Your "WTF" moments in NV playthroughs

Lexx said:
I was very "wtf" when Hanlon told his story about the small town called Rattletail. It was just so wtf.

Oh, it's a good story. But it's the same type of Cannibal Johnson, only longer.
 
Courier said:
Stanislao Moulinsky said:
and it has a trait that makes you a target of a group of mercenaries

What's the upside of the trait?

Loot?

He said:
I installed a mod named More Perks, and it has a trait that makes you a target of a group of mercenaries. The rest of the mod is decent, however.

So there most be other perks and traits that he did not mention -- and one really horrible trait that he did mention.

Edit: Sorry, I misunderstood the question... Some traits give you a good side-effect and a bad side-effect. So you must be assuming that since mercenaries are constantly after you, that there must be something good happening too. I just assumed that it was like the wild wasteland perk, where you don't really have a bonus or penalty to anything.
 
outofthegamer said:
...I just assumed that it was like the wild wasteland perk, where you don't really have a bonus or penalty to anything.

You have a penalty AND a bonus: your penalty is not being able to obtain YCS/186 and your bonus is the Alien Blaster.
If you are a energy weapons build, you are losing one the best weapons for sniping.

But the real bonus is the wacky content. ;)
 
^^^ Maud's Muggers had me laughing soo hard the first time I encountered them.
 
brfritos said:
You have a penalty AND a bonus: your penalty is not being able to obtain YCS/186 and your bonus is the Alien Blaster.
That's true.
Then, I guess the only upside is, as Courier said: Loot?
If you manage to survive the hellish encounter with the mercenaries sent to kill you (lower the difficulty?) then you can get loads of combat armor, weapons, and ammo -- I suppose.

Also, I always choose the Alien Blaster. It's ability to clear out a cave filled with deathclaws is unmatched, IMO.
Works well on a tent filled with praetorian guards, too. :wink:
 
tonight I was doing Boone's Quest with my new build, everything was just fine, I arrived at Coyote tail ridge, spent the night there and the Legion attacked, so we went to kick some ass, but as soon as we started fighting the game crashed, At first I tought it was just your generic crash and just restarted the game, but everytime Boone shoot for the first time it crashed over and over again. after some fiddling I tried removing Boone's weapon, a Caravan shotgun, and surprise apparently thta was what was causing the crashes for some reason. Don't know what the hell was up with that.
 
outofthegamer said:
Also, I just went in North Vegas Square <SNIP> I talked to a guy named Jules who has a few speech challenges. First you need guns at 50, then survival at 60, then I dont know what. Anybody know what happens if you pass his survival speech check? I never raise my survival up that much, and don't really want to if right after that he gives me a Barter at 70 speech challenge.

With a ridiculously useless skill set you can pass the checks about being a badass survivalist and get him to impart reloading recipes for the .45-70 and .44 semi-wad cutter rounds.

Suddenly the ranger sequioa becomes completely unstoppable...

Put one on Cass with some of the SWC ammo and enemies will drop like flies as she cranks them from the hip and bypasses pretty much anything but real power armor DT.
 
whirlingdervish said:
outofthegamer said:
Anybody know what happens if you pass his survival speech check?

With a ridiculously useless skill set you can pass the checks about being a badass survivalist and get him to impart reloading recipes for the .45-70 and .44 semi-wad cutter rounds.

Suddenly the ranger sequioa becomes completely unstoppable...
It's funny that you mention that, I just finally raised my survival skill to 60 to see what he says. Seemed kinda useless, so I didn't save.

My Ranger Sequoia with hollow point rounds takes down almost anything in 1-shot.... except deathclaws. I suppose I would need AP rounds for deathclaws... or would SWC rounds work better for DCs?
 
Current playthrough, was following traditional RPG practice by looting Camp Golf of everything usefull when I wonder into one of the tents and find this...



Turned out Camp Gold has a slight pathing problem when it comes to NPCs.
Well at least Arcade made a few friends.
 
whirlingdervish said:
With a ridiculously useless skill set you can pass the checks about being a badass survivalist and get him to impart reloading recipes for the .45-70 and .44 semi-wad cutter rounds.

Useless? Why? Raising Survival to 50 is hardly a waste and then you need just a magazine.

Also, he gives you the recipe only for the .44SWC. For the other you need the Hand Loader perk.

My Ranger Sequoia with hollow point rounds takes down almost anything in 1-shot.... except deathclaws. I suppose I would need AP rounds for deathclaws... or would SWC rounds work better for DCs?

Yeah, they work better...especially because there's no regular .45-70 AP ammo. :P But the .45-70SWC is actually better since it deals more damage even on unarmored enemies.
Be warned, though, that it puts a severe strain on your gun's condition. You'll better have Jury Rigging and/or Raul with Full Maintenance.
 
Stanislao Moulinsky said:
the .45-70SWC is actually better since it deals more damage even on unarmored enemies.
Be warned, though, that it puts a severe strain on your gun's condition. You'll better have Jury Rigging and/or Raul with Full Maintenance.
In that case, i will just stick with .45-70HP ammo* for everything except heavily armored people and deathclaws, and use my sniper rifle (from a distance) for deathclaws.

