I don't think I'll never get enough of New Vegas. Having poured over 600 hours into it, I have been wanting to tell out just about my experiences of it and viewpoints about different subjects. So I would think the best way to do it is with playthrough w/ commentary. The point of this thread has been to get talk about New Vegas, as for some reason it is easier to talk it in text form, rather than in video commentary. Another point, with the whole playthrough, has been to show off how much you can do in New Vegas before the final battle at Hoover Dam is the only thing left to do. Spoiler: Modlist -Automatic Weapons Fix - Minigun-Gatling-Chainsaw and more (Fixes the silence of using automatic weapons) -Better Pickup Prompt (Better notifications of weight/value upon items and increases bandwidth for Living Anatomy Perk's stats) -Caravan and Casino FNV themed playing cards ("Collector's Edition" playing cards replacer) -Clarity - An Orange Tint Remover (Removes Orange tint without extra imagespace modifiers) -Collision Meshes (Better collision meshes, so you can shoot between the gap of blanks ect) -Economy Overhaul (Better prices, reduced repair cost and less money to spend in general) -Equipment Restoration Project (WMX - WME Compatible) (Uncut items restored) -EXE - Effect teXtures Enhanced (Laser/Explosion/Blood effect texture replacer) -FNV Classic Worldmap (Worldmap texture replacer) -Follower Tweaks (Modifier of Boone's, ED-E's & Rex's companion perks) -Gifted (Classic Fallout perk mod) -Harvestable Cave Fungus (Adds non static cave fungus into base game caves) -Immersive Minigames (Replaces lockpicking minigame with RNG system) -Improved Automatic Ironsight animations (Less shaky shooting with automatic weapons) -Improved LOD Noise Texture (Improved LOD Noise Texture, duh) -Interior Lighting Overhaul (Reduces ambient lighting, repositions light sources...) -Ironsights Camera Recoil Removal (Removes Camera recoil from aiming down of sights) -JIP Companions Command and Control (Overhaul of companion system) -JSawyer Ultimate Edition (Jsawyer's mod with cleaner edits and additional features) -Life Giver Restored (3 ranks instead 1 rank of Life Giver) -Lonesome Road True Faction Allegiance (More consistent LR faction) -Mccarran Escalator Glass (Visual texture replacer of glass) -Minigun long wind-up (spin-up) restoration and aiming fix (Restoration of Fallout 3 minigun wind-up) -Music Recovery (Additional music pieces to locations) -New Vegas Character Expansions (Revamp of character faces) -New Vegas Uncut - Freeside Open (Freeside in one open cell) -New Vegas Uncut - Outside Bets (Restored content) -New Vegas Uncut 6 - If It Wasn't For Betsy Remastered (Restored pack brahmin companion) -No weapon wobble (Removes weapon swaying yet doesn't touch the accurary) -Pip-Boy 2500A - The Arm Mounted Pipboy 2500 (Pip-Boy replacer) -Ragdolls (Overhaul of ragdolls) -Rewarding Exploring - Unique Places for Unique Weapons (Unique GRA weapon spreadment into Wasteland) -Semi-transparent Door Glass (Door glass replacer) -Simple DLC Delay (DLC delayer) -Simple Reputation and Disguises (Does not remove reputation when using faction armor, disguise only if low reputation) -SPECIAL Fixes (STR affects melee damage, PRC affects accurary, AGL affects moving speed) -The Mod Configuration Menu (On the name) -The Strip Open (Strip put upon one cell) -The Weapon Mod Menu (On the name) -Throwable Weapon Fixes (Fixes of throwable weapons, like wild spinning of knives) -Tops Casino Neon Restored (Neon lights spinning above Tops restored) -UIO - User Interface Organizer (User Interface controller) -Uncut Wasteland (Restoration mod of many small things) -Unlimited Traits Remade (Trait limit unlocker) -Unnecessary Physics (Adds more physics upon objects with mesh editing) -Unofficial Patch Plus (Additional NVSE - bug fix mod) -Vanilla UI Plus (UI that aims to fix probelms with vanilla UI) -Worn-Out Scope Crosshair Replacers (Scope texture replacer) -Yukichigai Unofficial Patch - YUP (Bugfix mod) (The naming of the came upon those song names that were used as quest titles, so I only saw it fitting to add the name of a quest I'm accomplishing upon the current part. Either way, let's get on with this.) The FMV intro begins and it's always appealing with it's visuals. I like the extremely dark and black night that is showcased upon Strip and the Securitrons rolling off into somewhere, courtesy of some trouble being there. Quite sad they don't actually use sirens in game, or that in vanilla game, the Strip is not as open as showcased right here. Heck, even the NCR Ranger on top of the sign of New Vegas is not even in game, but I suppose that would had made it too easy to get the great medium armor in the game too early. Ron Perlman's speech on the start is really nice to hear, even with static images explaining the current backstory of what has happened. When I first played it, I was always thinking of NCR as some sort of military group that you wouldn't want to screw up with at all, and they seemed to enforce some sort of cowboy theme the game has upon there. The desert setting of Mojave only enforces it more. Cutting the chases, Benny has the Courier tied upon the spot, ready to kill me only because I was carrying the Chip. I got the impression that he was doing what was necessary for the power and control and would not have possibly held any hard grudges either way. Too bad, as I get killed off, left for dead, until Victor manages to dig me up and ditch to doctor's bed. And that is where the game begins. I apply some of my own settings for the game to keep gameplay interesting, and I don't think it would break off the balance at all. I mainly increased base carry weight into 100 units, so that I would carry 