Fallout series

And that's true. Even with Nate.
You had 3 predefined personalities with him:
  • The caring ex-soldier one which prefers calming before escalate violence.
  • The violent ex-soldier one which prefers killing, assaulting, stealing and intimidating everyone.
  • The sarcastic ex-soldier one which near any situation is deal with jokes.
And i prefer the last one. The others are so generic IMO.
Nate made me yearn for the days where you could play a 1 INT retard who couldn't engage in many dialogues.

Any of you'll cowards got tips for playing Fallout 2 for the first time? Beginner traps, useless skills, etc.
 
Nate made me yearn for the days where you could play a 1 INT retard who couldn't engage in many dialogues.

Any of you'll cowards got tips for playing Fallout 2 for the first time? Beginner traps, useless skills, etc.

Pasting from earlier:
Fallout 1
You will hate this game on the first and second playthrough, and you likely won't finish it on your first try. But you'll find that once you get your grove the game is hard to put down. Like every fallout game it can be abused, but FO1&2 have a much harder learning curve and expect you to pay attention. If you are struggling pick GIFTED as one of your traits. Don't take Energy Weapons or Big Guns for tag skills. ALWAYS take a high agility special. Despite its issues its still a great game and has aged better than most. oh, and DO NOT SAVE DURING COMBAT UNDER ANY CIRCUMSTANCES, YOU WILL BRICK YOUR SAVE!

Fallout 2
All of the above applies here as well. Basically a Fallout 1 mod. Much more complex and way, way harder than Fallout 1. Unlike in FO1, you will go without a gun for a good while, so maybe think about tagging Unarmed or Melee Weapons instead of Small Guns. This game has the most companions and is at its best when you play into its post-apocalyptic road trip with all your buddies, so take a high Charisma stat if possible. Way longer than Fallout 1 but also more bloated because of it.
 
Nate made me yearn for the days where you could play a 1 INT retard who couldn't engage in many dialogues.

Any of you'll cowards got tips for playing Fallout 2 for the first time? Beginner traps, useless skills, etc.
Yeah, I got a few tips if you want. BTW ignore @Star Classic as he is a noob who got filtered by the early game and then cried about it here.

Anyways, first of all, if you haven't for whatever reason, finish Fallout 1. There is nothing for you here if you play this one first. If you did finish Fallout 1, then you know the basics, the game hasn't changed all that much. Second, make sure to play with Restoration Patch, there is zero reason to play the original game. I can only vouch for 2.3.3 since I played that one, but I heard there is a newer version which adds a whole lot of content, I haven't touched that and I doubt I will so I can't tell you much about it. Also, remember to read the Fallout 2 Bible, aka the Unofficial Guide
(Base Game)
(RP 2.3.3, should still apply to the newer expanded release)
There is no harm in looking up what to do, many solutions are weirdly scripted and aren't obvious, if you're stumped you might as well just ask the guide on what you need to do, chances are you will still need to work hard for the solution anyways depending on your build and what equipment you have.

Speaking of builds, establish which one of the four main archetypes you want to play as: Combat/Stealth/Diplomacy/Engineer, jack of all trades characters suck and you will encounter a lot of problems in the early game if you play this like your typical Bethesda hiking simulator where the player can just do anything.

Here is how each of these archetypes will play, more or less:
*Combat Boys have a hard early and late game, but depending on your luck and what weapons you specialize in, you might have an easier early to mid game. Of course, veterans will have a much easier time since they know powerlevels of every area and which weapons to use(and where to find them). This one speaks for itself, you will solve most encounters by killing enemies, simple as that, less elegant than other archetypes but very straightforward and lets you solve many quests earlier than other builds. The weapons on selections are largely the same as in other games: Unarmed, Melee, Throwing/Traps, Small Guns, Big Guns, Energy Weapons. Former two are the only weapons you will have access to exclusively until Klamath(where you find your first Small Guns), you won't get proper amount of grenades/timed explosives until you get to New Reno/Vault City, first Big Guns are found in New Reno or Sierra Army Depot(Wrights quest) and your first Energy Weapon is also found in New Reno(Salvatore questline). In other words, make sure that you specialize in Unarmed/Melee/Small Guns and leave Throwing/Traps/Big Guns or Energy Weapons as secondaries. Don't worry, the primary three skills are still powerful enough to let you solo the game with, but it might be harder. Speaking of Traps, it's not really a weapons skill as much as a useful tool for experienced players to kill NPCs without turning others hostile, it's more of a utility for sneaking builds who are good at pickpocketing, but I might as well mention them here since timed explosives are technically weapons.

