I love Dead Money (First time played through it)

Uber Morpth

First time out of the vault
In terms of level design, character's, story and my favorite aspect of the dlc the atmosphere, it was literally one of the best I ever experienced In a game and my favorite area in any of the Fallout games (second probably be Dunwich Building from Fallout 3, yes something l liked from that game was as surprised as you).

The mysterious toxic cloud that covers all of The Villa, The terrifying Ghost People seeming to of suffored a worse fate then being a ghoul, the theme of finding what you came for and learning to let it go truly it all sticks with me for now on.

Anyone else think Dead Money is really great?
 
It's an overall good DLC. Difficult, but not impossible. A nice, serious story that managed to balance out what is told up-front, and what you have to dig deeper for. Decent enough characters (although the fact that I had to redo the entire DLC for the best ending that first time because somebody simply can't handle a barter check or two and my own ignorance before looking the details up later... kinda ticks me off a smidge).

On another note, the bunker vending machine's infinite supply after the end is a wonderful means of keeping one's self supplied.
 
I hate the whole casino thing. The reason I didn't side with House in my first playthrough is he kept strongly implying I'd end up with a casino, which makes siding with him worse than siding with Legion. What the hell is wrong with Obsidian? New Reno is the greatest cRPG location of all time. Nothing else comes close. While it is quite out of place in the Fallout universe, there's no denying it's brilliance if you take it in isolation. As Benny says, the game was rigged from the start - Obisidan were never going to come close to Black Isle once they chose New Vegas as a location. So not only is it a theme I hate, there's not even a chance it's going to be the best twist on a theme I hate.

Then I get to Dead Money, and there's yet another fucking casino. Oh, but this time it's a heist. Another fucking genre I hate. Yes, I can see how this can be fun, let's find a way to quite the DLC early.

Oh, I can't. I've got a fucking collar on my neck, I can't just kill everyone to get it over with quickly, and all my earlier saves are on my old laptop. I'm going to have to play through this bullshit.

Ah, and all my items have gone, great. And the air kills me, you say? Wonderful. Ah, these radio things, that's just great, let's force old school RPG fans to rely on those twitch skills they're famously good at *rolls eyes*.

The whole thing is just a fucking awful setup. On paper, it's the worst possible thing anyone could have ever done to the Fallout franchise.

But despite all that - and indeed, because of all that - it still manages to be the greatest experience in modern gaming.
 
I hate the whole casino thing. The reason I didn't side with House in my first playthrough is he kept strongly implying I'd end up with a casino, which makes siding with him worse than siding with Legion.
...So the possibility of getting a casino is worse than enabling an army of slavers with a cult-of-personality-type-leader, with the eventual enslavement of most of the locals and overall abandonment of technology in spite of all common sense? I'm a tad bit confused as to your reasoning there.

Obisidan were never going to come close to Black Isle once they chose New Vegas as a location.
Erm... how exactly does Vegas as a location ruin things?

So not only is it a theme I hate, there's not even a chance it's going to be the best twist on a theme I hate.
...Seems a bit unfair to judge it based on a theme/premise alone, but oh well.

Then I get to Dead Money, and there's yet another fucking casino.
What's with the casino hate-boner, man?
 
It's easily my favorite New Vegas DLC. The atmosphere, story, characters and writing were great. I even enjoyed the gameplay, it was a nice change of pace from the running around, looting things from the base game. Felt more like survival horror.
 
I just finished Dead money for the first time and I find it very good. Even shining in some parts.
As much as I found the Big Empty very displeasant, badly written and designed in story and gameplay, I found the very opposite in the Sierra Madre. The gameplay is actually well made, the map is about small enough to not be a chore to explore, there is action but it is well balanced, the fights aren't a big boring chore either like at the Big Empty. You can even skip some if you are sneaky enough, something I wasn't lucky with in OWB. Things like Holograms and the collar problem are making the gameplay better than I would have thought, and even if I blew off my character a few times, I actually liked it because most of the time I found gameplay thinking ways to deal with it, something else than:
'Damn, the cyber robot bugs armies again. You damn bugs, eat all what's left of my ammos and take some days off, stop chasing me in army damnit.'

Don't even know where to start with the characters and their stories, the living and the dead. I am no good at explaining anything, so I will just say this:
Those are story and characters worthy of Fallout.

Brief resumate of my progression, I sort of merged Dog and God, helped Christine, killed Dean.
I think I might have 'saved' Dean so to speak, but after listening his side of the story, well sometimes it's better that way, it seemed a fiiting end, though I wonder if it would have been impossible to lock him in the vault too.

Speaking of which, I started by killing Elijah, then I tried locking him up at his own game without being sure I could but I had noticed before that he was going straight for the vault if I was hidding first to ambush him... It worked after a few try, I just had to unload the gold bar though. I liked it a lot better to deal with Elijah, what a end.
 
