New Vegas a bit rewritten and a bit redesigned

So, I have got this idea since we found out all the retcons and most of the stupid writting, why don't we send it to new vegas nexus?

It definitelly would let us see new vegas closer to what it is supposed to be?
 
It is certainly not a bad solution.

I like the idea of karma myself but I prefer that it mattered little like in New Vegas.

I would be fine with it staying but I would make it hard to rise and to lower.

So let's say I steal 1000 things, then I become Devil, than I can just kill plenty of fiends and be a Saint. This is a problem I have got with karma.

Instead it should be like stole 1000 caps from a rich guy -1 karma. Stole 100 caps from poor familly -30 karma. Make it depend on the circumstances. Also if you free 3 innocent people from slavery it should give you at least 100 karma for each.

Or just scrap it completely, either works really. However I certainly miss karma in shitout 4.

I love the karma system and fo4 made me miss it terriably because you can literally do anyhting and it does matter in the slightest. But yeah I like you're point about the situation thing. But that really would be easy to fixed on the cuz its literally a function you can put into any dialogue etc so pretty simple to do. In my modding efforts 've tried to get the repuation system working however its abit or fudge to get around because the scale that it works on is very confusing. Like for doing something good you might get plus 100 Rep point however how much does that actually mean its kind aof hard to understand. I'm sure I will get the system working in the end. However you can still get things working when you do good things for factions still have effects for example it does't just in the rep system ? Like for example if you do something that trade their become more expensive or something can still be controlled. Its just the player can't see their reputation as a stat
 
Necro time!

Well, after playing a bit of New Vegas with mods, I have come to conclusion that Karma System is really broken.

Steal a ton of stuff, get to the devil rank. Then save 3 people from slavery, refuse reward for helping the refuges, help a girl with her life and familly? Still evil...

Has anybody got any idea how should we fix it?


I actually got pissed at the end of New Vegas, finished it as a very good karma player, I was a despicable person tho. I was rping as a evil guy.
 
I have got a few more, after really long time.

1.Bottle Caps should stop being main currency (carried from shitout 3).

2.Ending of The Lonesome Road when you nuke both factions makes no sense at all.

3.Honest Hearts ending when you decide to side with Joshua Graham. I really dislike that tribals become agressive like this. Why can they not understand that sometimes you need to defend yourself, without going all blood thirsty?
 
3.Honest Hearts ending when you decide to side with Joshua Graham. I really dislike that tribals become agressive like this. Why can they not understand that sometimes you need to defend yourself, without going all blood thirsty?
Because they kicked the White Leg's asses, and for first-time warriors became intoxicated with success.
 
A new one. Ghouls, marked man and such no longer heal from radiation.

The problem is it would kind of break lonesome road that way.

The courier has got radchild perk though... so what do we do about it?
 
3.Honest Hearts ending when you decide to side with Joshua Graham. I really dislike that tribals become agressive like this. Why can they not understand that sometimes you need to defend yourself, without going all blood thirsty?
This only happens if you let Graham execute Salt Upon Wounds. Allowing him to fight or convincing Joshua to stop the massacre gives you a different ending. Because what Joshua Graham was doing wasn't just teaching them to defend themselves he was indulging in his Legate habits.
 
This only happens if you let Graham execute Salt Upon Wounds. Allowing him to fight or convincing Joshua to stop the massacre gives you a different ending. Because what Joshua Graham was doing wasn't just teaching them to defend themselves he was indulging in his Legate habits.

Even if you spare salt upon wounds, the tribes go all bloodthirsty.
 
Sparing Salt Upon Wounds:

T"he Sorrows fought beside Joshua Graham and the Dead Horses, eradicating the threat the White Legs posed to Zion. Seeing the Courier convince Joshua Graham to spare Salt-Upon-Wounds, the Sorrows learned that retribution could be tempered by mercy. Though he despaired at the Sorrows' loss of innocence, Daniel took some small consolation in the Courier's lesson, and prayed it would take root. "

Allow Joshua Graham to execute Salt:

"The Sorrows fought beside Joshua Graham and the Dead Horses, eradicating the threat the White Legs posed to Zion. Watching as the Courier encouraged Joshua Graham to execute Salt-Upon-Wounds, the Sorrows learned that New Canaan offered no mercy to the wicked. The Sorrows' transformation from a peaceful, timid tribe into a merciless, warlike people broke Daniel's heart. Over time, the Sorrows became ever more ruthless in their dealings - even with each other. Daniel traveled to and from between the New Canaanites and Zion, continuing to plead for a return to the old ways whenever he visited. Eventually, the Sorrows grew tired of his blather, and turned their backs on him."