*Sneak Boys will be able to get thru many encounters without even engaging in combat. You can pickpocket a lot of NPCs for useful things and even quest items, and good sneaking characters will be able to get to where other builds cannot(for example, skilled rogues might be able to skip all of Gecko to get into the Vault in Vault City directly). I don't recommend this for first time players, as it requires you to know a whole lot about arcane in-game mechanics and there is a lot of save scumming in making sure you can pickpocket some NPCs. There is no Stealth Boy in this game, RP adds it but it's not implemented in the base game, which makes sneaking that much harder.

*Diplomats are easily the most powerful archetype aside from Combat Boys. With this build, you are able to resolve most situations without ever firing a shot, most notably with high Charisma you can also recruit companions who will do the fighting FOR you and some of them, like Cybernetic Brain Skynet or Marcus, can easily solo a good portion of the game for you. Diplomats play the game less like a dungeon crawler and more like an adventure game with occasional combat(which you will likely run away from, unless you got companions), not every quest or situation can be resolved with speech but most can. If you play as a woman, this is the only Fallout game where you can whore yourself out and get plenty more encounters that men simply won't have, likewise charismatic men can roleplay as a casanova and get a few encounters women never will. Overall, I recommend either this or the Combat build for first time players, depending on how you want to play the game. It should be noted that the first dungeon will require you to tag Speech if you want to get past your first human enemy without killing him.

*Engineers are specialized in Science, Repair, Doctor and other similar skills. They are able to get past some of the more technical problems in the game, most notably the EPA if you play with RP and Sierra Army Depot(you need over 120% in Science to get Cybernetic Brain for Skynet, which gets you the best sniper companion in the game), Doctors can also gain access to Combat Implants, which are considered an end game money sink. Again, just like with rogues, this one is moreso recommended for those who played the game and know what to expect how various ingame mechanics work, but playing as a mechanic or a scientist is definitely a playstyle the game supports and isn't a niche like, say, being a gambler.

As for recommendations, here are a few:

