Playing New Vegas after fallout 2

Tiny Tim

Still Mildly Glowing
Like many of my generation i got into Fallout through bethesda's fallout 3 ( which i now think more as a spin-off ) but it was new vegas that got me loving the series and playing the original games . I'm kind of new to gaming ( i'm mostly a film buff ) , so what i really liked about new vegas was its good writing . Till then i thought that poor writing was a thing to be expected in all games . Little did i know that games weren't always so shallow and commercialized .
Getting into the old games took some time getting used to , but it was something i really enjoyed .
These days i'm replaying new vegas for the 5th time or something , but it's my first time playing after the old games . And though i'm liking it even more than i did before , some aspects of it seem pale in comparison to the old games .

First thing i'm thinking of is the dialogue system . In New Vegas , 70% of dialogues ( so most that are not part of a quest ) consist of you questioning others . They don't seem to mind telling you their life's story while asking you nothing . What's more , in many cases your replies ( if any ) don't really mean that much . You just have to go through all the choices like you're questioning them or something . This was somewhat the case for the old games , but really not so much . If you went into a bar in fallout 2 , you'd have to actually buy a drink to get the bartender to talk to you . To talk to the customers you'd have to buy them a drink as well . People would often ask you who you are and where you're coming from , as they would in real life . And most importantly , you very often had the choice to piss someone off with your replies . In new vegas , you can kill everyone ( which is great , in bethesda's games you'd knock them unconscious or something ) but then your character would be a bit of a maniac, killing people for no apparent reason . In fallout 2 i did a walkthrough where i was rude bastard to everyone , which more often than not resulted in fights to the death . This kind of thing was missing in new vegas .

On a somewhat similar note , being a goody two shoes in fallout nv felt natural . In fallout 2 , while i'll admit that the game encourages a good player , you constantly feel like people are trying to fool you . So when someone says " hey , pay me my debt " or offers you alot of money , you have to choose doing the good thing , what comes naturally is " yeah give me my money " . More importanlty , in fallout 2 being bad is often more rewarding than being good . This gives you the " temptation " to do evil things .

Speaking of which , what became of robbery ? In NV you could only really rob the Van Graffs ( which a good character will usually do, seeing as how they become hostile even when you take the diplomatic path to Cassidy's quest, so it's not really robbery ) . Killing any other merchant would result in the merchandise dissapearing from their inventory. ( any mod that " fixes " that ? )

There are other things that i miss , particularly the crowded cities , though i suppose this is natural since nv takes place in the desert . And most of all the whole " underground " atmosphere of the old games , which felt like i was watching one of john carpenter's great films .

Overall , i've come to think of New Vegas as an excellent farewell tour . This even makes sense thematically . You have the remnants of some of the old factions ( mutants , brotherhood , enclave ) but they are finished and they know it . Even the NCR folks don't know what they're doing anymore and are missing their home . The families are secretly missing the tribal days . Mr House also is stuck in the past . Benny has the right idea about him ( this jerk is the only character that looks foward really ) . To say nothing of Ceasar's legion , immitating ancient rome . The khans too , finished . All this nostalgia really gets to me , because i feel that something really is lost and it will never be as glorious and strange . But we can still gamble in new vegas ( war never changes ) and it is lots of fun , something to be grateful for .


Sorry for the long post . So what are you guys missing from the old games while playing New Vegas ?
 
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I'm with you on the dialogue; I also noticed how a lot of the stuff you say is either a question or not all that meaningful, but you have to keep in mind that New Vegas isn't working with a character from a clear background. In Fallout 2, the Chosen One is always a tribal (hence, why they're called the Chosen One to begin with) so it's easier to write your responses to a character asking where you're from. In New Vegas, they chose not to limit you at the cost of not being able to express your past in dialogue; even when you are given the choice, it's mostly by establishing if you have done something or other (say, implying you banged a chick in Montana eighteen years ago) rather than giving your actual life story. I doubt Obsidian overlooked this aspect but they probably didn't want to tie the player down.

Either way, they got better in some aspects. PoE actually allows you to choose from a combination of backgrounds and homelands which provide different bonuses and come up in conversation occasionally (although not as much as they should), which is something I enjoyed.

I don't know about the "buying people a drink" aspect, but it wasn't rare to find people telling you their life story in Fallout 2 either. Though I'd be fascinated by a roleplaying game where you don't behave like an absolute creep, it's probably a streamlining and gameplay issue more than anything; players would probably not be so keen to learn about characters if they have to spend money every time to do so or some other inane thing.

Robbery is more to do with how merchants work than anything else. In Bethesda's gamebryo engine, vendors have two separate inventories; their equipment and their merchandise. The latter is hidden away somewhere the player can't reach in a container of some kind and is accessed through the barter screen. It's very likely that this was done to prevent players from just pickpocketing the merchant's entire stock (proving that Bethesda is entirely aware of how broken their stealth is and just doesn't care) and/or just killing them for it.

