Let's discuss Dead Money. Was it that bad?

God was my favorite part of the DLC. I wished you could've brought him back to the Mojave as the premiere Supermutant companion then Lily.
 
Uh I'm seeing a lot of moral-fags talking shit about my boy Dean "Get up without my permission, I'll blast your ass so far through your head, it'll turn the moon cherry pie red" Domino. Just want you all to know that Vera Keyes was a junkie whore and Sinclair had it coming, so take a hike down to Salida del Sol and go get face fucked by some Ghostniggers if you wanna keep talkin' that shit.
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Barry Dennen did a phenomenal job as Dean's VA (also Loghaire from Arcanum).

Rest in peace.

Recently I've spared Dean, so he can let go of Sierra Madre and begin again.
 
I agree with Dean Domino being a very well-written character aswell and his voice acting was probably the best in the series. After God, he is my second favorite companion in the DLC. Its a shame that passing that Barter check results in you always having to kill him because he holds extremely long grudges (which lovingly ties in at how he's constantly obsessed. As God points out whenever he has a chance to speak to Dean, the ghoul could've left at anytime he wanted due to being immune to the radiation after the bombs fell. He stayed because of his centuries long obsession)
 
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Well it's great to have a character that react according to both his personality and how you acted before, even more when you didn't realize that you actually hurted his (over)sensible feelings. It make you realize just how imaginary the things he accuse Sinclair of must have been, it was all in his head, but for Dean it was more than real enough.

I have nothing against pacifist\reason speech checks when they make sense, and preferably required some work on the player part like the way to convince the Master his plan won't succeed, but putting one of these on Deano's final if he somehow see you as a scumbag would have ruined everything.

The best part really, you think you just make your character stand up for him\herself, nothing that bad, and Deano boy take it like you insulted his personal ego. And, well, I think his dialogues are best in that scenario, rather than those where he think you are his under pal.
 
Its a shame that passing that Barter check results in you always having to kill him because he holds extremely long grudges (which lovingly ties in at how he's constantly obsessed.
I liked it because it subverted the 'press skill check = win scenario' thing and you have to figure out what type of guy he is to keep him alive and not trying to kill you.
 
I liked it because it subverted the 'press skill check = win scenario' thing and you have to figure out what type of guy he is to keep him alive and not trying to kill you.
I honestly wish New Vegas had more checks like this, checks you really have to think about before passing them. The majority of checks in New Vegas are really win buttons (which i don't mind since showing your expertise in an area makes sense), but more checks like that Barter check would have been welcomed.
 
It's pretty ok, team went to work making the area interesting and unique, and more things where implemented decently to great than badly imo
I also like that the forced linearity fits the story, some might hate that but different isn't bad, and ngl I think this dlc has really good npcs
 
Honestly it's just the damn HoloGun thing. It's shit. If Elijah/Dog whomever let you have your normal guns, or even just a choice of one or two with some ammo, most people would enjoy DM a lot more.

But since I have to take my damn sneaky sniper thief rogue character and turn them into a energy gun fanatic, the difficulty level skyrockets; well, the sneakiness helps a damn lot. I basically just bumrush the BAR and Police Pistols to feel a bit at ease.

A sneaky knife assassin would have little problems, I guess. Or a Melee char. Or, of course, a energy gun char. But I guess most of us went with guns.

I like DM, it's a sideshow, it's a fun sideshow. Going around this creepy villa with creepy people after a vault of damn gold with a cast of supporting buffoons feels right. Like a Revisionist Western movie of a Revisionist Western series. I love that shit. I love the Sierra. It's an alright DLC.

Just let me keep my damn guns and clothes.
 
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People complain about the Holograms and the Speakers, but personally they're my favourite part of Dead Money.

It's very difficult to make you feel vulnerable when you can largely shoot your way past problems. Putting you in a situation without your gear, where you're forced to follow a certain path at risk of your own life, where there are countless things that could kill you that you can't just shoot back at...

It creates a very tense situation that I don't think you could get if it was shooting Ghost People with your maxed out gear in an open ended adventure.
 
Those bear traps annoyed the heck outta me. I finished all of the other DLCs and just gave up on Dead Money. It's just that frustrating. I do like the story though.
 
I consider Dead Money and Freeside as the best post-fo1-fo2 parts.

Freeside is one of those places that makes me frustratingly desire a higher graphical fidelity for Vegas to match the quality of writing. A run down art-deco Freemont street in the shadow of New Vegas, a ghetto full of post-nuclear bootleg amusements and human suffering. Given to a talented artist with a great engine, can you imagine?
 
Freeside is one of those places that makes me frustratingly desire a higher graphical fidelity for Vegas to match the quality of writing. A run down art-deco Freemont street in the shadow of New Vegas, a ghetto full of post-nuclear bootleg amusements and human suffering. Given to a talented artist with a great engine, can you imagine?
I like the jankiness of the FO3 and FNV engines. It has charm.
 
I liked all the DLCs. But in terms of exploration and loot (aside from Gold Bars) Dead Money is the weakest of the dlcs. Rarely use Dead Money Weapons outside of Dead Money itself. the Story was pretty good though. and i like the companions Dog/God is the best. Old World Blues or Lonesome Road would be the strongest in terms of loot for Weapons, Armor, etc. Honest Hearts is okay.
 