*There are no "useless skills", some just don't have as much utility as others. Gamblers can basically cheat as much money as they can very quickly, Outdoorsmen can avoid a lot of enemy encounters in the overworld(brutal in the early game and downright deadly in the late game) and can find special encounters most easily(they can net you some sweet swag, such as an early game robe with the same defenses as Combat Armor or Hypos, Super Stims without the sickness that hurts your HP over time). Choose whatever skills suit your playstyle, for example speech or sneak on a Combat Boy will be useless.
*Temple of Trials has no good loot aside from some Healing Powder(worthless once Stimpacks start becoming more common/cheaper). If you aren't an unarmed/melee specialist, just run past the ants and don't fall for the biggest beginner's trap, which is trying to impotently punch ants to death with less than 33% chance to hit and dying. Your first gun will be found in Klamath so if you don't have at least 50% chance to hit with a fist or spear, don't even engage in combat until you find it(remember that without tagged Speech, you will have to fight a dude at the end).
*Random encounters are brutal, especially with RP. However, some can net you really powerful weapons that you wouldn't have access to until later on in the game, most notably Moonshiners who have no armor but for whatever reason have endgame weapons, such as a Pancor Jackhammer or a Super Sledge.
*In the Den, the kids will pickpocket you(yes, that includes important quest items too). If you have RP, there is an orphanage questline to get rid of them, and you should do that before entering any establishment with the little bastards outside. Otherwise, if you play vanilla, get ready to get robbed. On a totally unrelated note, you CAN kill kids in this game and the game even gives you a freebie(it will tell you that you're a Childkiller after you kill one, but this only takes effect after you kill a second one). If you want to take your frustrations out on them, come back before you head for the Oil Rig and clean them out with your high-end weapons, that way you don't get to suffer any consequences down the line.
*Companions have some indepth mechanics, however the meta is to simply use them as they tell you that you should: for example, Sulik is a rusher that should be given an SMG or a Super Sledge and fight exclusively in close quarter combat. Vic should be kept in the back with an assault rifle or a sniper rifle, Cassidy plays like a better Vic. Marcus has some flexibility since he is the only one who can use Big Guns and Energy Weapons(without RP) properly, so he can be your overwatch unit or you can give him a Laser Rifle and make him a powerful sniper. Dogs are generally useless, as is Goris since he can't wear armor, Myron is obnoxious and pretty much useless in combat unless you give him a good handgun(that includes energy ones), his biggest contributions are creating the Jet Antidote and letting you create Stims on the fly. You can get married(or get forced into one), but your spouse is useless and takes up a valuable companion slot since they cannot be dismissed short of death/slavery/divorce, do not recommend. Note that companions can't just use any weapons you want, just the ones they have sprites for, hence why you should stick with what they tell you they can use. If you find a random encounter with a dog near a pile of dead bodies, just leave, that's Pariah Dog and he will ruin your game if you get close since he will forcibly join your party and likewise, cannot be dismissed(you should only get that encounter if you have really low LCK or Outdoorsman).
*Speaking of Jet, it has a 50% addiction and addiction never heals unless you use the Jet Antidote(which is a quest exclusive for Engineers). If you get addicted, reload or suffer the consequences for the rest of the game.
*Guns sell for a lot of money, so they should be your primary currency. Clean out vendors when you can, give extras to companions or in the car's trunk(you should prioritize getting the car, be warned that it consumes energy cells for fuel, which might eat up into your supply if you or your companions use energy weapons).
*Don't become a slaver, you get a pittance of cash, a few missions where you get to capture slaves(very janky) and a tattoo which makes most characters not want to speak to you or straight up attack you in return. Slavery was instituted much better in Fallout 3 and you won't hear me saying that a lot. Just do what everyone else does and clean out the Slaver's Guild in Den once you get enough guns together, they are considered a tough fight for the early game but a joke even by midgame standards. Sulk's sister cannot be found without RP btw, so that's yet another reason why you should download it.
*It is possible to do a pacifist run and not kill anyone in the game, just like in Fallout 1 and New Vegas. Not recommended for new players, but something to think about for a possible replay/challenge run.
*Lynette is a bitch, don't say anything that will piss her off or you will be kicked out of Vault City. There is a nice senator whom you should talk to instead once you had the initial conversation about The Vault with her instead.
*Don't bother paying for weapon upgrades unless you are really desperate. Once you hit New Reno, break into the backroom of the weapon shop and talk to the simple fellow in the basement. Not only is he the only NPC that can upgrade any weapon in the game at the same time, he also does it all for free. Make sure to take out any ammunition from the weapon first, you get a free top up when you get the new upgraded weapon. You can do this to exploit free ammunition from guns and power fists/cattle prods once they start becoming common, an Assault Rifle gets a 100 round clip so that's 100 free 5mm rounds for your minigun right there, you can sell spares for even more cash than the base weapons.
*Talk to the Wrights first thing once you hit New Reno, even if you don't plan on doing their quest, they are pretty much the only way to get Sierra Army Depot on your map, the big high-tech heist of the game with potentially the best sniper companion in the game if you have high enough Science. Likewise, if you play with RP, if you hire Myron and threaten to leave him behind, he is one of the only NPCs who can put EPA on the map(you cannot find either place by exploring, they only show up once you are informed of them). Remember that you can only become a Made Man for one crime family, so chose which quests you do wisely(depending on your build, it might be impossible to do some of them, hence why Wrights are available for any character).
*Unarmed builds can become champions in New Reno and San Francisco. Note that you can get your ear ripped off by the last fighter in New Reno(permanent CHR debuff), so you should only tackle him if you are a really good combatant. If you aren't, make sure to hit him without your gloves(or kick him) to get disqualified, this will let you get an easier final fight(without a threat to your ears) if you can convince your manager to give you another chance(can only be done once). Make sure to go into the basement of Shark Club to get a set of plated gloves so you can have an easier time in the ring.
*Just like in Fallout 1, you can kill NPCs with Super Stims(check how much HP they have, each stim is worth about 8, apply enough for them to overdose and wait a few hours). It's much easier to kill them with planted explosives, but this takes some skill to pull off, plus the game gets real crash happy when you try to do this. Super Stims are easy enough to do(especially with a perk that lets you see how much HP NPCs have), explosives should be used only by experience players, both allow you to kill NPCs "stealthfully" without the town turning hostile.
*There is no time limit like in Fallout 1, the game might make you think you do but that's not the case. This was cut out very early into development precisely because the time limit wasn't popular among the Fallout 1 fanbase.
*Super Tool Kit isn't a direct upgrade to the regular Toolset(Pliers icon). Keep both around, since some areas(most notably, the electrified maze at the end of the game and the force fields in Sierra Army Depot) will only work with the regular toolkit, the upgraded one will do nothing. It's best to just trade the Super Tool Kit for a car part instead, unless you really want to succeed in Repair checks and don't have Vic with you.
*If you have plenty of money, follow the coast to the West all the way down towards San Francisco where you can buy the best weapons and Power Armor(upgrade it too, only two suits max tho). Theoretically, you don't even have to have the GECK with you if you can get the tanker working since you find one on the Oil Rig anyways. Just be warned that there is some really strong encounters the further south you go, hence why you should either save scum or invest in Outdoorsman if you plan to go down that route.

