• Member Since 25th Jan, 2012
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Kkat


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Jul
25th
2015

Fallout 4 Hype Train Coming Your Way · 11:50am Jul 25th, 2015

It's been another big week for those of us eagerly anticipating Fallout 4. This week at QuakeCon 2015, a (sadly very sick :pinkiesick:) Todd Howard (get well soon! :pinkiesmile:) unveiled quite a bit of new information about the upcoming addition to the Fallout series, with primary focus on character development design. That's right, all those questions and concerns (and varying degrees of fan panic) about skills have been addressed. And while we might not know the full picture*, we do know a lot more than we did.

But first, I am going to share an older video for those who haven't seen it. Why? Because in this video, Todd Howard confirms and expounds upon Fallout 4's dynamic weather. As I mentioned before, I love seeing more ideas from mods that I considered "must-have" becoming integrated into each new game. I'm thrilled to see weather incorporated, and the weather that Howard describes sounds amazing.

With Fallout 3, I played the game with hundreds of mods. For Fallout: New Vegas, I only played with a few dozen. The number of mods that I considered critical enhancements for game enjoyment dropped severely. With this next game, I might end up using just a few random mods that look cool... and anything produced by Puce Moose. (I've spent much of the last week playing Fallout 3 again, despite how horribly unstable it has become, just to finish up "To Sleep - Perchance to Dream". I had left it unfinished when Fallout: New Vegas came out. Now I find myself looking forward to whatever adventure mods he dreams up for Fallout 4! The game just wouldn't be the same without him.)

Thankfully, although I was unable to attend QuakeCon myself this year, I had a brony at the convention to give me the inside scoop: Matt from the SnMGameDungeon. Here are his bullet points from the presentation:

1. Masks they gave out were creepy. I have one since I was in the first 150 people into the room.

2. Fallout Shelter for Android 8/13/2015. Also adding Deathclaw attacks, and Mr. Handy's that can collect drops for you, so when you let it play in the background you don't have to worry about your people dying of either no power, no water, or no food as long as you have enough prodiction the robot will move about and collect it for you in player absence. They can be found in a robot box, so we can expect other robots eventually as the game updates. They promised not to stop updating within the foreseeable future, due to the massive interest in the game.

3. The dog is cute, and they based it on the developers dog, following it around for a long time, and scripting so that whenever the player is doing something, the dog is also doing something, so doubled the scripting work. Including on the Vertibird where it was dangling its head out the site with its tongue hanging out enjoying the air.

4. Gameplay was fun, you can totally blow limbs off.

5. Skills are indeed gone.

6. SPECIAL stats are tied to what perks you can unlock. There are 70 Perks, I.E. 10 for every SPECIAL, one for each level of the SPECIAL. All of them are ranked between 3-5 including Bloody Mess (4 rank perk, I think it needed Luck 5 to get, not certain)

7. Even a de-legged/de-armed ghoul will try to bite you.

8. All types of basic crafting material can also be found on world directly, so you can pick up some items and get plastic, or metal, or wood, that kind of thing.

9. There is now an animation getting to and from terminals, as well as no apparent loading screens. I thought they cut it out originally until I realized player position outside of each building. There is about quarter second of black between areas, which is the rendering phase most likely.

10. Vertibird zipline Lyon's Brotherhood of Steel is a great way to show up to wreck some raiders apparently. Yes raiders sometimes carry a Fatman on them now, be very afraid.

11. Crashing Vertibird animation was very cool, and killed the raider who fired the missile to take it down as the wreck landed and exploded on him.

12. New companion is a thief/catwoman-esque type, who is near Diamond City. Yes, the Robot Butler is also a companion, so is the leader of the Minutemen with the Laser Musket.

13: Luck is tied to how good of loot you find as well. I am unsure if that is due to perks or something else.

14: Even "instant" items now have an animation for them. Example: Stimpack. You can see your character bring their firearm down, and stick themself with it. The needle is offscreen of course, below screen. They didn't want to trigger warning anyone, I guess.

15: For VATS targets, each time you target an area an "orange bracket" forms around the "green bracket" that has the percentile chance. So you can see how many times you selected it. It doesn't show on the right (head, head etc.), it just shows on the body of the target on VATS display. So like say, left arm, right arm, head, it would show 1 set of orange brackets around each of those 3, showing you had 3 locations cued up with whatever weapon your using.

