Lonesome Road Talk (obviously spoilers)

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willooi said:
Ophiuchus said:
Question:

[spoiler:762c27e05f]Is there a dialogue branch before mentioning the tapes? I got the White Legs tape but didn't see any dialogue options pertaining to it.[/spoiler:762c27e05f]

Yeah, an option like "I've heard your thoughts through your tapes"... how many of them have you found? I'm guessing you need at least two - but finding more of them doesn't seem to bring up additional choices later on. It might have to be the Big MT one, as I recall he goes into discussion about 'asking the question but fearing the answer'...

Just checked my save before the confrontation - I have tapes y.17.15 and y.17.21 and there's no tapes dialogue.
 
DevilTakeMe said:
I wouldn't at all be surprised if Ulysses created many (not all) of the blocked passages himself with the warheads placed specifically to drive home his message that the Courier causes destruction and death in the wake of his wanderlust, in his twisted sort of logic.

Makes sense, cheers.

DevilTakeMe said:
He did have bit of time from when he got to the Divide and when he contacted the Courier to plan and put together this plan. He even knew that he'd need ED-E to put his own plan into action, and had the Courier deliver it for him.

And so ED-E had some Enclave launch codes in his databanks or something? Yeah, I felt a bit detached from this ED-E as the knowledge in the back of my mind that the 'real' one was waiting back at the Lucky 38 proved quite distracting.

Also, I forget why Ulysses hated ED-E?
 
(Did not read the thread for spoilers)

Anyone else had a bloody hard time? Maybe it's because I run Project Nevada at Very Hard (OK, kinda asking for it, but still), but some areas are tough. Deathclaws kill me in one hit (which is expected with a character with light armor and 4 endurance) but the Tunnellers are the biggest annoyance; they come in big groups and cripple a limb with each strike. Scaring them with the Flare Run hardly works since you need to switch weapon, by the time you do so they are almost free of the panic (and why do creatures afraid of a flare gun aren't bothered by lasers and flamethrowers anyway?). I am stuck on that damn elevator ride, one hit cripples my legs and from there it's game over.

Enjoying it otherwise. Lackluster exploration (too often does it punish you with a wave of enemies coming from nowhere, got a good scare from the Deathclaw on the overpass however), but nice weapons, E-DE is really great and the atmopshere is top-notch, the Divide looks fantastic. I just hope Ulysses starts making some sense further in, but at least he doesn't pause every three words now.

Also, Riot Gear? Fuck yes.
 
Ophiuchus said:
Just checked my save before the confrontation - I have tapes y.17.15 and y.17.21 and there's no tapes dialogue.

Short of going back out to look for them, I can only suggest trying every single dialogue option to see whether they branch out into options about the tapes.

Off the top of my head (the wiki hasn't been updated) and if this helps you with ones you don't have, there were tapes:

- Behind a locked gate near the starting area ahead and to the right side, some outdoors-only base with trucks, inside a duffle bag or container

- At the end of the highway with the deathclaws leading to the fork in the road (left path leads to Ashton silo, right path leads to Junction 7 rest stop), in a makeshift camp site

- Behind a locked gate near the Marked Men guard outpost, and you need the 'warehouse stash key' to get to it from a corpse

...I've forgotten where the others are =(
 
Were the tunnelers ever dealt with? Ulysses said they would become a huge problem, spreading out to the rest of the wasteland and massacring towns in less than a year.
 
sR said:
Were the tunnelers ever dealt with? Ulysses said they would become a huge problem, spreading out to the rest of the wasteland and massacring towns in less than a year.

Nope. Maybe they'll appear in a future DLC or game?
 
willooi said:
Ophiuchus said:
Just checked my save before the confrontation - I have tapes y.17.15 and y.17.21 and there's no tapes dialogue.

Short of going back out to look for them, I can only suggest trying every single dialogue option to see whether they branch out into options about the tapes.

Off the top of my head (the wiki hasn't been updated) and if this helps you with ones you don't have, there were tapes:

- Behind a locked gate near the starting area ahead and to the right side, some outdoors-only base with trucks, inside a duffle bag or container

- At the end of the highway with the deathclaws leading to the fork in the road (left path leads to Ashton silo, right path leads to Junction 7 rest stop), in a makeshift camp site

- Behind a locked gate near the Marked Men guard outpost, and you need the 'warehouse stash key' to get to it from a corpse

...I've forgotten where the others are =(

Nice - thanks for the info. I've decided to start LR fresh from a previous save to make sure I get the dialogue/duster I want.

Edit: Apparently it's extremely difficult to get the Yes Man duster and dialogue options due to how the game checks priority. Ongoing information can be found on VaultWiki here. Hopefully a mod will come out soon to fix this issue, though I reckon console commands would do the trick.

Ilosar said:
(Did not read the thread for spoilers)

Anyone else had a bloody hard time? Maybe it's because I run Project Nevada at Very Hard (OK, kinda asking for it, but still), but some areas are tough. Deathclaws kill me in one hit (which is expected with a character with light armor and 4 endurance) but the Tunnellers are the biggest annoyance; they come in big groups and cripple a limb with each strike. Scaring them with the Flare Run hardly works since you need to switch weapon, by the time you do so they are almost free of the panic (and why do creatures afraid of a flare gun aren't bothered by lasers and flamethrowers anyway?). I am stuck on that damn elevator ride, one hit cripples my legs and from there it's game over.

If you've got OWB, stack Battle Brew with Med-X. Also, Flash Bangs work wonders against Tunnelers. Deathclaws should be treated like in the Mojave: from as far away as possible.
 
Ophiuchus said:
Deathclaws should be treated like in the Mojave: from far away as possible.

Don't forget to use the Flare Gun as well!