Anyways, the game isn't that hard and if you played Fallout 1 or any CRPG of the time, you should be fine unless you plan on punching every single ant in the Temple of Trials without tagged Unarmed or Melee, then you will get tired of the game very quickly. Fallout 2 offers the most variety in playerbuilds out of any game in the franchise aside from New Vegas, pretty much every build is viable and has some use, so there is a lot of replayability. As I said, I would choose a diplomat or combat build first and then replay with a rogue or an engineer once you understand the game better, don't be upset when you find a problem your build realistically cannot handle and instead ask yourself how your next character should be build to overcome that problem when you play the game again. If you like Fallout 2, check out Nevada/Sonora/Olympus/Mutants Risings mods, they are made with Fallout 2 veterans in mind who know the game mechanics and crave more.
 
Última edición:
Yeah, I got a few tips if you want
@TheArtilleryman yeah don't listen to this faggot. Starclassic got it pretty good. I also recommend tagging gambling instead of barter (if you're doing a high luck build) and just spamming it for 15 minutes. You'll never need money (or at least not for a while).
Also, there is no shame in using a guide, you're nearly 30 years removed from when it came out.
 
You're retarded if you think they are going to put that level of effort into it, especially after seeing the Oblivion remaster.
That's exactly what happened tho, out of all things they put effort into censorship and making unnecessary changes(such as giving players passive health restoration to make the game winnable for casual retards aka the modern audience).
This is not going to be any different, and why should it be if it's using the same engine and probably done by the same devs as the Oblivion demaster?
 
You're retarded if you think they are going to put that level of effort into it, especially after seeing the Oblivion remaster.
i mean the effort will be done by the hired studio... we'll see if they'll do that retarded replacement of gender with body type though.
 
It's funny watching people shriek about how Bethesda will obviously make the New Vegas remaster woke, while expecting Obsidian to create a masterpiece.

Modern Obsidian are not the same company they once were. Given what was farted out with Avowed and TOW, they'd be the likelier candidate for being overtly Current Day.
Doesn't help Josh Sawyer is a faggot who said he refused to hire white men.
 
The Classic option: It's set in Oklahoma and tornadoes are now an environmental hazard you have to look out for.

The Troma option: It's set in Idaho and one of the new enemy types is a race of giant, goofy, FEV-mutated potatoes that sprout legs from their eyes and hunger for human flesh.

The Tumblr option: It's set in Portland, Oregon and it's literally just The Frontier.
The Troma option would actually be fun.
 
I've grown to dislike the kind of worldbuilding in Fallout where areas just happens to copy historical events because historical references are funny.

Think back to the original fallout and that world is completely alien compared to actual Los Angeles.

It's far more interesting when you got roman LARPers popping up in the west because some guy read a book on the Romans.

It's also far more interesting when the environment shapes the emergingq culture. Like a gang that forms around controlling the Chicago L train network.
The canals overflowing as the city streets sink below the level of the lake. Making transportation by boat between city blocks essential downtown.
Lake pirates raiding downtown on speedboats.