I spoke with Matt later and got more details on how the new character development system works. And yes, to reiterate, skills are gone. And that's a big and scary change!...

But let's face it, there are some big faults to linear percentile skill systems, and perks have always been where the real character advancement and customization have taken place. I remember playing Fallout 2 and being annoyed with the levels where you didn't get perks -- they felt like stepping stones on the way to a real level. Particularly Fallout 3 and Fallout: New Vegas, skills were a largely intangible thing that you virtually never saw the effects of outside of incremental increases in VATS percentages and whether you met hard thresholds (that could have been far better represented with perk requirements). Yet at the same time, the push for skill points would constrict my character development choices. I always ended up taking traits that gave me major skill boosts ("Good-Natured" anyone?) and the "Educated" perk felt nearly required. Similarly, I never really got to enjoy playing a low-intelligence character in Fallout 2. Plus, with the skills system, I'd suddenly dump a bunch of points into a weapon type I'd never used like energy weapons or big guns to be great at them when they become more common late-game. So as integral as nostalgia might make Skills seem to Fallout, I don't think I'll miss them. And I don't think Fallout will necessarily suffer for their loss.

So let's look closer at what they have replaced it with. :twilightsmile:

S.P.E.C.I.A.L.'s take a much bigger role in what your character can do and you can develop him or her. There is a 7 x 10 grid called the Perk Chart. Each S.P.E.C.I.A.L. has ten associated perks, and your rating in that S.P.E.C.I.A.L. determines how far down the chart you can grab perks from. Not only are perks no longer tied to skills, they are no longer tied to level. If you start out the game with a rating of 10 in one of your abilities, you can take any perk associated with it. For example, if you start out with a Luck rating of at least 9, you can take Grim Reaper's Sprint as your first perk. And since the Perk Chart will be available from the beginning, you can easily plan out how you want to design and focus your character. You will receive a perk every level, and there is a starting maximum level of 50. (I fully expect that to raise with DLCs.)

*That "larger picture" I mentioned? This is it!

Or, at least, here is what we have figured out so far.

Todd Howard, QuakeCon 2015:

"There is a separate perk for each S.P.E.C.I.A.L. and each value of that S.P.E.C.I.A.L. from one to ten. So if you have a S.P.E.C.I.A.L. in that you can pick one of those perks right away. So like this intimidation perk, if you have a high charisma, allows you to control other people. And each perk for the most part, except for a few exceptions, has multiple ranks. So we have combined the previous skill system into this as well. So if there are seventy base perks and then you add all the ranks, you're getting around 275 of these.

So, when you're coming out of the vault, if you decided to go right to a 10 on a stat and lower your other ones you can be some very cool perks. We've found that playing the game over time, this gets us some really cool different play styles. So very, very cool, fun leveling system in the game. "

And the different ranks of a perk will allow for different things. For example: multiple ranked perks will unlock the perk requirements for things like crafting and town-building. Want to build a laser weapon? You need quite a few ranks in Science! to make that possible. (I suspect I will be putting a lot of ranks into perks that allow greater crafting!)

I particularly like how this system makes each S.P.E.C.I.A.L. important. As Matt points out, stat-dumping Charisma is no longer "just an inconvenience until you get a high enough Speech/Barter. Now its actually an impediment, as you only get the rank 1 Perk."

Additionally, we are told that you will be able to raise your S.P.E.C.I.A.L.'s, but I am not sure yet if that will be through perks, bobbleheads, cybernetic implants or a combination of all three. Although with the Institute in play, my bottlecaps are on cybernetics. (We do know that there is a bobblehead stand though, and we have seen game-play footage of a "Barter" bobblehead. Are they just for show? Or do they give mechanical benefits? We'll know soon enough!)

Those who have been fretting over "Skyrim-ization" of Fallout need not have worried. The new design in Fallout 4 is nothing like Skyrim and feels very much like an evolution of the Fallout design. The core elements to Skyrim's character advancement were skills increased through use, skill-based constellation trees with single-rank perks, and and a lack of attributes. This has none of that.
Here we have is a complete removal of skills altogether, attribute-unlocked multi-ranked perks, and player freedom of choice in advancement.