150 units worth of stuff, lower than vanilla but higher than default settings. The health was also lowered downwards, so that only few shots as unarmored would put me off. Likewise, enemies die off as fast, so the combat is rather risky and requires of knowing where the enemy is before he knows where I am. The Tagged skills has been revamped so that they increase the skill twice as fast rather than give out flat out bonus, as I do like, having played classic Fallouts, to make it worthwhile to have the skill tagged and worth to invest in. The last kind of change was put upon XP modifiers, the real meat of XP comes out of the quests and challenges you can complete and as such I aim to complete as much as challenges early in the game to get the XP bonuses out of the way while they benefit well. So the Doc Mitchell asks for name and I go with Courier. I was not really keen upon naming into anything personal right here, and I do say, I flat out like the default name, leaves it ambitious and shrouded in mystery rather than be personalized. When it came to creating a character though, it was obvious it was going to be female with black hair; every single Fallout I have played; I have always created a female with black hair, mainly because Fallout 1's pre created character, Natalia Dubrovhsky, was the kind of preface I would go with. Doc Mitchell helps me up and asks me to go and test out Vigor Tester, which applies SPECIAL stats. Due to me being heavily into critical classes, I went with 8 LCK and 7 END. the high luck is good for criticals and dealing with casinos later, but endurance has been my favorite spot to put stuff on, because it adds resistance to poison and radiation. The practical reasoning has been that I want to be able to take a few shots so that I wouldn't instantly die, as I'm not the sharpest tool in the shed. Then, I follow up Doc Mitchell into the couch and do as he says. He says Dog, so I follow it with Cat. I was hesitating to put dinner upon it, as I know dogs are rather greedy bastards like that, but when I think of dogs, I think of cats and how they are more comfortable than dogs. He says house, which is clearly a shelter for anything envorimental hazards. He says night, which usually is for the time to sleep. He says bandit, which is a threatening fellow but can be talked down by convincing. Of course, New Vegas lacks typical bandits and fills it with Jackals and Vipers, so reasonable might not be good thing for them. He says light, which usually has been in these games a bright flash. He says mother, which is raising up the most important thing about childhood; they are known from making childs to regret of their wrongdoings. Then comes up the statements, with nice icons behind Doc Mitchell's head to reflect what he said in image forms. One picture contains thousand words of worth material, so we might go simple with this: "Conflict just ain't in my nature" -Agree "I ain't given to relying on others support." -Disagree "I'm always fixing to be center of the attention." -No opinion "I'm slow to embrace new ideas." -Agree "I charge in to deal with my problems head-on." -Stronlgy Agree Then he starts to show up some ink spots and ask me to say what they look alike. The first one looks like an oozing wound, the second one is actually hard to describe, so I rather put up it being just some worthless art, and as we all know, the last one is either Two-Bears-High-Fiving or Lucky 38 tower, but no, the only closest thing you can say is that it is mushroom cloud. That lets me to finally assing tag skills and I was surprised how close it actually got to what I aimed for. Speech & Unarmed were essentials for the build, but for the third one, it was always hard, since I mainly could handle with only those 2. I decided with guns, as it would be more preferable to get it high enough quickly to take up all related guns skill that are necessary for the build I am creating up. Upon traits menu, I went with Good Natured and Gifted. The former is to make it clear Courier kills for pragmatic reasons and benefits from other skills, while Gifted means she has talents upon all kinds of things with her body, yet is unable to learn as efficiently. After that was over, Doc Mitchell says to follow up next to the door so he can give out all the items that I was carrying and as well the Pip-Boy. Guiding us for Sunny Smiles for more tutorial of basics of the game, he remarks that I should not try to get killed anymore. Pretty funny, as I had no choice upon the part of getting ambushed and shot in head twice. Either way, first things first I don't use hardcore mode for personal reasons, that tends to be for unnecessary micromanagement and that sadly, the only real thing I was looking from it was ammo weight, which cannot be had as separate thing. Either way, I save and check that options are correct, before looting Doc Mitchell's house, because for poor reason he allows me to do so. Maybe from the pity of getting almost killed there. After done with it, I question some things about him to get his personal opinions out of him. I don't go and pick all options, as I seek to only take up what I consider valid questions for Courier to ask and not come out as stupid from not knowing something that would be common knowledge, and as I have learned, you get to learn multiple times about different things, even without needing to talk to people. Doc Mitchell has been a fairly good fellow and the country moustache sells him to be a cool old guy. Learning about him of his journey from Vault 21 to Goodsprings was good enough to give out backstory and remind that this is the kind of thing I would except from Fallout game; the NPCs has some backstory upon them and it is no matter if they are quest