It's this syndrome where you had Fallout Lomdon just having factions that were different sorts of british stereotypes
I think it comes from the dual problems of Todd and Bethesda being obsessed with Fallout being an apocalyptic setting instead of a post-apocalyptic setting, along with a genuine lack of creativity in Bethesda's writers room.

It's been bitched about to death but in Bethesda's Fallouts there's basically been no progress in 200 years since the bombs fell, it's like time and all progress more or less stopped and nobody has attempted to rebuild anything of value in all that time. It's like a pop-culture understanding of the Dark Ages after Rome shit the bed and died. Todd's Fallout is obsessed with the apocalyptic part of the setting, when Fallout is a post-apocalyptic setting. Fallout is meant to be exploring the stories in the world that came after the bombs, not wallowing in an apocalypse that's so damn old that in-setting nobodies great grandparents were alive to see the world beforehand.
Then comes the lack of creativity with their writers. Because the world hasn't progressed past the apocalypse there's nothing new or interesting for them to draw on, so they just rehash historical references and events for everything. To Bethesda the world's culture basically stopped when the bombs fell, so why wouldn't there still be people pretending to be carbon copies of 1940s mobsters 200 years later?

The peoples and places of Fallout should be a fusion between the histories and cultures that came before being morphed by the post-apocalyptic environment they find themselves in. The Minutemen in Fallout 4 could have been a good example if Bethesdas writers were not so lazy. People from scattered rural farms and settlements taking inspiration from the local history and legends of the colonial Minutemen to form a new organization to protect themselves from monsters and bandits is a good starting idea for the faction. It's just that that's as far as Bethesda bothered to go with them, they gave them tricorn hats, laser muskets, and just did nothing else with them.
 
I doubt the raping street shitting jeets were the ones to say "NOOO SAAAR YOU CANNOT SAY MALE OR FEMALE SAAAR"
Are you retarded or did you already forget the whole Sweet Baby Inc. debacle. First of all, I think it was some sort of asians, not jeets, responsible for the Oblivion demaster and likely also responsible for Fallout demasters, which shows what you know, second the "consulting" companies approach you(or the production company approaches them, this is industry standard now) and they give you changes to make if you want your product to be "of high quality". Clueless devs implement it(or are blackmailed into doing it) and that's how it works, every single studio does this now, doesn't matter if it's big or not. Maybe you should also use AI to make your posts, like some other users here, at least then the machine would do basic research for you if you're that clueless about basic industry practices. Bethesda has nothing to do with this, they couldn't give less of a shit about these demakes, even if they wanted to it's out of their hands now since they are not in control of their own destiny, Microsoft is. They call the shots. Even if the orders came down from Microsoft themselves and not some generic consulting company, you're still a moron for thinking for even a moment that Todd or anyone at Bethesda had anything to do with these changes, since this is what I said in the post you're responding to.
 
Are you retarded or did you already forget the whole Sweet Baby Inc. debacle. First of all, I think it was some sort of asians, not jeets, responsible for the Oblivion demaster and likely also responsible for Fallout demasters, which shows what you know, second the "consulting" companies approach you(or the production company approaches them, this is industry standard now) and they give you changes to make if you want your product to be "of high quality". Clueless devs implement it(or are blackmailed into doing it) and that's how it works, every single studio does this now, doesn't matter if it's big or not. Maybe you should also use AI to make your posts, like some other users here, at least then the machine would do basic research for you if you're that clueless about basic industry practices. Bethesda has nothing to do with this, they couldn't give less of a shit about these demakes, even if they wanted to it's out of their hands now since they are not in control of their own destiny, Microsoft is. They call the shots. Even if the orders came down from Microsoft themselves and not some generic consulting company, you're still a moron for thinking for even a moment that Todd or anyone at Bethesda had anything to do with these changes, since this is what I said in the post you're responding to.
So... I was right and the street shitting yellow* people didn't make the decisions, microsoft and queer baby inc did? Also lol at you saying I need AI to research shit when you literally glue your eyes to that furfag (or whatever his gay avatar is) creetosis for all your opinions.
 
So... I was right and the street shitting yellow* people didn't make the decisions, microsoft and queer baby inc did? Also lol at you saying I need AI to research shit when you literally glue your eyes to that furfag (or whatever his gay avatar is) creetosis for all your opinions.
I'm starting to think he's never played a single game ever and is living vicariously through Youtube play throughs of all these games
 
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