It was so eerie and quiet in this dlc. It felt really good, possibly one of the best fallout ambiences I have ever seen. The Villa didn't feel too repetitive either.

The thing that made the dlc so good was the melancholy mood, sneaky feeling, and overwhelming feeling that you were being watched. Who knows what was watching you from the cloud?

By the way a famous Gambryo engine glitch for this dlc involved the ghost people. They were supposed to have the lowest perception of any enemy in the game and were easily sneaked by. Their perception was set to zero I believe. However when something is set to zero in Gamebryo it tends to go to some infinitely high number due to said glitch.

Edit: Seems like its only bugged for special stats IDK

Anyways noticed how the ghost people saw you through walls and from hundreds of feet away? mmmhm not intended behavior my friend...

There is a mod to fix the Ghost People perception bug here: https://www.nexusmods.com/newvegas/mods/54401

One more thing, there was this REALLY good mechanic that many people do not notice. Remember when Dean Domino says that the Ghost People are roused by noises and are attracted to it? This feature surprisingly exists in the game. If you shoot guns or use any loud explosives MUCH more Ghost People spawn as you advance than they would otherwise. They become bolder as well.

A good example of this is at the central fountain where Vera hologram is. In the side alleys near the Salida del Sol and Puesta del Sol doors Ghost People will occasionally spawn as the game progresses and the more guns you shoot. They wont spawn there early in the dlc. Coincidence? I dont think so.
 
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It was so eerie and quiet in this dlc. It felt really good, possibly one of the best fallout ambiences I have ever seen. The Villa didn't feel too repetitive either.

The thing that made the dlc so good was the melancholy mood, sneaky feeling, and overwhelming feeling that you were being watched. Who knows what was watching you from the cloud?

By the way a famous Gambryo engine glitch for this dlc involved the ghost people. They were supposed to have the lowest perception of any enemy in the game and were easily sneaked by. Their perception was set to zero I believe. However when something is set to zero in Gamebryo it tends to go to some infinitely high number due to said glitch.

Edit: Seems like its only bugged for special stats IDK

Anyways noticed how the ghost people saw you through walls and from hundreds of feet away? mmmhm not intended behavior my friend...

There is a mod to fix the Ghost People perception bug here: https://www.nexusmods.com/newvegas/mods/54401

One more thing, there was this REALLY good mechanic that many people do not notice. Remember when Dean Domino says that the Ghost People are roused by noises and are attracted to it? This feature surprisingly exists in the game. If you shoot guns or use any loud explosives MUCH more Ghost People spawn as you advance than they would otherwise. They become bolder as well.

A good example of this is at the central fountain where Vera hologram is. In the side alleys near the Salida del Sol and Puesta del Sol doors Ghost People will occasionally spawn as the game progresses and the more guns you shoot. They wont spawn there early in the dlc. Coincidence? I dont think so.

Can you misdirect them by firing and moving to a different spot?
 
Can you misdirect them by firing and moving to a different spot?
I really dont know, but in general it seemed the more loud weapons you shot, the more spawned where you were at least. The engine seems limited to what it can do in your general area.
In Far Cry 5 things were always happening all over the map regardless if you saw them or not. The YES hollywood style sign in the distance gradually got smashed up the more hours I played. I attributed this to AI pilots crashing into it completely randomly. Believe me, they do random ass crash all over the place in that game.

I think we could use a simile here with Minecraft as an example:
1. There is a "mood" value programmed in the engine, this bar raises up slowly depending certain variables occurring in the game. This number which is found in a 0-100% form can be seen through the debug screen.
2. This mood value advance can be increased by the presence of blocks with a dark light level, and can be reversed by being in a bright environment.
3. In a dark location and being very low on the Z coordinates (up-down). This percentage will rise very very fast.
4. When this number rises to 100% a random cave sound is played and is reset to 0%.

Back to Dead Money:
1. We got some sort of similar system in place as above.
2. Whenever loud noises are registered in the Gamebryo engine the percentage raises up
3. The Ghost People spawns are changed accordingly

Another occurrence that may be of interest is that after the DLC is finished and you've escaped the casino there is this loud wailing sound at intervals and the Ghost People spawn in large numbers and aggressively.

This is only a HYPOTHESIS. But the Minecraft stuff is true.

One more fun fact. It would seem that the Ghost People are completely unrecognizable from humans. They appear to have a decentralized nervous system and appear to have Pneumatically powered limbs!

I think Dog mentions to you that their flesh tastes like metal and has air pockets(???). This might explain their jerky movements and their startling speed. When you "kill" them one or more of their limbs explodes and they lie still. But when you look at their masks they continue to breathe. In my humble opinion they simply have lost the ability to move when the security of their air pneumatic system is violated.

Also when you just lower their health bar to zero and they fall over "dead", you once again have simply violated their air pneumatic system and they have to "repair it". After this they make a distinct "sucking" sound as they reengage their repaired air pump legs and arms and whatnot.

The fact that headshots do not hurt them extra leads me to the conclusion that their nervous system is decentralized, like some sort of primordial creature.

Another hypothesis is that they have obviously evolved around their suits and that they heavily rely on the suit for their new body's survival.

Overall they are a fascinating Fallout abomination. I would like to shake the hand of the person who dreamed them up.
 
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