relevant or not, because in the end, Doc Mitchell has little action besides being a doctor to fix up addictions and broken limbs and radiation. So I step outside of the house and get greeted by vision of Goodsprings, with Victor passing by. I never had any appeal for Fallout's robots, due to somewhat generic model they have, but a TV screen with a wheel is what I wanted in the end to be a companion to have. So he doesn't have really much information about the attackers, and seemingly doesn't have any sort of information about his past life. Ending the chatting with it, I took a look at the ravens that were upon the ground. It was also at this moment I wanted to showcase a bug to have upon the game, regarding those ravens. They don't actually fly off from the position they are in, they keep upon their place, until they just disappear, so giving a smack upon the place where they were makes them drop dead on mid fly. Stopping toying around, I decide to go into general store and chat up with Ched to sell stuff I looted from Doc Mitchell's house. If there is one negative to say about Goodsprings, it is that it feels like being self aware tutorial town. You can ask about the game's features from there, Ched providing info about weaponry, while Trudy explains the whole faction system in this game, but more upon that later. I visit to talk to Easy Pete and see if he has anything to say about the attackers. The old man is quite good giving advice and considering that he was a prospector, it would only be logical he has some experience upon the field. Going inside Prospector Saloon, I am greeted by Sunny and her dog, Cheyenne. I feel it being quite necessary to do the tutorial quest not only for the XP, but for the sake of getting varmint rifle free early on. So following the tutorial, I go behind the saloon and shoot up some bottles. This is the part that introduced me into weapon swaying and spread in the game that was not implemented in Fallout 3 and as first time playing it, made me question how gunplay feels like in both games. In 3, it felt more akin of point and clicking where the target is, with overbuffed health for the enemies in later levels. In New Vegas, it felt that putting necessary points to handle weapon and keeping the accurary was all enough and crucial to kill faster or be killed. Either way, I go off into Goodsprings Source and realize upon that moment about being naked from not having equipped clothing, thanks to selling what I had on. Quickly correcting that and heading to the place where Geckos were, I can't like the varmint rifle enough with Jsawyer's mod. It uses 22LR ammunition instead of 5.56mm, which makes the transfer from using piss poor rifle into semi-automatic much difficult. That said, it is a powerful tool to have as it makes mince meat out of the geckos. Clearing out more of those Geckos, and encountering a settler in distress, I used the advantage to get sneak criticals upon the critters before they could waste her off. It felt rather good to pull off the save of the woman and be earned rather early some good reputation and some free water. Being rewarded from such thing thanks to Sunny, I go along with making up something in camp fire. This crafting system is sharp contrast to Fallout 3's crafting system: In Fallout 3, you need schematics of the items you want to craft and unfortunately, there is only few things you can craft. Worst of all, there is more than one schematic of the same weapon which boosts the weapon and just gives out the feeling that you have to go and scournge all the schematics before doing the weapon and never bothering again with the crafting system. In here, it has been widely expanded. You can create food, you can create ammunition, you can create out bombs, all needing just ingredients that are fairly common to find with a good eye. I don't know how Bethesda didn't manage to take a note from New Vegas and implement same crafting system for 4, but I think I'm being too naive at them. The harvesting of flowers and plants is done, but after having visited the fridge with skeleton, clear reference to Indiana Jones, went into every house of Goodsprings, even the titular schoolhouse, to take all the valuable sort of stuff with me and then robbing graves as well. Kleptomaniac is another trait to have, but I see Courier just taking what she thinks she needs out there, especially when she doesn't want to spend a dime on it. Well, received a Caravan Shotgun from it and sneak skill book for the efforts and it beats up Single Shotgun by having 2 rounds to shoot with. Also finding out the BB Gun and testing it upon Bark Scorpion shows up that you need to bypass Damage Treshold, otherwise the shots won't make any major progress on killing what you are aiming at. Cutting the crap, I go for the boxing gloves and punch it to death, with side effect of dealing fatigue damage and managing to knock off enemies. It would be a good weapon to have in the end game when having much faster hit rate, but for now, I don't bother with unarmed unless it's really needed or seems to be good idea. For early game animals however, it does prove to be rather useful and ammo gets spared that way. At the Goodsprings Graveyard, There's notable things like the snowglobe, that can be sold for caps, and the cigarette butts. These come in handy in the future of convincing Swank about Benny being no-good-at-all-guy, though I don't know why he would be convinced by just some cigarettes. Maybe it's the only one of it's brand. Returning to the Source and crafting what is necessary finally completes the whole tutorial the game has to offer, in terms of gameplay, and that concludes the first part of the game. More upon the next part, that would be about meeting Trudy.