[FO1] Character Creation

Anders

First time out of the vault
I'm trying to make a setup for a nice endgame character. I'm looking for input and need some questions answered.

ST 3 PE 9 EN 5 CH 5 IN 9 AG 9 LU 8

Gifted, Small Frame
Small Guns, Energy Weapons, Speech
Awareness, Bonus Move/-Ranged Damage/More Criticals, Bonus Rate of Fire, Action Boy, Action Boy (2)/Better Criticals, Sniper

This will give me a 4 way 10 stat character (using the luck glitch) and I'll have a badass TPR shooter.

The problem is, will I get the PA? I'll have 80 Max Carrying Weight so I can't pick up the broken one. Will I be able to get the Rescue Quest one? It's handed to me and not picked up so I wonder if it might work...

Any input on statspread, perks or info on the PA is appreciated.

-Anders
 
Yeah, I guess there's always a solution there. Any idea of better use of the Big Guns skill? I'm not going to use it in the end anyways, but it might help since I'll be wieling a 10mm for quite a while. I also think I'll go for bonus move on lvl 6.
 
Anders said:
Any idea of better use of the Big Guns skill? I'm not going to use it in the end anyways, but it might help since I'll be wieling a 10mm for quite a while.

I beg your pardon? Since when is a 10mm a Big Gun? :?
 
Silencer said:
ST 3? You can make up for that with skill points, it's not Tictacs...
*sighs*

I don't think I was talking literally, 'twas but an attempt at a humorous remark.

I tend to play low ST characters too, I hate "losing" a stat gain when I get PA.
Curiosly though, I don't like using drugs. Societal imprint there?
 
Big T said:
*sighs*

I don't think I was talking literally, 'twas but an attempt at a humorous remark.

*inhale*

TAKE YOUR JOKES TO SOME PHUNNY PHORUM, WE'RE TALKING SERIOUS GAMEPLAY HERE, MAGGOT :D

(j/k. I figured that much, I just don't want a n00b to stumble upon this and assume that whether a weapon qualifies as Small or Big depends on ST count...)

Big T said:
Curiosly though, I don't like using drugs

"Chosen Ones do not use drugs"? I remember when games used to have a similar phrase,, was that some organised campaign? ;)
 
I'm playing Fallout 2 again and I've consumed every single consumable item I found... even my toe...
 
lol, sorry about the typo. I meant me picking Small Guns, not Big Guns... :oops: What I was wondering was if anyone thought I could spend the skillboost better in something else.
 
That's not a typo, that's a mistake.

Unless you really suck at typing and managed to hit the letters "b", "i" and "g" when you tried to aim for "s", "m", "a", "l" and "l".

Just saying.
 
Where exactly in the forum description does it say that every reply will be an answer to your initial question.

What other than "what should I tag instead of Small Guns?" is your question anyway?

If that's all -- the answer really is "depends". Depends on how you want to play it. If you want to fight a lot before getting energy weapons, small guns is a good choice, since anything heavy will not work until you can boost your ST and melee/unarmed can be quite tricky.
If you don't want to fight much, tho, you might want to go for something else.
*Stealing is convienience option here (saves you reloading if you want to stockpile money early on) but becomes pointless at later stages.
*Lockpick is pretty much useless for most purposes (everything important can be accessed without it anyway), same goes for Traps (most traps can be avoided if you know where they are) and Outdoorsman is basically just there to save you from getting hit by pebbles while walking through the wasteland.
*Medical skills (Doctor more than First Aid) can be kinda neat if you need to heal yourself and can't afford stims, but they get old soon (and if you really want to, you can heal that broken limb just by trying and reloading (on failure) a lot too) .

I guess you can figure out the rest on your own or by taking a look at Per's guide.

Happy now? Good.
 
Anders: it's not your job to tell members what to post and what not to post. So don't.

Lazarus: don't. There's no reason for your bullshit post, especially because you weren't even involved in this conversation.
 
Hey, sorry if anyone was offended by my last post.

Thanks for your reply Ashmo, I just wondered if any of the vets around here knew if any of the other skills would have any real use if boosted to 200% mostly. I guess I can take that last tagskill as a kind of "useless for endgame boost" and put it on small guns just to make the battles untill I get TPR easier. Again, sorry if I offended you in some way, just felt that the topic was kinda dead already. ;)
 
There's really no single set of skills that's useful for the endgame as there are sneaky, chatty AND violent ways to beat the game.

I tend to go for a gunslinger-ish all-rounder, but that's really just personal preference.
 
Well, a Power Character for me is one with
Fast Shot, Gifted
ST 6 PE 9 EN 4 CH 2 IN 8 AG 10 LK 8

Out of the 7 stats, only EN and CH will be non-10.
LK 10 through the scripting glitch.
For Intelligence, get the "smart" and "dumb" surgeries. Some point this out as a glitch, though I would argue against such reasoning.

The doctor could have thought you got in a freak accident, got hit in the head too many times with a flare, or something bizarrely alike; thus would try to "fix" you back to normal.

EN is quite a waste IMO.
Charisma just isn't that influential in the game.
Sure, reactions. Karma is way more cogent in this matter.
Prices? Right... drop a couple boxes of Mentats in the Hub.
Does not influence max number of followers in F1.

One tag undoubtedly anyone and everyone could use, except stupid characters, is Speech.

With PE 9, you REALLY DO NOT need to tag small guns nor invest any skill points in them. That is, unless they will remain weapon type of choice through to the end of the game. Seriously, you won't have problems hitting with a shotgun at 35% Small Guns in Vault 15. The hunting rifle is even funner.

Actually, same for Energy Weapons (and by the time you start using them, you should have PE 10.)
Energy Weapons at 60% wielding TPR, deathclaw more than 20 hex away; 95% to hit chance.
Well, that's where I'm at right now.
 
Mysticbran said:
For Intelligence, get the "smart" and "dumb" surgeries. Some point this out as a glitch, though I would argue against such reasoning.

The doctor could have thought you got in a freak accident, got hit in the head too many times with a flare, or something bizarrely alike; thus would try to "fix" you back to normal.

Presumably the in-game explanation why you can only get one operation is that they can only do so much to any one brain with the technology at hand, and your brain's the same even if you've temporarily addled it with chemicals. There's no reason why another application of the same prodcedure would have a cumulative effect (and if "fixing" the stupid character is not the same procedure, there's no reason why it should have the effect of permanently raising IN even after you return to normal). If the reason for the 1-operation limit was that the doctor just didn't feel like doing it more than once, it wouldn't explain why you can't just part with more and more bottlecaps for the Brotherhood to buy supplies from the Hub with.
 
:D
and your brain's the same even if you've temporarily addled it with chemicals.

It sure is, though, isn't working the same.

I'm not too sure if it is in fact the same procedure. With the "smart" surgery she obviously knows what she is doing. Along "dumb", it's not quite so; which would infer a different mode of enhancement.

Obviously there is nothing more to debate about, whether or not they are the same procedures.
The exact same procedure wouldn't have a cumulative effect. If different, you should have been able to infinitely enhance your intelligence, which really doesn't make much sense.
 
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