I'm about 18 hours of playtime and the following just happened:
Had my father get gassed and met up with the Brotherhood of Steel. Learned how to use power armor and just got a quest to go check out Vault 76 to find a G.E.C.K.
I thought I was close to done, but it would appear I'm not. If I had to guess I'd say I'm at about the 3/4's mark?
If anyone could let me know, it'd be much appreciated.
I'm about 18 hours of playtime and the following just happened:
Had my father get gassed and met up with the Brotherhood of Steel. Learned how to use power armor and just got a quest to go check out Vault 76 to find a G.E.C.K.
I thought I was close to done, but it would appear I'm not. If I had to guess I'd say I'm at about the 3/4's mark?
If anyone could let me know, it'd be much appreciated.
No you really are almost at the end. Maybe 2 or 3 more hours. Personally i would suggest to stop doing the main quest right now. The ending is pretty horrible and its more fun to just explore the world and not bother with the main quest anymore.
No you really are almost at the end. Maybe 2 or 3 more hours. Personally i would suggest to stop doing the main quest right now. The ending is pretty horrible and its more fun to just explore the world and not bother with the main quest anymore.
Its a cluster of office buildings, some still standing and others in a state of did-repair. Its just north of DC and south of that Army outpost. If you walk down from German Police HQ south to DC youll find Bethesda ruins.
I feel like when I finally start this game I will reload no matter what if dogmeat dies. I would constantly reload even if I lost my horse in oblivion.
Haha, yeah I felt that way too. But later on in the game, I just said screw it and decided to leave dogmeat at the citadel where he'll be safe . He just gets in the way most of the time and forces to me to jump into the middle of a battle where I'd normally try and be more cautious.
I have the PC version and it works fine for me. The only time it crashes is when I try to alt-tab out of the game.
For reference, I'm running this on a year old Macbook Pro.
No bugs or crashes for me on x64 Vista home premium. I alt-tabbed a bunch as well. I had the game slow down a couple of times, but that may have been the general slowdown when I was on a bridge in the open, anyway.
Some more info on the vaults from the Fallout Bible
Vault 8
A control Vault, intended to open and re-colonize the surface after 10 years. Vault City from Fallout 2 is the result. Unfortunately.
Vault 12
In order the study the effects of radiation on the selected population, the Vault Door
was designed not to close. This is the Necropolis Vault... and the ghouls were the result.
Vault 13 (The main vault from Fallout 1)
Intended to stay closed for 200 years as a study of prolonged isolation, the broken
water chip forced the Overseer to improvise and use the Vault Dweller as a pawn. Later
study of the Vault 13 records by the Enclave led them to their plans in Fallout 2.
Vault 15
Intended to stay closed for 50 years and include people of radically diverse ideologies. Populated "Shady Sands", the first town you encounter in Fallout 1.
Gathered from what you hear from Aradesh in Fallout 1, he has quite a bit of multicultural
flavoring to his speech.
Vault 27
This Vault would be overcrowded deliberately. 2000 people would be assigned to enter,
double the total sustainable amount. The location of this Vault is unknown.
Vault 29
No one in this Vault was over the age of 15 when they entered. Parents were redirected
to other Vaults on purpose. Harold is believed to have come from this Vault.
Vault 34
The armory was overstocked with weapons and ammo and not provided with a lock.
Vault 36
The food extruders were designed to produce only a thin, watery gruel.
Vault 42
No light bulbs of more than 40 watts were provided.
Vault 53
Most of the equipment was designed to break down every few months. While
repairable, the breakdowns were intended to stress the inhabitants unduly.
Vault 55
All entertainment tapes were removed.
Vault 56
All entertainment tapes were removed except those of one particularly bad comic actor.
Sociologists predicted failure before Vault 55.
Vault 68
Of the one thousand people who entered, there was only one woman.
Vault 69
Of the one thousand people who entered, there was only one man.
Vault 70
All jumpsuit extruders fail after 6 months.