Is my second favorite dlc of all time (citadel from me3 still the king).

Like 90% of the people, I hate it at the first time lol.

Awesome loot, awesome chars, awesome story.
 
I cried the second time I finished the DLC - I'll never forget it. Also, for those that don't know, you can use Implant GRX to get all 37 bars. Take the bars, walk out the normal way until Elijah starts talking. This is when the timer starts - pop all 10 (rank 2) GRX doses and walk to the exit. When you reach the stairs with the collapsed corner drop all 37 bars on the other side. Jump over and pick them up again. If you make an efficient run to the exit you can make it with a few seconds to spare. The doses will wear off with you right in front of the elevator.

I don't even sell them. I just keep them in the safe inside the Sink for roleplaying reasons.
 
Heh, for some reason I always tend to finish the DLC in the order they have been released.

Honest Heart feels sort of an interruption in the Courier's storyline, perhaps because it is so low tech. (would also have been nice if there had been some more people at Zion other than the tribes, prospectors perhaps)

I have to agree that Dead Money is the best FNV DLC. Old World Blues has a lot of world to explore but the story is rather bare bones and most of the time you are busy with exploring and collecting everything there is.

I honest wish that Lonesome Road would be my favorite DLC as I liked the atmosphere of that region so much, but sadly the story/main quest leaves much to be improved upon.

A DLC set in Arizona or a Caesar's Legion controlled region would have been nice to help expand on that faction.

I myself still hold the wish of creating an expansion based on Tibbet's from Van Buren. The player is accidentally captured by robot guards (the robots mistook the player for an escaped prisoner because of his pipboy) and now the player must either organize a prison break or help the computer warden round up all the prisoners because it might not actually be a good idea of letting these people loose in the wasteland (they are all infected with Limit 113/The New Plague).
 
(although the fact that I had to redo the entire DLC for the best ending that first time because somebody simply can't handle a barter check or two and my own ignorance before looking the details up later... kinda ticks me off a smidge).

Were you talking about possibly saving Dean Domino? Not sure how it is supposed to happen, I thought I was decent enough to the man even if I used some explosives/barter conversations. He was the one playing a rigged chair, not my character after all. I was nice enough after that, wanting to make him talk and all. Even activated some holograms for him when I was already pretty sure he had a angle, and woudn't do the same for my character or anyone else.

However it's not the point. After hearing his all con from him, his obsession for a man who died and can't give a damn either way, and seeing he was basically asking for a good old settling the score between him and my character, I didn't even think of 'reasonning' him. Why would I do that when he doesn't at all? Didn't seem like a 'bad' or lesser end to me, and though I don't know what happen if he survive, well it's the all point. The best end is the very first you got, the one without metagaming, and if for some reason it make you feel bad/sad, though it wasn't my case for Dino, then it's even better.

Dean is a great character anyway, regardless of his ending, I wish there were more like him in the main game.

A DLC set in Arizona or a Caesar's Legion controlled region would have been nice to help expand on that faction.

I myself still hold the wish of creating an expansion based on Tibbet's from Van Buren. The player is accidentally captured by robot guards (the robots mistook the player for an escaped prisoner because of his pipboy) and now the player must either organize a prison break or help the computer warden round up all the prisoners because it might not actually be a good idea of letting these people loose in the wasteland (they are all infected with Limit 113/The New Plague).

I still think instead of a too much wacky and boring expansion taking you to a new map, they could have use OWB ressources/dev time on bringing to life the settlements controled by the legion east of the river. Don't know if it would have made the legion really different to my eyes, I think I already figured why most people would 'live" under legion's rules. From traders like Barton or Cassidy in game, the legion is so efficient at butchering and striking fear that even the worst raiders are wetting their pants in front of them. The concept of security versus liberty is nothing new, the NCR make use of it as well, only in apparent more 'civilized' ways. (publicly that is. Sound familiar right?)

Still, more legion content would have been nice, if only to try digging a little deeper when the game take you east of the river.
But what I think I would really want, it would be a independant ending where Yes man doesn't hold your hand so much, and that you can even screw up by getting on a cross at the end, or killed by a NCR platoon, as a result of mistakes made in game.

I don't know, I personally don't give a damn about the political climax or choices, all I care about since the game don't give me the choice to just walk away, it's to 'get even' with the likes of the NCR or the legion, fuck them out of everything for a change, and watch them go back to where they came from with a big block between their ass, having troubles to even walk. I don't even want to try their endings. Mr House has more right to his claims, if only because he was here first and saved what he could when the bomb fall. He remind me too much of a fucking ceo, and in his way he is a relic of the old world, but I will try his ending. Independant is my personal canon though, since it's the first I got.

Anyway, I am thinking of trying OWB one more/last time, but as a speed run challenge, now that I grosso modo know where everything to 'fix' Moebius is. Still in the preparations phase but I will make a topic if I manage to make it in a few hours top.
 