Since robbery was stupidly easy in Oblivion (the first permutation of the New Vegas engine) due to the lack of guards in the actual shops and the fact that there were no limitations to selling stolen stock, players who adopted this system could reach a stage where they owned more money than everyone else in the world combined in a matter of minutes.

Of course, this could have arguably been fixed in New Vegas by giving the merchants even more guards and better equipment to discourage even higher level players, as well as giving them very low or just zero chance to being pickpocketed to disallow and exploit; but that would have probably broken immersion considering they sell mostly junk and I think the inventory system is tied to a merchant's function, so it would have required more fiddling than it was worth.
 
Do remember that Obsidian were only given a measly 18 months tops to make this game. If given 4-5 years like a Beth title would've got, this would've been even better than what we got. And what we got was amazing already (NV is my fave game of all time incidentally... so it pains me to think how much better it could've been if not for Beth).
 
There are other things that i miss , particularly the crowded cities , though i suppose this is natural since nv takes place in the desert .
I'm afraid that Gamebryo is the cuplrit, consoles would choke on crowded cities full of 3D life. >_>
Also, a great chunk of Freeside has been cut off due to lack of time IIRC.

So what are you guys missing from the old games while playing New Vegas ?
Thoroughbred skill system. The old one worked on 0-100 scale, while the new one consist of 4-steps threshold. (i.e. 25/50/75/100 points needed for picking locks? That's four types of locks and nothing between. You could've picked incredibly hard lock with low skill, enough luck, and a lot of tries in F2.)
 
I miss how you weren't so limited when picking locks in the original titles. Got a locked door? No problem, grab a crowbar, some explosives, or just brute force that dang thing into submission. Plus you never had to deal with fucking bobby pins. Who ever thought that stupid mini game with the damn bobby pins was a good idea should be taken out back and shot.

But I digress, a lot of the better game mechanics forged in the originals got left in the past to be replaced with adhd preventive measures because I guess games that were originally marketed to adults is now for kids?
 
I'm afraid that Gamebryo is the cuplrit, consoles would choke on crowded cities full of 3D life. >_>
Also, a great chunk of Freeside has been cut off due to lack of time IIRC.


Thoroughbred skill system. The old one worked on 0-100 scale, while the new one consist of 4-steps threshold. (i.e. 25/50/75/100 points needed for picking locks? That's four types of locks and nothing between. You could've picked incredibly hard lock with low skill, enough luck, and a lot of tries in F2.)
Even with a powerful PC like mine, adding more NPCs via mods to make the world feel more alive pretty much brings the game to its knees. So yeah, the engine simply can't cope. Unsurprisingly.
 
I know little about the technical limitations , but i guess i still think they could have written more ncps that could be interacted with . I mean , megaton in bethesda's fallout 3 had a bunch of them . So in a sense , you walked into megaton and it kinda felt like a populated town .
 
The thing is, they DID write a crapton of NPCs that could be interacted with in Freeside and the Strip. There's even cut content mods that restore it:

http://www.nexusmods.com/newvegas/mods/46355/?

http://www.nexusmods.com/newvegas/mods/38056/?

Problem is that it bogged down console ports of New Vegas, and therefore they had to cut it. You need to remember that although it doesn't seem like it at times, New Vegas has a lot more going on than Fallout 3 mechanics-wise, so adding a ton of random NPCs only bogs the game down. Of course, I can handle both of these mods with my PC, but I can sorta see why console wouldn't.

It's just another example of console ports messing with a fantastic game. You can't blame Obsidian for it though, they did try to add as many NPCs as possible. The shitty Gamebryo Engine just couldn't handle it.
 
I know little about the technical limitations , but i guess i still think they could have written more ncps that could be interacted with . I mean , megaton in bethesda's fallout 3 had a bunch of them . So in a sense , you walked into megaton and it kinda felt like a populated town .

I disagree, Megaton was just put together cleverly. The circular way it was built meant that you were always looking at almost every NPC in town no matter where you were, making it seem a lot more populated than it was.
 
You're probably right . But what i mean is : counting the people in the bars , shops and homes , it had more characters than , say , goodsprings , primm etc and about as much as klamath
 
You're probably right . But what i mean is : counting the people in the bars , shops and homes , it had more characters than , say , goodsprings , primm etc and about as much as klamath

But Megaton is meant to be a central location and town while Primm and Goodsprings are just desert towns with occasional traders passing through.

What I will say though is that Primm is terribly designed. There's no centrality to it or structure; people just sort of live there. I can excuse Goodsprings, but for a town like Primm that's established as being at least a footnote if not actually 'on the map' it should have some sort of market area or something similar; instead, it just has a few houses, the Mojave Express and a casino nobody seems to own.
 

