Fallout: New Vegas - Fall 2010

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?

BlackSabre wrote:

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

Yep, there's ~18 new recipes, some enabled by having the perk Hand Loader, and others enabled by having the new perk Mad Bomber.

Ah those recipes. Yeah, I'm looking forward to picking up the mad bomber perk so I can finally use Nuka Grenades again!

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 grabbed all three bits of new content and played through Lonesome Road and did the challenges for the achievements (killing Deathclaws with a .22 and a switchblade was almost as fun as getting a tooth pulled). I was kind of annoyed that the GRA mods could only be applied to the GRA version of the weapons since I had a lot of the regular versions in storage. Also still no Riot Shotgun mods makes me sad even if it is a pretty bad ass base weapon, but the new shotgun shells are fun.

Was kind of meh on Lonesome Road. Not the worst DLC for this game but not the best either (of course I am probably in the minority having liked Honest Hearts the best and Dead Money the least).

Oh started playing Rage today. It really seems to fill a spot right in between Fallout and Borderlands that I didn't even know needed filling. Was really worried after some of the reviews (the Ars one most of all), but I think I am going to have fun with it.

Really tempted on Rage, but think I'll wait for a sale. Playing around with these new GRA challenges should hold me long enough till my copy of Battlefield 3 arrives.

Rykin wrote:

Was kind of meh on Lonesome Road. Not the worst DLC for this game but not the best either (of course I am probably in the minority having liked Honest Hearts the best and Dead Money the least).

I agree I am not a big fan of Dead Money but it had some good parts which were the equipment and some of the story but my favorite was Old World Blues followed by Honest Hearts than Lonesome Road after that.

Lothar wrote:
Rykin wrote:

Was kind of meh on Lonesome Road. Not the worst DLC for this game but not the best either (of course I am probably in the minority having liked Honest Hearts the best and Dead Money the least).

I agree I am not a big fan of Dead Money but it had some good parts which were the equipment and some of the story but my favorite was Old World Blues followed by Honest Hearts than Lonesome Road after that.

Personally, after Honest Hearts and Old World Blues, I rather welcomed the more "traditional" post-apocalyptic feel and aesthetic Lonesome Road had. The plot, however, was a bit thin - rushed, dare I say.

Nicholaas wrote:
Lothar wrote:
Rykin wrote:

Was kind of meh on Lonesome Road. Not the worst DLC for this game but not the best either (of course I am probably in the minority having liked Honest Hearts the best and Dead Money the least).

I agree I am not a big fan of Dead Money but it had some good parts which were the equipment and some of the story but my favorite was Old World Blues followed by Honest Hearts than Lonesome Road after that.

Personally, after Honest Hearts and Old World Blues, I rather welcomed the more "traditional" post-apocalyptic feel and aesthetic Lonesome Road had. The plot, however, was a bit thin - rushed, dare I say.

I really liked Lonesome Road and feel it was a good dlc pack, I don't have really any complaints about it especially compared to Dead Money.

Decided to get back into New Vegas this weekend since I'd only finished vanilla mode as a goody-goody NCR follower. I added the Project Nevada and Blues Radio mod. I tried tossing in the medium sized texture pack as well but the game kept crashing so I uninstalled it. My main question is when I go to add some DLC am I going to have to find patches for the PN mod specific to those DLC packs or should it run fine as-is? I just saw that they had a half dozen or so patches for specific DLCs but couldn't figure out if they were mandatory.

I just finished Honest Hearts. The quests were ok, they story line was interesting(in particular the notes from The Father in the Caves) and the setting was amazing.

I will need to play it again, however, as I think I blew my goody-two shoes ending by choosing the 'Sneering Imperialist' dialogue option in my final conversation. Sigh, I really should have known better.

Running around old world blues as a level 8 character and the GRA Chainsaw is fun It's tough, and I'm eating stimpacks like tic tacs, but it's fun. Also, I'm collecting coffee cups like crazy again for when I can activate Muggy. Such an awesome little character.

tanstaafl wrote:

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.

Pretty cool. I'm not sure if it's a direct reference, or just such a common trope in science fiction to have the big bad behind the curtain end up not existing / actually the good guy / or being feeble or small old guy. Not to give too much away, but Fallout 1, Fallout 3, and Fallout: New Vegas all had this theme running through it.

I think the artificial brain thing was a given because of the android thing, and then maybe they pushed it into Wizard of Oz territory for fun.

Funny how going through old world blues for a second time has changed my opinion a little bit. First time around I didn't care about repeating the same room 3 times. This time, I want it to be over. Why must I get the student records 3 frakken times. I got them the first time you stupid floaty robots. And give me back my brain.

Oh my lord, I just started Old World Blues. I just finished talking to the members of the Think Tank. I was rolling, they have to be some of the funniest characters in the Fallout Universe.