Vault 106
Psychoactive drugs were released into the air filtration system 10 days after the Door was sealed.
The 360 version locks up on me periodically. I just ran into a glitch that was annoying as hell. While attempting "You Gotta Shoot 'Em in the Head",
didn't realize Ted Strayer is one of the 3 people holding on to a key. 20 hours back I told him he's a free-loader and for some odd reason that sent him into a constant fleeing state, which won't be much trouble if he decide to flee away from Rivet City.
He is stuck in the middle of the Marketplace however. Just crouching there, in fleeing mode but never actually moving. This prevents me from pickpocketing him. I have no choice but to kill him for the key. =/
I had to wait until night time when everyone but Ted and one Security Officer is absent from the Marketplace, otherwise it will turn into a bloodbath that I do not wish to occur. In a previous file Bannon and Flak died, and I'm not quite done with them as far as quests go yet.
Some more info on the vaults from the Fallout Bible
Vault 8
A control Vault, intended to open and re-colonize the surface after 10 years. Vault City from Fallout 2 is the result. Unfortunately.
Vault 12
In order the study the effects of radiation on the selected population, the Vault Door
was designed not to close. This is the Necropolis Vault... and the ghouls were the result.
Vault 13 (The main vault from Fallout 1)
Intended to stay closed for 200 years as a study of prolonged isolation, the broken
water chip forced the Overseer to improvise and use the Vault Dweller as a pawn. Later
study of the Vault 13 records by the Enclave led them to their plans in Fallout 2.
Vault 15
Intended to stay closed for 50 years and include people of radically diverse ideologies. Populated "Shady Sands", the first town you encounter in Fallout 1.
Gathered from what you hear from Aradesh in Fallout 1, he has quite a bit of multicultural
flavoring to his speech.
Vault 27
This Vault would be overcrowded deliberately. 2000 people would be assigned to enter,
double the total sustainable amount. The location of this Vault is unknown.
Vault 29
No one in this Vault was over the age of 15 when they entered. Parents were redirected
to other Vaults on purpose. Harold is believed to have come from this Vault.
Vault 34
The armory was overstocked with weapons and ammo and not provided with a lock.
Vault 36
The food extruders were designed to produce only a thin, watery gruel.
Vault 42
No light bulbs of more than 40 watts were provided.
Vault 53
Most of the equipment was designed to break down every few months. While
repairable, the breakdowns were intended to stress the inhabitants unduly.
Vault 55
All entertainment tapes were removed.
Vault 56
All entertainment tapes were removed except those of one particularly bad comic actor.
Sociologists predicted failure before Vault 55.
Vault 68
Of the one thousand people who entered, there was only one woman.
Vault 69
Of the one thousand people who entered, there was only one man.
Vault 70
All jumpsuit extruders fail after 6 months.
Vault 106
Psychoactive drugs were released into the air filtration system 10 days after the Door was sealed.
I was completely happy with this game until I decided to do a save during my walk back from the Big Town mission. Of course what happens? That Red guy fucking dies a half second after the save was made!! I don't have a save file further back either...so that means mission failure and NO ACHIEVEMENT! Gah!
Damn, not long after encountering one bug and I met another while trying to recruit Charon.
There is a supposed to be a cutscene after you tell him you've got his contract, but fuck the npc in question Charon is supposed to talk to is sleeping. SLEEPING. The cut scene failed to trigger, even after the npc wakes up. Which resulted in both the npc and Charon being in stasis, as no dialog option is given to talk to either of them. Joy!
I've pretty much experienced all the followers except for Butch and I must express disappointment that there isn't any quest related to them, unlike Knights of the Old Republic and The Sith Lords where your party members are given scripts for you to uncover as you attempt to influence them. I enjoy interacting with npcs to discover their backstories and current goals yet Beth just gave me 7 mules with guns to choose from. What little history they have pales in comparison to the lively cast of both Kotors.