The Casino is Primm's main source of income. Once the Casino's restored you can see a lot of the normal townsfolk of Primm actually work as dealers at the casino. That's their main source of income, and it's also where Johnson Nash gets the money to run his post office/general good store. There's also the fact that Ruby Nash actually has a deal with the NCR where she delivers them loads of radscorpion casseroles for large profit. You can find this out from the Cook at Camp McCarran in this quest: http://fallout.wikia.com/wiki/Poor_Meat_Never_Makes_Good_Soup She'll mention it when you ask her about a meat trade. It's not terribly designed at all, it's fairly obvious the entire town is structured around the casino. Hell, it's even their safe haven when the Powder Gangers attack.

Johnson Nash's postal service and Ruby Nash's meat business are just as important businesses in Primm however. Without Nash there wouldn't be an official postal service in the entire Mojave, and Ruby Nash is one of the main people keeping the NCR fed.
 
Double snip

I assumed people worked at the Vikki and Vance Casino since everything is on, but the only time I ever saw anyone working there is before I freed the town from the Gangers; otherwise, it is consistently empty.

As for Ruby Nash, I never completed that quest by going to her; I wasn't even aware it was an option. I assume you mean she tells you that she's been selling her casseroles and not that you work out a deal for her during the quest, since that would mean profits began after you arrived and would mean it didn't count.

Aren't there other Mojave Express outposts around the Mojave?
 

Clearly you haven't explored Primm after saving it. If you wait 3 in-game days after choosing a sheriff for the town, a gang of NCR deserters move into the casino. You can either kill them or convince them to shove off with a speech check. No matter which option you pick, if you wait another 3 in-game days, the casino will open again and you'll be able to use it and play it just like the ones on The Strip. It takes 6 in-game days to function basically. All the townspeople save for Johnson Nash and Ruby Nash work there.

And no. Johnson Nash runs the only courier business in the Mojave. There are Mojave Express delivery boxes scattered around, but those are just for delivery and drop-off purposes, they're all owned by Johnson Nash. Besides, if there were more courier services besides Nash's, why wouldn't Mr. House hire a courier station closer to Vegas instead of sending an envoy allll the way down to Primm to handle the Platinum Chip delivery?

And basically with Ruby Nash she traded with NCR before, she says this. Obviously trade with NCR stopped once the town was pillaged by the Powder Gangers, but you can basically set their deal back up once you save Primm. Thus why she's involved with the quest and is one of the people who can provide meat to Camp McCarran.
 
Clearly you haven't explored Primm after saving it. If you wait 3 in-game days after choosing a sheriff for the town, a gang of NCR deserters move into the casino. You can either kill them or convince them to shove off with a speech check. No matter which option you pick, if you wait another 3 in-game days, the casino will open again and you'll be able to use it and play it just like the ones on The Strip. It takes 6 in-game days to function basically. All the townspeople save for Johnson Nash and Ruby Nash work there.

I have, but just to make sure I wasn't imagining things, I checked again and found nobody there. After checking the wiki to confirm your story, I have come to the conclusion that my game is bugged.

In other breaking news, water is wet.
 
Well at least I could kinda clear up your doubts about Primm just being a random shithole in the desert.
 
Well at least I could kinda clear up your doubts about Primm just being a random shithole in the desert.

Even with your points Primm still is a random shit hole in the desert. But then again every location is depending on your perspective.

I rarely ever messed with Primm because it was nothing more than a tedious pit stop for early game for me. Even when I ventured back to it out of sheer curiosity I found nothing of worth or note.

I think the only reason for me to stop by the place at about the mid point of the game was to buy ammo (If I had the NCR take over). And that was it.

Only through mods did I manage to get some definable usefulness out of the dying town.
 
This is partly what i meant about missing the towns . The towns make perfect sense the way they are written i believe , it's just that they ain't big towns anymore .
Primm : at one point the casino and the hotel ( i think ) were working , and we know the traders from the 188 were there too . So it was kind of a major settlement . Now it's dying , even when you get the casino working again .
Nipton : Probably a major settlement , in flames by the time you get there .
Searchlight : same .
Boulder City : At one point it had lots of life , now competely empty ( save for the barman ) because of the dethclaws at Quarry Junction ( now also empty )
One might even suspect that bonnie springs was at one point a populated settlement before it was taken over by vipers .

But now , outside of the areas surrounding vegas , we're left with Goodspings , Novac and Jacobstown .
 
Boulder City : At one point it had lots of life , now competely empty ( save for the barman ) because of the dethclaws at Quarry Junction ( now also empty )
Actually it's empty because it was blown up by the NCR in order to take out a large Legion force. Sloan is the small mining settlement that can't do anything due to Deathclaws.
 
If i remember correctly , the barman tells you that boulder city was full of life ( workers ) until the works stopped at quarry junction
 
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