you shoot him.

Karma don't mean jack.

I think Karma plays out in the ending slides. Whether you were good and just or a ruthless jerk. But really, has no impact on the game. Only reputation with the different factions plays any sort of role.

I'm probably the last person to notice this, but it just occurred to me that is a Wizard of Oz influence in Old World Blues.

Just to be safe...

Spoiler:

1) You're suddenly swept away from your familiar home to a strange, faraway land
2) You have to search for your heart, your brain and your "courage" (aka, your spine).
3) The big baddie, who is threatening and dangerous on a projection screen turns out to be a harmless old man.

Dunno if that was deliberate or not, but kind of amusing.

Quintin_Stone wrote:

I killed the sheriff accidentally the first time,

Did you shoot the deputy also?

I did not shoot the deputy!

Baron Of Hell wrote:
Quintin_Stone wrote:

I killed the sheriff accidentally the first time,

Did you shoot the deputy also?

I am just a plain beagle now.

Someone should write a mod where you get positive karma for shooting him

I'm a dirty filthy skimmer that is looking to put some hours into this game this weekend.. I need a really awesome Mod Manager for the PC that will make it easy to enable some mods.. of which I need to know the "crucial" ones to make the game mostly look amazing and immersive.

Please help Obi-Wan

Fallout Mod Manager is the de facto standard.

TheGameguru wrote:

I'm a dirty filthy skimmer that is looking to put some hours into this game this weekend.. I need a really awesome Mod Manager for the PC that will make it easy to enable some mods.. of which I need to know the "crucial" ones to make the game mostly look amazing and immersive.

Please help Obi-Wan

FOMM (Fallout Mod Manager) is really the only option that I would choose.

Once you download a mod you can use its "Package Manager" it will install that mod for you and enable it. I would recommend you install one mod at a time and test before you move on to the next one. Yes it can take a bit if you plan on installing 40 mods, but you never quite know how mods will work together.

hmm.. I got a 4GB Hires texture pack.. it was 4 .rar files that I extracted to a folder.. how do I get that working with FOMM?

TheGameguru wrote:

hmm.. I got a 4GB Hires texture pack.. it was 4 .rar files that I extracted to a folder.. how do I get that working with FOMM?

IIRC, that has do be done on it's own without FOMM. I think you can just follow the instructions on Fallout 3 Nexus.

Does someone have link that explains this whole story that supposedly wraps up in Lonesome Road? I don't really understand the relationship between the couriers or most of what is talked about in Lonesome Road. I played all the DLC.

Man, why do all the chicks have moustaches in this game?

PoderOmega wrote:

Does someone have link that explains this whole story that supposedly wraps up in Lonesome Road? I don't really understand the relationship between the couriers or most of what is talked about in Lonesome Road. I played all the DLC.

Here's a thread that discusses Lonesome Road. It's a bit of a rant, but the questions/responses illuminate some of the more confusing elements.

I updated my Lonesome Road Mod Pack today with a few more files. Here's a rundown on the files:

PMT - LR - Reduced Ammo Food Chems

Designed for players who like to journey into a new DLC adventure with nothing in their inventory to 'live off the land'. This mod is best paired with my PMT - Reduced Ammo and Chems.esp.

* Reduces ammunition for the new weapons by approximately 70%.
* Reduces food and chems found in Lonesome Road by approximately 60%.
* MRE now weighs more and delivers a substantial amount of radiation. There's also less of them scattered around.
* Autodoc is no longer free (cost for a physical: 150 caps)
* The commissary is considerably less-well-stocked and has significantly fewer caps. The commissary's caps no longer re-stock.
* better variability in the DLC's suitcases/containers; no more identically stocked suitcases/containers.