Damn, not long after encountering one bug and I met another while trying to recruit Charon.
There is a supposed to be a cutscene after you tell him you've got his contract, but fuck the npc in question Charon is supposed to talk to is sleeping. SLEEPING. The cut scene failed to trigger, even after the npc wakes up. Which resulted in both the npc and Charon being in stasis, as no dialog option is given to talk to either of them. Joy!
I've pretty much experienced all the followers except for Butch and I must express disappointment that there isn't any quest related to them, unlike Knights of the Old Republic and The Sith Lords where your party members are given scripts for you to uncover as you attempt to influence them. I enjoy interacting with npcs to discover their backstories and current goals yet Beth just gave me 7 mules with guns to choose from. What little history they have pales in comparison to the lively cast of both Kotors.
Yeah, it was disappointing how hollow they were. I mean, I took that Cross lady out to kill Brotherhood troopers to see what would happen and all I got was "Another one for the Brotherhood!" as she headshotted them with no remorse.
They won't even leave you if your karma changes while they're active, they'll only protest if you try to acquire them again after dumping them. That said Cross is probably the worst of the bunch, at least Jericho had some entertaining things to say, and I could give him a smoke, which was enough to give him more depth.
It was a trend for a long while (5-7 years) that I did not enjoy RPGs. Hated them, actually. I find this trend dwindling recently with games such as Mass Effect, Fable 2, and now Fallout 3. RPG games are becoming ever-more fun and appealing to me. That said, I'm loving Fallout 3 so far.
I just got to the Museum of Technology (yeah, pretty early), and just love the game world. When I came out of the vault, I was just like, "Holy shit.." The game's atmosphere is really immersive. Gives me a STALKER vibe; and that, to me, is freaking awesome. I can't wait to dive in more, but Gears 2/Fable 2/LBP/Motorstorm 2 are really making that hard to keep juggling games.
And now I'll be leaving this thread until I get further in, as I'm sure that it's riddled with big, fat spoilers.
Yeah, it was disappointing how hollow they were. I mean, I took that Cross lady out to kills Brotherhood troopers to see what would happen and all I got was "Another one for the Brotherhood!" as she headshotted them with no remorse.
They won't even leave you if your karma changes while they're active, they'll only protest if you try to acquire them again after dumping them. That said Cross is probably the worst of the bunch, at least Jericho had some entertaining things to say, and I could give him a smoke, which was enough to give him more depth.
Combat wise, Fawkes wins hands down. Cross is mediocre, her damage is pathetic but she can tank well as her default armor is Brotherhood Power Armor. Jericho and Clover need power armors to survive. RL-3 has decent damage, but since it is a robot, we're not allowed to alter its gear, and he is fragile - up against 3 Regulators he was shut down quickly. The thing that really needs an immediate fix is a "retreat" command or better AI scripting for them so they actually use cover. All of them like to rush into battle and that usually means death for the lot of them except Fawkes.
itxaka said:
Did I just found a
crashed UFO!!!???
seriously, what the fuck! How much awesome a game can get?
Combat wise, Fawkes wins hands down. Cross is mediocre, her damage is pathetic but she can tank well as her default armor is Brotherhood Power Armor. Jericho and Clover need power armors to survive. RL-3 has decent damage, but since it is a robot, we're not allowed to alter its gear, and he is fragile - up against 3 Regulators he was shut down quickly. The thing that really needs an immediate fix is a "retreat" command or better AI scripting for them so they actually use cover. All of them like to rush into battle and that usually means death for the lot of them except Fawkes.
Enjoy your Alien Blaster. It is the strongest one-handed gun, and outclasses several rifles and Big Guns.