(There will also be books like good ol' Grognak the Barbarian. Without skills, I don't know if they have any mechanical benefits. But I'm eager to find them anyway because I'm hoping that they can actually be opened and read now, much like the books in Skyrim! That's something I would be really glad to see them take from there sister game.)

Of course, there were more revelations than just the perks system. At QuakeCon 2015, they revealed some very nice information about companions. There will be roughly a dozen companions, and you can have one at a time (much like Fallout: New Vegas, I suspect). Four of these companions have now been revealed: Dogmeat, Codsworth (who is voiced by Stephen Russel, perhaps best know as Garret in the original Thief), Preston Garvey (the guy from Boston's Commonwealth Minutemen that we saw featured in previous videos) and now Piper. Matt describes Piper like this:

Piper, the female that convinces the guard at Diamond City to let you in, under the guise of a trader who can 'stock up' the General Store. She and the Mayor of Diamond City have competing Newspapers. He runs like a pro centralized government and I think she runs some kind of counterpoint like the Boston Gazette of Benjamin Franklin's Day. I.E. a Pro freedom/pro liberty newspaper. So, both newspapers are at odds. Piper and her sister get kicked out of Diamond City, by the Mayor.

Piper and her newspaper will of course have quests for your character.

In addition, human companions will be potential romance partners. And it is nice to hear that those romances will not suffer from gender limitations. As Todd Howard put it:

You can have one [companion] at a time, and we wanted to have a lot of different archetypes and we track how they feel about you. With the humans, it can even lead to romances, and that is regardless of whatever gender you're playing.

But that's not all. So here is a video with even more fun tidbits of information!

All of this news has made me more excited for Fallout 4 than ever before. The game has never seemed so close... and November has never seemed so agonizingly far away.

But in the meantime, another big piece of great Fallout news: Fallout Shelter is coming to Android on August 13th! (And for those already playing it, the date also comes with a major update to the game that adds some great-sounding new content.) For more information, check out the article here!

art by PresetB

Report Kkat · 4,300 views · Story: Fallout: Equestria ·
Comments ( 60 )

Truly awesome. I'm sorry you're sick and hope you get well soon. I'm really looking forward to Fallout 4 and (hopefully some good) Fallout Equestria fics inspired by it. I like the look of the perk tree now, although I'm not sure everyone will agree with me. And you said the thirteenth for Fallout Shelter? About damn time!:rainbowlaugh: I've been fan of fallout for so long (to the point I even run the Fallout and Fallout Equesrtia Pan and Paper games with friends) that I don;t know how I could wait much longer. I'm Almost done with FoE finally though, I'm on chapter 34 I think.:pinkiehappy:

Get well soon, and enjoy Fallout 4.:ajsmug:

With every passing day, my hype for Fallout 4 rises ever higher.

3268091 It was Todd Howard who was unwell not her.

Get hype!

Oh man, I can hardly wait for that android port of Fallout Shelter.

HypeHypeHypeHypeHypeHypeHypeHypeHypeHypeHypeHypeHypeHypeHypeHypeHypeHypeHypeHype

Not too sure about the new perks and no skill system but... looks like it could be good, would have to actually try it out myself and get a feel for it but, cautiously optimistic about it. The rest... my only potential issue is hoping my comp can run the game fine. Besides that SO! MUCH! HYPE!

The hype shall rise even higher and higher for Fallout 4. I'm already excited and I don't even own either of the consoles it's on. :rainbowlaugh:

As long as console command's still work and I can mainly use bullets with not touching a laser or plasma gun I think I will enjoy my self

Trying to finish Fallout:Equestria before the game comes out, only on like chapter 8 right now. Gotta catch up! And the hype is very, very real!

AHHHHHHHHAHHHHHHHHAHHHHHHHHHHHHHHHHHH

I play with a ton of mods as well, and one of them (I think FWE but not sure) made it so for every 3 books of a type you read you got a perk. So three Pugilism Illustrated and you get a small boost to your damage resistance (or something similar). Maybe they will go a similar route with the books here without skills present.

Something about Todd Howard rubs me the wrong way when I listen to him. We probably just have vastly different opinions on game design.

Thanks for the update, haven't heard the new news yet.

Somehow you got me slightly more interested in this game. :moustache: I actually enjoy finding companions the most. If it weren't for the two always following me in New Vegas I would have been shot dead more times then should be allowed.

With Fallout 3, I played the game with hundreds of mods. For Fallout: New Vegas, I only played with a few dozen.

