Feel like LaughingAlex is playing with PANZER, based on "Albinos are way too common".
Playthrough Thoughts
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TJ
- Posts: 2181
- Joined: Mon Sep 17, 2012 1:06 pm
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BKKK
- Posts: 6
- Joined: Thu Feb 26, 2015 3:14 pm
darthbdaman wrote:
Once I killed Autumn and his men, I went to go activate Project Purity. Lyons asks who should die. Being the smart person I am, I brought along Fawkes, expecting him to go into the chamber. I told Lyons that, she said okay, and when I proceeded to talk to Fawkes, he gave me his destiny bullshit from vanilla FO3, and refused. This locked the game there, as i had no way of opening the chamber and Fawkes wouldn't agree to do it. So I save reload, kill myself, the ending slides all play properly, and Broken Steel starts as expected.
This happened to me also which was a shame cause I really enjoyed watching Fawkes kicking the S##t out of activation console 
If someone can remember which mod which causes the conflict, if they could let us know, it would be appreciated.
The only mod I have which may cause this issue I believe is "Ties that Bind"
(and if someone can also tell me why I seem to be stuck with italics in this post cause it ain't selected !!!!)
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TJ
- Posts: 2181
- Joined: Mon Sep 17, 2012 1:06 pm
BKKK wrote:
[quote=BKKK]
(and if someone can also tell me why I seem to be stuck with italics in this post cause it ain't selected !!!!)
[/quote]
No idea but I fixed it. It looked rather terrible.
My project Dash is on Kickstarter!
- darthbdaman
- Gary
- Posts: 272
- Joined: Wed Sep 19, 2012 11:04 pm
One little thing i thought of
One little thing i thought of is, at the end of power of atom, you should get enough reputation to go down one rep level with either Megaton (followed by vilified when you actually blow up the town) or Tenpenny Tower, similar to Ghost Town Gunfight. I'm not sure how much you lose for arming the bomb, but you don't quite go down one rep level if disarm it. I always liked how that one choice prevented you from getting idolized by everyone in new vegas, and it served as a good intro to the rep system.
- darthbdaman
- Gary
- Posts: 272
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I also played without the SM
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Runnerblank
- Posts: 208
- Joined: Tue Jun 11, 2013 3:09 pm
I have Ties that Bind too and
I had Ties that Bind loaded and had that happen to me. Amanda wasn't with me at Project Purity, but Fawkes still refused.
Because you don't need to out run a Deathclaw.
You just need to out run your companions (Just bring a lot of companions in case the Deathclaw is really hungry!).
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sesom
- Posts: 464
- Joined: Thu Sep 20, 2012 7:16 pm
LaughingAlex wrote:
[quote=LaughingAlex]
I also do not see how YUP could do anything to fallout 3 when it's exclusive for the content originally in new vegas :/.
[/quote]
NV contains a ton of left overs from FO3 which TTW is using and has to use.
All NV fix mods remove them simply which makes sense from a NV only perspective but is bad, very bad for TTW.
- Puppettron
- Gary
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well, if you remember, the
well, if you remember, the supermobs in fo3 were generally spawned after lvl 20, when you were in BS leveling. i'm not sure off the top of my head if we adjusted that, but you'll notice in fnv leveling that lvl 20 is barely out of noob range.
- RoyBatty
- Gary
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- Location: Vault 108
They start spawning above
They start spawning above level 40 or so for me, same with overlords.
By that time I am nearly invincible and have a ridiculous amount of caps to spend on ammo, as well as having a crap ton of ammo both purchased and scavenged. Even in Hardcore on very hard, this is not much of an issue. Sure they are spongy, but you can always avoid them most of the time too, or use terrain to your advantage.
As for YUP... you should be using TTWFixes instead, it includes YUP and uOF3P+more fixes by the team.

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KennyMcCormick
- Posts: 46
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I really only want to chime
I really only want to chime in on the 9mms in V101 thing. Here goes.
I honestly don't notice enough of a gameplay difference between the two for it to matter. They do near as makes no difference the same damage, they both use near-as-makes-no-difference the same value of ammo, roughly the same accuracy, etc. Far as I'm concerned either or is just fine, it's not like that starting pistol is gonna be on your hip the entire game after all.
[quote=LaughingAlex]
I was impressed overall with the mod, but there were problems I ran into. The main ones being that, some enemies were far, far to durable. Albino radscorpions are far, far to common and still have enough health to withstand 2 mini nukes and survive on very hard. Totally unacceptable, as it's not a matter of if but when you inevitably run out of ammo with enemies being so near indestructable.
[/quote]
To be fair, those things were bullet sponges in vanilla FO3 as well. My usual response when I see an albino radscorp is to open the console, click them, hit 'kill'. Either that, or I use the rail cannon that Project Nevada puts in the Deathclaw Promontory, since it can oneshot them pretty reliably. It does cost ten MFCs to do this, but hey.
[quote]Mothership Zeta: The big one, and the least enjoyable for the wrong reasons that were also a problem in the original game at high levels. Only doable at low levels simply cause at least then the aliens are fragile glass cannons and not full lightning bruisers.[/quote]
Another thing I noticed in FO3 itself. What's going on under the hood is that stupid energy shield is coded poorly. Gives them 120% DR or something silly. Which means they can shrug off anti-materiel rifles to the face at point blank. I made a plugin back in the day that nerfed their shield to roughly the same level as a half-broken T-45d and it felt much more natural.