Compare the two.
 
Having helped eradicate the White Legs from Zion, the Dead Horses returned to Dead Horse Point in triumph. They remained neutral toward the Sorrows, but as years went on, there were periods of competitive friction, even violence, between the tribes. The New Canaanites - Daniel especially - intervened regularly as mediators, but found it difficult to reconcile the tribes' conflicts.

The tribes do become much more warlike at the end as long as you help joshua Graham. What I meant is, why isn't there an ending, where a tribe does not go all warlike, but they would still defend themselves?

In any event, what about ghouls being healed by radiation or going feral?
 
The tribes do become much more warlike at the end as long as you help joshua Graham. What I meant is, why isn't there an ending, where a tribe does go warlike, but they would still defend themselves?

Sparing Salt Upon Wounds:

T"he Sorrows fought beside Joshua Graham and the Dead Horses, eradicating the threat the White Legs posed to Zion. Seeing the Courier convince Joshua Graham to spare Salt-Upon-Wounds, the Sorrows learned that retribution could be tempered by mercy. Though he despaired at the Sorrows' loss of innocence, Daniel took some small consolation in the Courier's lesson, and prayed it would take root. "

You mean the one where you spare Salt?
 
You mean the one where you spare Salt?
The defeat of the White Legs in Zion marked a turning point in the fortunes of the Happy Trails Caravan Company. Every two months, the caravan met with the New Canaanites in Zion Valley to trade. Happy Trails soon returned to prosperity. The vigilance of the Sorrows and Dead Horses in defending southwestern Utah, initially startling to Happy Trails caravans, soon proved a blessing. The tribes united against the 80s, driving them back from Highway 50, and thus opening yet another trading route for Happy Trails caravans.

I was talking more about it. Then again, I could have misinterpreted the ending of honest hearts.

Either way, I think we should stop at it. Anyway, is there anything that we could change.
 
I think Karma would be hardly missed if it were removed, but it needs something in its place. The general feeling (which I share) seems to be that there needs to be something that enhances what little roleplaying the karma system provided; i.e. bad karma players will often be known for their cruelty or get more amoral results in conversation. Faction reputations are good and all, but it seems odd that one can essentially become Deputy King of Caesar's glorified fan-club and there will still be factions who have no idea who you are.

A good replacement could be the reputation system they used in PoE, or rather the enhanced one they're planning for PoE II. Each type of response gets you a certain reputation, and you come to be known for those types of attitude; people will recognise as the silent type/cruel despot/complete jackass that you are. On top of that, the enhanced system makes it so one is only known for lying when they are bad at it and will not be recognised by people who have no reason or means to know them.

If a karma system is absolutely necessary, then it needs to be on two axes instead of one. The most obvious example would be the D&D alignment chart, where a distinction is drawn between what is moral and what is lawful; this would remove one of the most common complaints that killing a raider nets you good boy points, put taking their stuff removes it.

One could also add a perk whose effects change depending on moral standing, like the Lonesome Road coat.

However, regardless of the changes, the karma placements need a serious straightening out. There are multiple instances throughout the game that, due to oversight or a bug, completely break the system, and others that just don't make sense. Making Caesar more complex and interesting by giving him neutral karma is nice and all, but smacks as something of a contradiction when all of the people who follow his orders are marked as evil.

In any event, what about ghouls being healed by radiation or going feral?

I'm fine with ghouls being healed by radiation since Fallout is based more on what radioactivity was understood to be in the 50's rather than today. Failing that, there's also the other FoBible chapter that says they might be a result of airborne FEV, so eh.

I would like it more if ferals went back to be what they were; shambling husks of their former selves who might only attack when you get too close. It would be interesting to see them congregate in groups in cordoned-off sections of the Vegas sewers or abandoned towns, and the player having to navigate through them hoping to god they don't provoke any of them. There could also be some who have lost the will to even move, easily confused for corpses; should the player try to loot them, they would be startled and go hostile.

