Yep!Dravean said:That sounds like a reasonable solution to me. Just make sure all the dialogue is altered accordingly.
@lucas.
That was in the original game...but yeah it is pretty annoying/funny.
Yep!Dravean said:That sounds like a reasonable solution to me. Just make sure all the dialogue is altered accordingly.
killap said:Well, I only fixed a bug with Lynette and granting citizenship, I didn't add anything. If you blow up the plant and directly tell her this, she will freak out and tell you to leave. However, if you blow up the plant and basically tell her you "took care" of the situation, then she will be happy and grant you citizenship. Perhaps she assumes you killed ghouls, etc.
ralphrepo said:Is there a way to truly go over to the dark side, and work for the Enclave? That is, can a character ever contact the Enclave and work as a free agent in helping them subjugate town and town?
Talk about Negative Karma, LOL...
What works better in Fallout 3...lucas. said:But that's just make-believe and it works much better in FO3...
Yeah, I always felt that way too. I get my first arsenal in the Den by killing all the merchants.BarbadosSlim said:Am I the only one here who thinks that it's to easy to kill the merchants in the Den and New Reno?
The problem has to do with weapon animations available to the merchants. They don't have big weapon animations (and probably not rifle animations), so they are forced to use pistols.BarbadosSlim said:And why is it that in New Reno, the arms merchant, despite the fact that he sells mini-guns and RPG's, only pulls out a pistol every time you attack him? Does anyone else here find that retarded and illogical?
.Pixote. said:Can it be scripted so that the mines in Redding re-spawn the Wanamingos if the white Queen remains alive. There is a colony of eggs there, and because if the queen is still alive the critters should be able to breed and repopulate the location…maybe this can occur over a period of months rather than days/weeks…so the only way of completely clearing the mines is to remove the queen and then her offspring.
BarbadosSlim said:Am I the only one here who thinks that it's to easy to kill the merchants in the Den and New Reno? Do you guys really think the original developers intended for it to be so easy to get better gear in Fallout 2? And don't you guys think it would be so much more logical for the merchants, who usually sell enough arms to create their own small militia, to have at least a few body guards that are armed?
.Pixote. said:if you beef up their weaponry - (let’s say a 14mm pistol), and you happen to somehow kill them, then all of the sudden you have a weapon that is way too powerful for that stage in the game
.Pixote. said:One problem I can foresee is that if you beef up their weaponry - (let’s say a 14mm pistol), and you happen to somehow kill them, then all of the sudden you have a weapon that is way too powerful for that stage in the game, but a 10mm submachine gun or desert Eagle should be powerful enough, and is within the range weapons they regularly trade anyway. Alternatively you could give them a couple of scummy body guards with simple weapons – 10mm pistols for instance to watch their backs.