*best thing for cazadores, btw.
 
Stanislao Moulinsky said:
whirlingdervish said:
With a ridiculously useless skill set you can pass the checks about being a badass survivalist and get him to impart reloading recipes for the .45-70 and .44 semi-wad cutter rounds.

Useless? Why? Raising Survival to 50 is hardly a waste and then you need just a magazine.

Also, he gives you the recipe only for the .44SWC. For the other you need the Hand Loader perk.

My Ranger Sequoia with hollow point rounds takes down almost anything in 1-shot.... except deathclaws. I suppose I would need AP rounds for deathclaws... or would SWC rounds work better for DCs?

Yeah, they work better...especially because there's no regular .45-70 AP ammo. :P But the .45-70SWC is actually better since it deals more damage even on unarmored enemies.
Be warned, though, that it puts a severe strain on your gun's condition. You'll better have Jury Rigging and/or Raul with Full Maintenance.

I found the survival skill to be kind of worthless unless I play hardcore or want to roleplay campfire cookout. (making bunches of slashers can be good, but I rarely need chems with a good guns char)

Didn't realize that Jules doesn't give you the 45-70 recipe tho..
That makes the points into survival seem even sillier to me, since I get hand loader on the majority of my playthroughs.
 
whirlingdervish said:
I found the survival skill to be kind of worthless unless I play hardcore or want to roleplay campfire cookout.

Frankly I can't find reasons to not play without Hardcore. All the advantages you have without it fucks up the balance of the game. Endurance becomes useless, Charisma becomes even more useless, investing in Medicine or Survival is a waste, the economy of the game is even more screwed because you can just sell all the ammo you don't use, battles are made even easier because Stimpacks heal instantly (and recover limbs too) and so on.
 
My WTF moments in Fallout New Vegas would have to be:

1. A Giant Radscorpian spawning in the Mojave Outpost killing Ranger Ghost and several random NCR troopers, did provide me with some good loot at an early level though :)

2 For some reason Vikki and Vance casino chips stayed in my inventory allowing me to make unlimited caps, it did take the challenge out of the game though.
 
whirlingdervish said:
I found the survival skill to be kind of worthless unless I play hardcore or want to roleplay campfire cookout. (making bunches of slashers can be good, but I rarely need chems with a good guns char)

You need science 50 to make most chems. Learned this the hard way, but all campfire healing items are a higher quality healing item than Nuka Cola or Sun Sas, usually lighter too. I'd imagine its a life saver on hardcore. Also, steaks com around often and have almost completely replace Sun Sas in my inventory.

Also, I've never played hardcore because I think that all the micro management would get annoying. Do you have to slp/h20/fod often (like more than twice a day)?

I've always liked the ammo weight thing, If I could just have that I'd love it.
 
Alphadrop said:
Current playthrough, was following traditional RPG practice by looting Camp Golf of everything usefull when I wonder into one of the tents and find this...



Turned out Camp Gold has a slight pathing problem when it comes to NPCs.
Well at least Arcade made a few friends.

I think you walked in on a party to celebrate the misfits finally passing their tests.
 
New WTF. I just walked at level 1 from goodsprings to freeside without seeing a single enemy (other than cook cook, who was easily avoidable). You just walk up the hill, drop down onto chances grave, walk up the hill again into the tribal village (I expected cazadors, but there weren't any) then walk straight on to Vegas. Meaning you theoretically can do high-value sidequests and gamble WAY before the game intends you to. Haven't explored thouroghly, will post again later.
 
The Suave Gambler said:
Also, I've never played hardcore because I think that all the micro management would get annoying. Do you have to slp/h20/fod often (like more than twice a day)?

The Sleep meter is almost meaningless, it rises so slowly that the occasional one hour of sleep or Nuka Cola keeps it low.
The Hunger meter rises slowly enough that it's not a problem. If you use food to heal yourself it won't bother you.
The H2O meter is the only one that pops out "often" (twice a day) but that's hardly a problem, really. Water is everywhere, just keep as a safe measure half a dozen of purified/dirty water on you and you are set.

You just walk up the hill, drop down onto chances grave, walk up the hill again into the tribal village (I expected cazadors, but there weren't any)

A bug I'd say. They are always there. You sure were lucky. :D
 
Stanislao Moulinsky said:
You just walk up the hill, drop down onto chances grave, walk up the hill again into the tribal village (I expected cazadors, but there weren't any)

A bug I'd say. They are always there. You sure were lucky. :D

I managed, in my first playthrough and at very low level to kill them from the hill above the camp using my newly silenced varmint rifle only to go a bit further east than I intended and get shredded by Deathclaws. The cazadores didn't manage to pathfind their way up the fairly sheer cliff behind the village, and with them down, it would be a pretty easy sneak to get through there and make your way to vegas.

I would happily kiss the feet of the programmer/director who decided that cazadors didn't need respectable DT.
 
Another WTF. Sometimes if you fast travel to tribal village the "burned bodies" will be up and running around fighting cazadors. They're automatically agressive toward you and have similar health to ghouls. However, they deal the same damage as any of the "resident" npcs, so they're very weak.
 
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