Jahnri said:In response to Zag, the Nuclear explosions stay. Sorry. You can take them out in a MOD maybe but they need to stay in for storyline purposes.
The Cars did explode. Per design docs for the game, the engines had a danger to explode if the containment was breeched and sufficient force was applied. Eh, not totally realistic but it is the reality of the fallout world.
As for the Nuclear grenades, there fairly realistic. For decades they planned on making small minimal yield nukes. Small scale cannon launched nukes were designed and built. Not used in war obviously. Smaller scale hafnium grenades could yield a very small nuclear explosion. Im not sure of the yield actually though since all that was theoretically possible.
Fortunately most of those developments were suspended in our time line. In fallouts.. err.. not so lucky.
As for the rest of your complaints. Most of them make perfect sense
yeah i, and many others on these forums, have had this argument again and again and again and i dont feel like recycling it here, just one thing: i wasnt referring to the "storyline" explosions like megaton, i was talking about the cars and fatman only, which look just like real life dynamite explosions, only they're named nuclear just to feel cool that we have nuclear explosions in our game. which in the end makes nuclear weapons feel kinda harmless. quite a contradiction for a world thats been totally destroyed by them dont you think?
so any word on if there's a flask in the game, and if there's a withdrawal effect from drugs?
edit: i just saw that the bartering skill is still in the game, and it relates on charisma. i had seen the "price" attribute on the guns, and thought they had removed that. so that complain doesnt make sense.