This is probably going to sound like a stupid question and could probably be phrased better, but I'll ask anyway. Why do people need mods to enjoy a game more? :derpyderp2: I have only ever seen two mods that look cool, the Ironman mod for GTA IV and the speedometer. I've played New Vegas just fine without the desire for mods, even if I were able to use them. What's the big appeal, I guess would be the better question? I'm not really a PC gamer so I know next to nothing about mods other than the ones mentioned above. :twilightblush:

I had hope they wouldn't get rid of the skill system.

Saying the Perk system is brand new.... I don't believe it, it was already here to begin with in the firsts fallouts.
They just replaced skill restriction by special restriction, going as far as to even get rid of level restriction....

But it's still falllout ! The Hype is still here !

Uh, what's QuakeCon? :twilightblush:

14: Even "instant" items now have an animation for them. Example: Stimpack. You can see your character bring their firearm down, and stick themself with it. The needle is offscreen of course, below screen. They didn't want to trigger warning anyone, I guess.

Bioshock is so edgy, even Fallout can't follow in its footsteps. :twistnerd:

3268409

Keep in mind that people don't need mods to enjoy the game, but mods regularly make a good game even better.

Some mods fix bugs or help remedy similar problems. For instance: Fallout 3 is notoriously unstable, so having a mod that automatically saves every ten minutes, reusing the same set of save games, mitigates loss due to sudden crashes.

Some mods grant reasonable minor capabilities that circumvent nonsensical limitations of the original game design. Example: Fallout: New Vegas gives you a canteen that you can refill at water sources. There is a mod for Fallout 3 that allows you to do the same with an empty soda bottle.

Some mods add immersion-enhancing elements to the environment. For example: while many RPG games have shifting weather, the weather in both Fallout 3 and Fallout: New Vegas is static. A player can add changing weather to the world with a mod.

Many mods just add interesting clothing, items or adjustments to the game that allow you to customize your experience a bit more or are simply aesthetically pleasing. For instance: there are several mods for both games that allow you to pose a character in a variety of preset poses. This is great for people who like to take cool screenshots.

Most good mods add a ton of replay value. I personally like to play through the game once on its factory settings, then start adding mods that change the game up a bit for subsequent playthroughs. For example: on my second playthrough of Fallout 3, I added a mod that allowed me to use the mezmetron on a wider variety of non-essential characters, including raiders. That character preferred to deal with the human monsters of the world by selling them into slavery and "letting them pay off their debt to society with a lifetime of service." (Even though she tended to resolve quests with good-karma methods, her karma rating was shot all to hell because she kept selling raiders into slavery. It was hilarious to hear Three Dog singing her praises while cussing her out like she was the devil incarnate.)

The world of Fallout 3 was a lot more colorful and visually appealing before they threw that filter of green haze over everything. There is a mod that removes it. There are dozens of boxcars and subway cars and buses all over the wasteland that you should be able to get into... and there is a mod that creates interior spaces uniquely tailored for each of them. Found the zoom on the binoculars in Fallout: New Vegas to be so poor that you tossed them the moment you got any weapon with a scope? There's a mod that makes those things actually worthwhile to hold onto until about mid-game. There are mods that add new quests, giving you new things to explore and reasons to adventure further after you've played to death all the original content. How about a mod that allows you to have multiple companions, allowing the ones you don't take with you hang out at your player home rather than having to cast them off? Or that turn NPCs like Lucy West from Megaton into companions?

Doesn't any of that sound like it would make the game even more fun? :pinkiehappy:

3268409 It's because mods add replayability and extra content. Plus, mods often fix issues in the game itself, making the game more enjoyable. If you want to play the game a particular way, there are mods that cater to many playstyles. Overall, mods make games (especially rpgs) a lot more fun to play.

hi hi

Weather, and really atmosphere and general ambiance is such a huge deal for establishing the mood. It's good that they're pushing to improve that. (It is no mistake that I start every game session with at least a line of establishing shot about the weather and the surroundings.)

The skill system makes me wonder if perhaps one of the elements lacking in many RPG's skill systems is having a measure of breadth, as well as excellence. The following question is: how to include that without making things too complicated.