Klein, in particular, always going on about my tiny penis tipped feet.

The new weapon, Two-Step Goodbye is my favourite weapon! It's insanely fun.Paired with a sneak suit from Old World Blues, it's a masterpiece. Sneaky sneaky sneaky, WHAM.... BOOOOOOOM!

So much joy.

finally got around to putting some time into this game.. I didnt get many mods just choosing to go with stuff that seemed to affect the graphics.. I got the texture pack and the weather/sky pack. Seems like that was a decent combo to get started with.

This game is very awesome so far.. the combat is sufficiently deadly that I don't feel overpowered like I did in FO3 (yet anyway.. I'm only Level 8) but the small touches everywhere are creating a lovely "pie" of gameplay.

I did the Boone side quest and when I took the culprit to the arranged spot the game got a genuine "emotional" reaction out of me.. I was expecting something far more water downed and typical "RPGish" result.. and wham!

TheGameguru wrote:

finally got around to putting some time into this game.. I didnt get many mods just choosing to go with stuff that seemed to affect the graphics.. I got the texture pack and the weather/sky pack. Seems like that was a decent combo to get started with.

This game is very awesome so far.. the combat is sufficiently deadly that I don't feel overpowered like I did in FO3 (yet anyway.. I'm only Level 8) but the small touches everywhere are creating a lovely "pie" of gameplay.

I did the Boone side quest and when I took the culprit to the arranged spot the game got a genuine "emotional" reaction out of me.. I was expecting something far more water downed and typical "RPGish" result.. and wham!

About Boone

Spoiler:

You play your cards right and you will find a lot more about his story. There is a very emotional moment with Boone that explains a lot of what is wrong with him. Him and Arcade have the best story of the followers

mcdonis wrote:
TheGameguru wrote:

finally got around to putting some time into this game.. I didnt get many mods just choosing to go with stuff that seemed to affect the graphics.. I got the texture pack and the weather/sky pack. Seems like that was a decent combo to get started with.

This game is very awesome so far.. the combat is sufficiently deadly that I don't feel overpowered like I did in FO3 (yet anyway.. I'm only Level 8) but the small touches everywhere are creating a lovely "pie" of gameplay.

I did the Boone side quest and when I took the culprit to the arranged spot the game got a genuine "emotional" reaction out of me.. I was expecting something far more water downed and typical "RPGish" result.. and wham!

About Boone

Spoiler:

You play your cards right and you will find a lot more about his story. There is a very emotional moment with Boone that explains a lot of what is wrong with him. Him and Arcade have the best story of the followers

I've used Boone the whole game so far, he is a great combat companion.

When I played FO#, I went melee/unarmed and killed everything with a deathclaw hand wep. I could knock a Deathclaw head off in one shot. This time I've gone guns and it seems I'm much less powerful against them or they got a lot stronger. I'm close tot he end I believe and the Deathclaw areas are still too tough for me.

Do you guys not sneak? Seriously. Sneak attack head shot kills a deathclaw in 1. Most weapons will do it.

karmajay wrote:

When I played FO#, I went melee/unarmed and killed everything with a deathclaw hand wep. I could knock a Deathclaw head off in one shot. This time I've gone guns and it seems I'm much less powerful against them or they got a lot stronger. I'm close tot he end I believe and the Deathclaw areas are still too tough for me.

Deathclaws are way stronger in New Vegas.

BlackSabre wrote:

Do you guys not sneak? Seriously. Sneak attack head shot kills a deathclaw in 1. Most weapons will do it.

Hum..... Most vanilla weapons I used couldnt kill in 4 or more shots sneak or no.

Since I had pneumonia this week I went ahead and played through the 4 expansions in order. Great arc and I actually enjoyed most of my time in the new areas. I loved the atmosphere in the Sierra Madre but I hated the enemies and the layout of the surrounding villa. If I hadn't been an unarmed specialist I imagine I would've actively loathed it because of having to dismember the enemies to keep them down. I think it's the only map in the entire game where I didn't explore every tagged section.

Honest Hearts surprised me with how much I enjoyed it. I actually got uncomfortable in one area

Spoiler:

the crashed scout bus full of child-size skeletons, teddy bears and lunch boxes

which I'd never experienced in New Vegas before. It was also a bit jarring to have Christianity mentioned so openly as I don't recall it having ever been directly addressed in the Fallout universe before.

Old World Blues was a lot of fun and a nice bit of a cheesy/dark/comedy break in between Honest Hearts and Lonesome Road. And is it just me or was there a lot more cursing in OWB than any other part of the game? Especially that toaster. Little guy has some anger issues.

Lonesome Road, like everyone else has said, was very much a point A to point B corridor shooter style experience with only a couple of small side rooms here and there to explore. Still enjoyed it for what it was though I was expecting a bit more out of the other couriers story.