Personally, I didn't enjoy it... I mean, I can appreciate the DLC for what it was, and I did complete it more than once, but overall it just felt too claustrophobic. The only time it didn't feel like a slog was when I was using the massively OP Rad Child perk to ignore the Cloud, but even then the speakers were still annoying (specifically a few shielded or hidden ones). On the positive side, combat with the Ghost People felt visceral and dangerous in a way that was rarely matched in the base game, especially when using Unarmed (with normal gear, NOT the Fist of Rawr... that's borderline cheating). The bear traps and lack of healing supplies early on also added to the tension in an interesting way.... hm... yeah, I guess I have mixed feelings on this one. That said, I skipped it on most of my playthroughs in spite of the unique challenges, so my feelings are still mostly negative towards it. Dean Domino's incessant, repetitive chatter pissed me off probably more than the speakers... an unfortunate feature that also marred the Honest Hearts companions.

Edit: Actually, let me just end this by saying that the DLC wasn't bad, and that I do remember enjoying certain aspects of it, like the clever interactions with Christine, the various skill checks, and the different outcomes for various NPCs... but Dead Money is not a fun little adventure off the main path, it's an investment. Ultimately it became one that I simply was not willing to make after going through that hell the first handful of times...

Oh yeah... now that I think about it, playing "Dead is Dead" is probably why I stopped doing this DLC entirely. It's just not worth the risk considering how hard some of those speakers can be to spot...
 
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I was using the massively OP Rad Child perk to ignore the Cloud

But, the Cloud doesn't give radiation... mods? If so, that contradicts lore. The Cloud is a corrosive toxin and not radioactive in any way.
 
But, the Cloud doesn't give radiation... mods? If so, that contradicts lore. The Cloud is a corrosive toxin and not radioactive in any way.
The cloud saps your HP and Rad Child regenerates it... all you need to do is go in there mildly irradiated (I always went with level 2 poisoning for good regen with low penalties), which you would probably always be if you had this perk... and suddenly the Cloud's hp drain is a non-issue. Now, this was a long time ago, so if they clear your rads as soon as you enter then I'm sure I just drank dirty water to get the desired result instead... regardless, it made exploring the villa thoroughly a lot less risky.
 
The cloud saps your HP and Rad Child regenerates it... all you need to do is go in there mildly irradiated (I always went with level 2 poisoning for good regen with low penalties), which you would probably always be if you had this perk... and suddenly the Cloud's hp drain is a non-issue. Now, this was a long time ago, so if they clear your rads as soon as you enter then I'm sure I just drank dirty water to get the desired result instead... regardless, it made exploring the villa thoroughly a lot less risky.

Oh, ok. I always pick Red Absorption so that's why.
 
Best of the DLCs in my opinion. Great story, themes, characters, environment etc.

Only gripe was the speakers at the end. Too much platforming to do in with a Gamebryo-engine game.
 
Wonderful DLC that too many people hate on for being more difficult than other parts of the game. It was a big change of pace, good characters, story, etc. I loved it. Even if your build doesn't work well with the equipment given to you, you can make it work easily enough. I've played through nearly all of the DLCs and the game with Hardcore on Very Hard using Project Nevada to make things even a bit more tough, Normal here isn't that big of an issue. Sure, there's some annoying things if you invest into only guns as a combat skill but it's definitely not too hard to complete on Normal.
 
My tribal genius build is specced in unarmed, energy weapons, and melee so I've taken to Dead Money like a duck to water. I HATE the Villa portion of the DLC, everything looks the same! It's so easy to get lost no matter how many times you've done Death Collar Money! It's a maze of mission revival mixed with Art Deco. But once you're in the casino, the rest is fairly straightforward. I always make it a point to do Dead Money just for the Holorifle, the last energy rifle you'll ever need. In terms of absolute damage per cell, it outshines the Gauss rifles thanks to its efficient use of ammo and doing more damage than a Tesla cannon. The damage-over-time effect doesn't hurt, either, nor does the fact that it's affected by the Commando and Meltdown perks. A knife spear will get me through this part of the game up through the Honest Hearts quest Rite of Passage; the throwing variety continues to see as much use as regular throwing spears.

And then there's the gold bars. I always steal the whole lot, then hit some Turbo (I'm not past level 30 by this point in the game so I just add Turbo through the console) and dash toward the elevator before Elijah has reached the vault. Then I'll use those gold bars to buy GRA weapons and mods for my companions. I've plunked down a few of the things to buy Two-Step Goodbye for Veronica, an anti-materiel rifle (mods and all) for Boone, a riot shotgun for Cass, etc. I'll sometimes hop to the Silver Rush (before doing Heartache by the Number) and buy some energy weapons for other companions, including the Honest Hearts tribals when I recruit them again later (mods, remember).
 
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Please, some paragraphs and spacing when you write a post. A big block of text that continues on is sometimes very confusing to read.
 
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