3268501 That ... actually does sound like a lot of fun. :twilightsmile:

In all honesty, the binoculars in any game do nothing for me. I grab the nearest sniper rifle I can find and use the scope on it instead. You won't believe how many times that has gotten me shot at playing online. :facehoof: Or how long it took me to find one in New Vegas.

Back to my question that you answered better than anyone else has!

I haven't actually seen people use mods like that sadly, and ironically my cousin loves Fallout enough to play it on PC so the fact that he doesn't use them or hasn't mentioned them is a shocker to me! I had no idea Fallout 3 had such problems until you mentioned it. :rainbowderp: I guess mods can help you out. :scootangel:

Now I kind of want to play Infamous with a weather changing mod since it generally stays static the entire game aside from changes in day and night.

Thanks for the examples, not a lot of people give me that kind of insight with this topic. Can't wait to see what you have planned for the next blog ... and your big one hundred! (Which is only two blogs away, have you noticed that :pinkiegasp:) :twilightsmile:

If there's anything I want done better in Fallout 4, it's the combat. I always thought melee was okay, but I am really annoyed with guns. I can understand the sights swaying a lot when you aren't leveled in them too much, but why should people be able to take a bullet to the chest wearing a jumpsuit and only react to it by saying "ow!"?

I never understood how people like that. I would even be fine if the player had the same disadvantage where you die whenever you get shot/stabbed most of the time. Now of course that won't happen but I definitely think combat needs to be better.
That's just my two cents though.

3268585 Because being a one hitpoint wonder in a bullethell game isn't any fun

3268571

Check out my old blog post Your Wasteland May Very for some of the best mods that I play with.

I'm so excited for Fallout 4 and with all the potential this game has I don't know how I can wait till November. Also thanks for the update on what's going on with Fallout 4 hearing all the new additions and ideas going into it makes it sound even more better than it already was.

3268621 It's pretty hard to call Fallout a bullet hell. :unsuresweetie:

Sorry I'm a bit of a realism junkie though.

Oookay, now I'm both exited and scared. Scarexited. Seriously, this is The. Biggest. Change. Ever.

To my eternal shame, I never got into FO3 mods. Haven't gotten super heavy into a modding scene since Max Payne 1. (KATANA 2 <3 <3 <3) To be honest, Fallout Equestria kinda basically ruined FO3 and New Vegas for me lol. Like oh wow, none of these characters are half as good as the post-apocalyptic horses. Now my life is in a weird place where I have basically no time for PC gaming, but all the time in the world for PS4......so as much as I hate playing a FPS with a controller instead of Mouse+Keyboard......I can see the writing on the wall.

Fallout Shelter for Android 8/13/2015.

EAT A DICK APPLE *Homer Simpson middle fingers gif*

But let's face it, there are some big faults to linear percentile skill systems, and perks have always been where the real character advancement and customization have taken place.

By Celestia's flaming orgasms! Don't let the Isometric Turn-Based jihadists over at No Mutants Allowed hear you utter such blasphemy! I remember when posting Fallout FPS ideas were a bannable offense over there lmao. :rainbowlaugh:

Train won't stop!
-Krieg

I want this so bad it hurts.

There will be roughly a dozen companions, and you can have one at a time (much like Fallout: New Vegas, I suspect).

Didn't Fallout: New Vegas let you have two at a time? One human and either ED-E or Rex?

The game looks pretty cool in general, but I'm still worried for how little they shown of the melee combat. They said they focused a lot on gunplay because it was considered weak, but melee was even worse than that with it's fixed one-handed swing and no indicator of range. Even if the gunplay didn't have much oomph, you could pick anywhere between shotguns, rifles and pistols, bullets, lasers or explosives.

Finally it comes to android. It was way to hard to play on my small Ipod screen.

The perks approach with attributes is interesting, I just hope we have a good variety in types of perks to specialize in.

I'm curious as to how a fairly rounded character and a hightly specialized character will work with attributes and perks.

As a big fan of crafting and, well, hoarding loot I'll probably prioritize Strength and Intelligence.
_______________________________________________________________________________________________________
On another note, I hope that will be able to tell companions to take cover when wounded or at least use some stimpacks - frustration with constant over-zealous companion deaths tends to be the #1 reason I tend to end up turning off Hard Mode in New Vegas.
____________________________________________________________________________________________________

Though I have no reason to expect it, I'd like to see food go beyond a weird psuedo-stimpack heal or an effortlessly overcome Hunger meter.