[quietly]...Like I did [/quietly]
 
Courier said:
sR said:
Were the tunnelers ever dealt with? Ulysses said they would become a huge problem, spreading out to the rest of the wasteland and massacring towns in less than a year.

Nope. Maybe they'll appear in a future DLC or game?
Quagmire66's dreams for a "Beast Men tribe" centric game may come true?
 
KillgoreKillmore said:
Maybe Ullysses had to walk a different path to get to where he was.

Maybe he can actually climb because he doesn't have to play in a shitty game engine.
 
Walpknut said:
Quagmire66's dreams for a "Beast Men tribe" centric game may come true?

Meh, the tunnelers aren't really "Beast Men" and they aren't really a tribe.

Unrelated: Why are the weapon mods so goddamn expensive? Buying them all is going to take all my Dead Money and snow globe cash.
 
So I got to the high road earlier, and immeadiately jumped off just to see the impact. It was kind of weak how it fades to black halfway through. It was fun throwing corpses off, though.
 
Ophiuchus said:
Hopefully someone can crack open the GECK and see the exact criteria used to determine which alignment takes priority.

Code:
			; Updating the faction checks in case the player returned to Mojave and came back.
			Set nNCRRep to GetReputationThreshold RepNVNCR 1;
			Set nLegionRep to GetReputationThreshold RepNVCaesarsLegion 1;
			Set nHouseRep to GetReputationThreshold RepNVTheStrip 1;

			If (nNCRRep > 1) && (nNCRRep >= nLegionRep) && (nNCRRep >= nHouseRep)
				Set NVDLC04DialogueUlysses.nFaction to 1; (NCR)
				Set NVDLC04DialogueUlysses.nDuster to 1;
			ElseIf (nLegionRep > 1) && (nLegionRep >= nNCRRep) && (nLegionRep >= nHouseRep)
				Set NVDLC04DialogueUlysses.nFaction to 2; (Legion)
				Set NVDLC04DialogueUlysses.nDuster to 2;
			ElseIf (nHouseRep > 1) && (nHouseRep >= nLegionRep) && (nHouseRep >= nNCRRep)
				Set NVDLC04DialogueUlysses.nFaction to 3; (House)
				Set NVDLC04DialogueUlysses.nDuster to 3;
			Else
				Set NVDLC04DialogueUlysses.nFaction to 0; (None of the above)
			EndIf

So it's really just your reputation with a faction, which must be higher than your reputation with any other faction.
 
WorstUsernameEver said:
KillgoreKillmore said:
Not exactly true. The end of Dead Money references a battle between the couriers, not explicitly stating it's Lonesome Road but...it doesn't take a genius to put 2 + 2 together.

Yeah, I mean, they do reference each other vaguely in dialogue but something you do in a DLC won't influence another one.. they're sorta like separate isles.

That's why they are called "downloadable content" and not expansions. :roll:
I've never seen a DLC do this.

In this regard Obsidian was very competent, they did not contradict the main game like A LOT of DLCs do.

Ophiuchus said:
Brother None said:
Really? Is that (statement in the spoiler mark) true? That'd be disappointing.

At least with my Courier who is idolized with NCR and The Strip and vilified with CL. Hopefully someone can crack open the GECK and see the exact criteria used to determine which alignment takes priority.

Well, in my first playthrough I was able to resolve things peacifully having good NCR rep and bad CL rep (I was not Vilified, but it was bad).
In this second playthrough I have "accepted" rep with both factions.

It's interesting because you have the opportunity to use both answears when talking to him, but I intend to use my Legion allignment this time.
Let's see what will happen.
 
Courier said:
Walpknut said:
Quagmire66's dreams for a "Beast Men tribe" centric game may come true?

Meh, the tunnelers aren't really "Beast Men" and they aren't really a tribe.

Unrelated: Why are the weapon mods so goddamn expensive? Buying them all is going to take all my Dead Money and snow globe cash.

The commissary machines take "credit chits" (which hilariously are the same size and shape as bottlecaps) which are based on pre-war prices and currency. And knowing how bad inflation was getting in the US before the war, the weapon mods are being sold at exorbitantly inflated prices.
 
DevilTakeMe said:
Courier said:
Walpknut said:
Quagmire66's dreams for a "Beast Men tribe" centric game may come true?

Meh, the tunnelers aren't really "Beast Men" and they aren't really a tribe.

Unrelated: Why are the weapon mods so goddamn expensive? Buying them all is going to take all my Dead Money and snow globe cash.

The commissary machines take "credit chits" (which hilariously are the same size and shape as bottlecaps) which are based on pre-war prices and currency. And knowing how bad inflation was getting in the US before the war, the weapon mods are being sold at exorbitantly inflated prices.

You would think with such High inflation the US would just peg their cash on the gold standard again (in that universe)
 
Courier said:
Unrelated: Why are the weapon mods so goddamn expensive? Buying them all is going to take all my Dead Money and snow globe cash.

The enemies use very, very expensive guns. If your barter skill doesn't suck, just stock yourself and ED-E full of equipment for your treks to the commissaries (there's what, four of em? They regenerate caps pretty quick)

(no explanation why they give out caps, OWB at least made a gag about it)
 
Brother None said:
Courier said:
Unrelated: Why are the weapon mods so goddamn expensive? Buying them all is going to take all my Dead Money and snow globe cash.

The enemies use very, very expensive guns. If your barter skill doesn't suck, just stock yourself and ED-E full of equipment for your treks to the commissaries (there's what, four of em? They regenerate caps pretty quick)

(no explanation why they give out caps, OWB at least made a gag about it)

Even better, there's one on the back of a truck on the High Road. How does it have power, let alone the ability to replenish itself?

And I think it's because the chits are exactly the same size and shape as bottlecaps (it's own little joke) that they might actually pass for caps to Mojave traders.
 
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