The role of Bethesda's ferals could be taken up by Desert Walkers, banished ghouls who have gone mad from the desert heat. Some of them may be normal ghouls and some of them may be shamblers, who only attack you when you get within their range. The normal ghouls could carry simple meelee weapons and would be tougher than their sane cousins due to the harsh rays of the sun hardening their skin to a leather-like state.

Lastly, Feral Ghouls in the traditional sense could still exist, but it would be explicitly explained that they are not so because of some inevitable part of ghoul ecology; rather, they are unique ghouls who have, for some reason or another, been trapped in various inescapable places or otherwise placed in isolation for an unbearable amount of time, causing them to regress to their more animalistic instincts. They might not even have to be hostile; depending on how they had to adapt to survive and how long they've been isolated, they could be shier, more open to friendship or even speak a tiny bit.
 
I think Karma would be hardly missed if it were removed, but it needs something in its place. The general feeling (which I share) seems to be that there needs to be something that enhances what little roleplaying the karma system provided; i.e. bad karma players will often be known for their cruelty or get more amoral results in conversation. Faction reputations are good and all, but it seems odd that one can essentially become Deputy King of Caesar's glorified fan-club and there will still be factions who have no idea who you are.

A good replacement could be the reputation system they used in PoE, or rather the enhanced one they're planning for PoE II. Each type of response gets you a certain reputation, and you come to be known for those types of attitude; people will recognise as the silent type/cruel despot/complete jackass that you are. On top of that, the enhanced system makes it so one is only known for lying when they are bad at it and will not be recognised by people who have no reason or means to know them.

If a karma system is absolutely necessary, then it needs to be on two axes instead of one. The most obvious example would be the D&D alignment chart, where a distinction is drawn between what is moral and what is lawful; this would remove one of the most common complaints that killing a raider nets you good boy points, put taking their stuff removes it.

One could also add a perk whose effects change depending on moral standing, like the Lonesome Road coat.

However, regardless of the changes, the karma placements need a serious straightening out. There are multiple instances throughout the game that, due to oversight or a bug, completely break the system, and others that just don't make sense. Making Caesar more complex and interesting by giving him neutral karma is nice and all, but smacks as something of a contradiction when all of the people who follow his orders are marked as evil.
I haven't played PoE so I don't know, but Age of Decadence's General Reputation system is also quite neat:
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I'd also like to mention that I think hacking should be expanded upon. Always bothered me that even though I could have max science skill and robotics expert perk I didn't have any extra options when hacking terminals that controlled robots or turrets. It would be nice if at higher skills you could turn the robots/turrets into allies.
 
I'd also like to mention that I think hacking should be expanded upon. Always bothered me that even though I could have max science skill and robotics expert perk I didn't have any extra options when hacking terminals that controlled robots or turrets. It would be nice if at higher skills you could turn the robots/turrets into allies.

I think it'd be cool if a high enough Science skill could get you to control most systems in the building you're in from any terminal. Get up a floor plan and select which turrets you want to control, which doors you want to lock/unlock, etc.

To counter this, the lockpick skill could be made more useful by making more doors and containers locked, or by making it offer the player a new route to take that hacking doesn't unlock.
 
To counter this, the lockpick skill could be made more useful by making more doors and containers locked, or by making it offer the player a new route to take that hacking doesn't unlock.
I think Bethesda's way of implementing lockpicking sucks to be honest.
You are pretty much forced to invest in lockpicking even if you're not interested in playing a character that can open locks. In classic games you could just explode or force locks, but in Bethesda's Fallout games you can only unlock them by using lockpick skill and some you can use terminals as a secondary way. But if I want to play a dumb, muscle bound "giant" of a human that punches deathclaws and doesn't know anything about science or locks, my character will not be able to open any locked door/chest.
 
I think Bethesda's way of implementing lockpicking sucks to be honest.
You are pretty much forced to invest in lockpicking even if you're not interested in playing a character that can open locks. In classic games you could just explode or force locks, but in Bethesda's Fallout games you can only unlock them by using lockpick skill and some you can use terminals as a secondary way. But if I want to play a dumb, muscle bound "giant" of a human that punches deathclaws and doesn't know anything about science or locks, my character will not be able to open any locked door/chest.
Thankfully, in this case, mods fixed it. I remembered there's one, but I can't remember what it's called....
 
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