PMT - LR - Gyrojet Mk II

I was sad to find yet another huge, heavy, automatic, unwieldy shoulder-mounted weapon, yet I wanted to use those nifty looking new rockets. The Gyrojet Mk II is a modified flare gun (with new texture) that is capable of firing any of the rockets the Red Glare can fire. It's single shot, with a slow reload to help balance it in regards to the loss of weight and ease of use. Three of the new pistols can be found in Lonesome Road, and there's a small chance that you might run across one on a Marked Man (who will be glad to shoot you with it, given half a chance.) It also introduces a new rocket type, the Toxic Rocket, which can be crafted at workbenches.

PMT - LR - Reduced Armor and Weapon Values

Drastically reduces the value of most armor and weapons found within Lonesome Road, to prevent the player from becoming filthy rich by selling a few Blades of the West (or similar.)

PMT - LR - Improved Turrets

There's a part of the DLC where you can hack a terminal to enlist the aid of some turrets. Unfortunately, they're rather weak, and don't do much good. This mod makes the turrets considerably nastier, and more useful in the situation. It also makes things a bit more difficult on you in a different section of the mod (where you're required to bring force to bear against a few turrets), so I believe it evens out. The turrets in the DLC have been renamed, and now sport a spiffy blue laser. The Lonesome Road Sentry Bot's missiles has been swapped for Red Glare rockets for a bit of differentiation as well.

PMT - LR -Reduced Armor and Weapon Values

Reduces some of the crazed values for weapons and armor in the DLC, reducing the ability for the player to get filthy rich by hauling a few Blades of the West or nail guns to a merchant. This also reduces the repair cost for several items by extension.

PMT - LR - Better Flashbangs

If a tool has primarily one purpose, I feel it should be good at what it does. By default, a flashbang has a measly 25% chance to frenzy a tunneler. This chance has been increased to 65%. The blast *always* knocks a tunneler caught in its blast to the ground, giving you a small window of time to escape even if Lady Luck is not in your corner.

PMT - LR - Tweaked Missile Base HQ.esp

I found myself using the Missile Base HQ as my home base during Lonesome Road. Annoyingly, though it had a Commissary and an auto-doc, it featured no basic bed, campfire, reloading bench, or workbench. This mod adds the above to the missile base HQ.

PMT - LR - Unlock Both Nuked Zones

At the end of Lonesome Road, your decision results in either zero, one, or two additional areas for you to explore becoming available. If you selected one of the endings that results in one or zero areas being unlocked, but would like to see the additional areas, this mod will do it. Visit the final footlocker given to you, and the reasoning behind this will be revealed. In addition, each area has a Very Small new interior area with a note, because it drove me nuts that there were so few journal entries/logs to find in those areas.

PMT - LR - Crippling Stops Rad Healing

There's a lot of tough enemies in Lonesome Road. That's fine. However, a significant number of them *also* have incredible healing powers, enabling them to heal the equivalent of a triple-powered stimpak, continually. Always. And there's no way to stop it. With this mod, any ghoul rad healing (Lonesome Road super-healing or any 'standard' ghoul rad healing on ghouls in the Mojave) can be stopped if you manage to cripple a super-healing-candidate's limb (or head or torso). This permits a little strategy when previously only 'massive piled-on damage' made any progress.

PMT - LR - Decreased Radiation

The radiation in the Courier's Mile and two other 'special zones' makes some sense, given the context of the events that transpire to create them. However, I found myself wearied by another 'run around like mad while your rads quickly build to kill you' zone - I had my fill of that in Fallout 3, and, honestly, the savagely difficult encounters in the special zones were trouble enough without the constant radiation. This mod reduces the radius of the rad zones by 90%, which results in a few small hot spots of worrisome radiation, but largely lets you focus more on tactical considerations of the challenging battles than having to enter your inventory every ten seconds to chug Rad-Away.

PoderOmega wrote:

Does someone have link that explains this whole story that supposedly wraps up in Lonesome Road? I don't really understand the relationship between the couriers or most of what is talked about in Lonesome Road. I played all the DLC.

Basically, at some point in the past Ulysses was working for Caesar. He was the one who convinced the White Legs (from Honest Hearts) to join Caesar. He was also apparently one of (if not the) first people to rediscover Hoover Dam. He also visited the Big Empty (Old World Blues) and is the one that the scientists there talk about.