I'd kind of like to see day-long bonuses for at least higher quality food: like earning a bit more experience when well fed.

3268585

I'm also fine with more combat realism, so long as lighter armors at least help with some shots.

My personal pet peeve is when I shoot a Deathclaw in the face with my Plasma Defender, which can kill a man in the chest with one shot, and the face takes another five shots to kill.

At very, very least I think that should grant a stagger or blinding effect.

Same thing goes for Super Mutants taking three headshots (minimum) to kill, without a bit of stagger.

(Could be cheesy with VATs, but I honestly prefer to avoid VATs in favor of more immersive real-time fighting...when I can.)

Since Fallout already has a limb damage system, it would be interesting if different armors armored different areas more.

That way the model would match up with limb durability better.

(If there is such a system, I've never seen it acknowledged in-game.)

This could be combined with a speed boost/ penalty depending on the weight of the armor to add some interesting asymmetry and trade-offs beyond inventory weight to armor, while making it more realistic.

Heavy armor is obviously going to be far better at taking a hit, but I'd like to not feel compelled to always grab the heaviest piece of armor possible.

3268457 Its a gaming event run by Bethesda in Dallas, Texas. They always have exclusive content for their newest games at the convention.

3268459 Hehehe... yeah no injecting it into your upraised arm or anything. I wonder how drug use will be presented, we have yet to see Med-X/Jet/Psycho etc.

3268585 Unfortunately, from the footage I have seen, the lethality of guns is still an issue. However, once again, there will be mods like the New Vegas mod "Project Nevada" that you can use to tailor the lethality of combat to your liking.

3268686 I was a part of the No Mutants Allowed group for a long time, and I love hex-Based top down combat. However, since it seems the current series of Fallout games is going to be First Person I have no problem making it a GOOD one.

I really hope it goes the way of Shadowrun Returns and we get a proper top down isometric view game in the future. I would love a spritual successor to Fallout 2. Fallout: New Vegas really really tried, and I love it for it! It was the same people and continued as if a sequel to Fallout 2, complete with adding in many many elements from the canceled original Fallout 3. Old World Blues is the best example of content taking directly from the cancelled Fallout 3.

3269059 I forgot to mention this! Melee combat now has a good feel for range of swing, based on the unfortunately short amount of time shown with melee weapons. Most of the melee combat shown was using VATS.

You can target locations with melee combat now, so you can say hit them in the head, arms, legs, torso etc. A crit to the head was actually, striking them down, then finishing them off with the baseball bat.

The finisher in VATS with the swinging baseball bat with the sawblades decapitated them nicely. It looked like the Added Kill Animations mod for Skyrim.

I really mean no offence here Kkat, I enjoyed reading your story, but I'm actually quite confused as to why I keep getting your blog posts on my feed when I'm not following you. I don't really mind seeing your posts, I'd just really love to know why I'm getting them. :scootangel:

3268652

Todd knows how to sell a game.

3269639 That's what I love about Bethesda, they're so nice to the modding community. :rainbowkiss:

3269633 Cool. Maybe I'll go, one day.

Funny you mention Fallout 2 even briefly... 'cause I got it on sale just days ago. :D

And I cannot get past the damn albino mole-rat, and my Luck of 6 led to a jammed lock.

Damn. XD

3268658 Deathclaws, Yao Guai, Cazadores...

And imagine dying to a Bloatfly

3270054
troll.me/images/crazy-eyes/looks-good-to-me-thumb.jpg

But I said I would be fine with dying in one hit. I didn't say I wanted to die in one hit. And bloatflies would be even easier to kill. So then you would really have to suck to die to one.

Again, I guess it's just my fault for playing Red Orchestra a lot. :applejackunsure:

Can't wait to see what funny names Codsworth can say.

Probably going to set my character's name to you-know-who* or Mr. F***face





*littlepip

Set your character name to 'Lord Voldemort' and then see if he says "Lord Vol- he-who-must-not-be-named!"

3269059 The way the Fallout NV companion system works is weird. There are characters actually labeled as companions in their files, and there are characters that are labeled as a different type of companion, a sub companion almost. You can have one of each, but not two of the same companion subset at the same time.

I suspect they will do the fallout NV companion system though, because they're leading to some really cool stuff with dogmeat, and if you could have only one, that would kinda suck.

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