Seriously! I didn't really like having followers or dogmeat. They tended to screw everything up by rushing into battle. They're usually more of a liability, unless we're in a dungeon where there's less of a chance to snipe from afar, or kiting some monster and where the fighting is more close-quarters
Played Tranquility Lane last night, and, holy crap will that be more fun when I play through as evil. I got past my second task--the
break up the marriage one, which I passed by asking neighbors for dirt then convincing the wife the husband was making out with some other chick
one--before deciding there had to be a 'good' way that wouldn't hurt my karma. Luckily the 'crazy' lady came up to me not soon after. Was the sequence to activate the
failsafe terminal
supposed to be something I could logic out? I basically had to go at it through trial and error.
Affeinvasion said:
I was completely happy with this game until I decided to do a save during my walk back from the Big Town mission. Of course what happens? That Red guy fucking dies a half second after the save was made!! I don't have a save file further back either...so that means mission failure and NO ACHIEVEMENT! Gah!
grabbed both people from the PD, and took off. I made the mistake of giving them weapons, though, and one of them proceeded to engage a group of, like, three Super Mutants that we could have just walked past. He died. I took the other hostage back to town, then fended off the Super Mutant infestation and got the achievement.
grabbed both people from the PD, and took off. I made the mistake of giving them weapons, though, and one of them proceeded to engage a group of, like, three Super Mutants that we could have just walked past. He died. I took the other hostage back to town, then fended off the Super Mutant infestation and got the achievement.
[/QUOTE]
Yeah it just said "Failed (mission title)" and then nothing.
grabbed both people from the PD, and took off. I made the mistake of giving them weapons, though, and one of them proceeded to engage a group of, like, three Super Mutants that we could have just walked past. He died. I took the other hostage back to town, then fended off the Super Mutant infestation and got the achievement.
grabbed both people from the PD, and took off. I made the mistake of giving them weapons, though, and one of them proceeded to engage a group of, like, three Super Mutants that we could have just walked past. He died. I took the other hostage back to town, then fended off the Super Mutant infestation and got the achievement.
Yeah it just said "Failed (mission title)" and then nothing.[/QUOTE]
They fight even if you don't give them weapons. I cleared out the super mutants on the way there myself, so we only fought dogs and other pests thankfully.
I've finally gotten a chance to test the T51-b Power Armor. It sucks to report this, but T51-b cannot be repaired with Brotherhood of Steel, Enclave or Outcast Power Armors. Why there is a mistaken perception that Brotherhood armors can be used to repair the T51-b is cause the opposite is true - T51-b can be used to repair BoS Power Armors and it will be used up in the process! This is either bugged or a pun intended by the devs and one I don't appreciate being at the receiving end of. Its only current known use is to give it to followers who can use power armors, as followers' armors never degrade.
Currently until a patch addresses this issue or a statement from the devs saying it is intentional, I find Tesla Armors to be more useful - no AGI penalties and a boost to Energy Weapons to boot.
I've finally gotten a chance to test the T51-b Power Armor. It sucks to report this, but T51-b cannot be repaired with Brotherhood of Steel, Enclave or Outcast Power Armors. Why there is a mistaken perception that Brotherhood armors can be used to repair the T51-b is cause the opposite is true - T51-b can be used to repair BoS Power Armors and it will be used up in the process! This is either bugged or a pun intended by the devs and one I don't appreciate being at the receiving end of. Its only current known use is to give it to followers who can use power armors, as followers' armors never degrade.
Currently until a patch addresses this issue or a statement from the devs saying it is intentional, I find Tesla Armors to be more useful - no AGI penalties and a boost to Energy Weapons to boot.
It actually depends on how the player plays. As I was going for the main quest first, I had plenty of chances to use power armors during the side quests. Although yes, it is true that if a player generally explores and completes side quests first before hitting the main quest, they will run into the situation you described.
Just got to the Citadel, slowly making my way through this game. Am I free to explore through the rest of the vaults or are there story or side missions associated with each that I should activate first(besides
101, 112 and the GECK one ofcourse
.
Also, am I ever gonna get a chance to break into Mr. Burke's house and his office at Tennpenny tower? I killed him and I don't see a way of me upgrading my lockpick skills to 100 to break in...