At some point he found the Divide and found a settlement there that he felt was superior to both the NCR and Caesar. He either joined with them or wished to join with them.

Somewhat after that both the NCR and Caesar's legion discovered the Divide (it being a major route between California and the Mojave Wasteland). The NCR hires the Courier (the player character) to deliver a package to the Divide. The package is an ED-E type robot.

The Courier delivers the package and leaves (unaware of what they have delivered or what is about to happen). When the NCR activates the robot it sends a signal that activates the nuclear missiles buried under the Divide. The missiles launch and/or detonate, destroying the civilization in the Divide. Ulysses blames the Courier for this.

Later, Ulysses is working as a courier himself (apparently this is a common cover for Caesar's agents). He sees the Courier's name on the list to deliver the platinum chip and lets them take it, thinking that they will be killed in the delivery. (He wants the Courier dead as punishment for their involvement in the destruction of the Divide.) When the Courier does not die Ulysses then sends the radio message summoning the Courier to the Divide hoping that they will die there (or that Ulysses will kill them). Ulysses will then destroy the NCR using a missile from the Divide (somehow assuming that the Courier is working for the NCR). (The biggest mistake with the DLC IMO is that it seems to automatically assume that the player character is allied with the NCR.)

And no, there really isn't any evidence of any of this outside of the Lonesome Road DLC. Apparently Ulysses was supposed to be part of the base game (he actually appears on one of the cards in the collectors edition) but got cut somewhere along the line. He gets mentioned (but not by name) in the other DLCs but that's it.

tanstaafl wrote:

And no, there really isn't any evidence of any of this outside of the Lonesome Road DLC. Apparently Ulysses was supposed to be part of the base game (he actually appears on one of the cards in the collectors edition) but got cut somewhere along the line. He gets mentioned (but not by name) in the other DLCs but that's it.

Yeah, he was talked about quite a bit in the other DLCs, but all the build-up to this showdown was a letdown. I still had fun though.

Puce Moose wrote:

Here's a thread that discusses Lonesome Road. It's a bit of a rant, but the questions/responses illuminate some of the more confusing elements.

I also found some helpful background info from here: http://fallout.wikia.com/wiki/Divide

Also, as a response to one of your items in your post:

Spoiler:

I had only found 3 of Ulysses recording and using a Speech 90 option I was able to finish without killing him. After the end of the DLC if you go back to the Divide you find him right inside the zone and he will answer a few questions and have some other things to say.

So I pretty much caved and bought the Gun Runners Arsenal pack. So far it's pretty cool. I restarted with a brand new character and it's nice to see even in the beginning, Chet in Goodsprings has some new weapons. From my understanding, they're all bought weapons. I would have liked if there were quests associated with getting the new uniques, but I can still live with it. It's fun and I like the idea of 25mm pulse grenades!

Also, the laser pistol with upgrades is pretty cool.

BlackSabre wrote:

So I pretty much caved and bought the Gun Runners Arsenal pack. So far it's pretty cool. I restarted with a brand new character and it's nice to see even in the beginning, Chet in Goodsprings has some new weapons. From my understanding, they're all bought weapons. I would have liked if there were quests associated with getting the new uniques, but I can still live with it. It's fun and I like the idea of 25mm pulse grenades!

Also, the laser pistol with upgrades is pretty cool.

I'm about 75% done with a mod that yanks the GRA content out of the vendors and disseminates them throughout the Mojave. You have to find the recipes/schematics, and they are also randomly added to lists. Once you have the recipe, you automatically memorize, and you can then sell the schematic to earn a few caps (this makes finding recipes you've already learned slightly less annoying.)
I've been killed a few times by NPCs wielding the new weapons, so with any luck I'll have any kinks worked out and have it ready to upload in a few days.

Recipes/Schematics? Were there new ones with GRA that I over looked?