Better Female Courier's duster - posted in New Vegas Mod Requests: I finally bought all the New Vegas dlcs and I just finished Lonesome Road and it was great, when I got the Couriers Duster for finishing it I though id finally have something new to wear, except it has no unique model for women so it looks like im just wearing a cube instead of clothing. The bounty hunter duster is a piece of clothing in Fallout: New Vegas. Its appearance is remarkably similar to the regulator duster from Fallout 3 as well as having similar statistics, providing a Damage Threshold of 6 as well as the bonuses Charisma+1 and Guns+5. Make Fallout: New Vegas so beautiful you’ll fall in love again Modding may seem extremely intimidating for some people — and, truth be told, “I’ll just install some mods” usually ends up.
Thanks to Steam Proton, I can play FNV without a separate install of Steam. Still a few problems, though, like that Linux is case-sensitive and Windows isn't, which plays merry hell with mods (eg. I can't put more than one weapon mod on the M37 Ithaca), and there's an issue with, I think it's HDR, that causes the GUI (and my hair) to sometime cut out at certain angles in certain areas.The same issue seemed to make VATS give 0% hit chance on everything, but restarting with HDR off gives me regular hit chances.Fuckin' weird if a graphics setting also affects gameplay like that.Edited by Balmung on May 11th 2019 at 9:38:25 AM.
Something helpful to keep in mind if you have trouble with Cazadores - your baseline poison resistance is equal to (Endurance-1).5. This means that with 10 Endurance, you have 45% poison resistance. The various gecko-backed leather armors add 15%, and one of the perks from Honest Hearts adds 25%. The only warheads I had to go out of my way for were one in the High Road (near the Marked Men camp with the broken crane) and the Courier's Mile. In particular, the higher up one was a bitch and a half to find.Also, keep in mind that I went at this with a lot fewer mods than you. Not just that, but with symbols.
He gets so tied up in one, usually pre-war interpretation, then acts indignant that people could find new meaning in old symbols.Hell, speaking of one of the biggest symbolic motifs of the game, the Bear and the Bull, is open to two very different interpretations. The stock market analogy says the Bear is in decay, while the Bull is on the rise.
He's said as much himself. I do like Kreia a lot, I'm that guy, but he's said that he wanted to tone her down and give the player more chances to fire back at her diatribes and just generally prove her wrong in-game, etc, but the game was and the ending was one of the worst-hit portions as far as being unfinished. And you know the rest.The meta-critique of Fallout becoming increasingly allegorical is interesting. As much as I do like the base game, I sometimes think about what could have been if we got a whole game's worth of Dead Money, Old World Blues, and Ulysses and Joshua Graham as companions.
I suppose that would've been Van Buren.I don't think it could have been nonlinear in the same way, and that would have been a shame. On the other hand, party dynamics have always been my favourite thing about these games.Edited by Unsung on May 21st 2019 at 9:22:33 AMEverybody's righteous / Some of them ain't right. Ulysses is the kind of person who reacts to trauma by insisting that it had to have happened for a reason. That it couldn't have just been a senseless tragedy.Reminds me of that one guy in the Mass Effect series who tried to restart the same horrifying experiments on children that he was a victim of in his youth (along with Jack) because he believed that the project had to have had a good reason. Otherwise he would have to admit that the suffering he endured had no deeper meaning.I'm also reminded of the Idea of Evil from Berserk, which exists because people subconsciously wish there was a reason for their suffering.Disgusted, but not surprised.
Finished Old World Blues, left the Think Tank and Doctor Mobius alive, it seemed rude not to. Hoovered up a vast amount of loot and junk, which I carried back to the Mojave and put into storage for later.Oh, and I let my Brain have a holiday of an extended nature, for once. I usually re-unite with it, but it has several valid points as to how idiotic the Courier usually is.I started up Honest Hearts, and kept on until I met up with Joshua Graham, then saved and quit the game because I'm off to see either Detective Pikachu or John Wick Chapter 3 at the cinema. Going into Dead Money with three major mods in tow - The first is the 'Annoyance Reducer', which reduces cloud damage (which, given my maxed out END score and implants, probably isn't that big of a deal) EDIT: not directly, though - it makes Dean's Unclean Living perk stick around nonstop after you get him so that its damage reduction is permanent, and more importantly, doubles the time until the collar makes your head go boom. The second is a diversifier for the ammo codes for the vending machines, making them able to yield everything except.45 and Rocket ammo because those are from other DLC. The third isn't Dead Money specific, but a mod that makes shotgun traps actually yield a single shotgun, which is quite a valuable weapon in Dead Money.LOL, Boone is immune to knockout gas.
Big moment.Going pretty well so far. Surprised how easily I got some bitchin' sweet armor and enough Police Pistols to easily repair one to max.
Still incredibly underwhelmed by the Holorifle - its stats say it should be great, but it never feels like it's performing great when I actually use it.Edited by Balmung on May 22nd 2019 at 7:06:20 AM. I love the idea of Survival Horror Fallout and the core concept of Dead Money is pretty cool. However, it has a lot of elements that are a pain in the ass to deal with that come across as borderline. Some thoughts in general:-I actually don't directly mind it taking away the player's weapons. I think taking away your equipment really helps capture the fact that you're in an unfamiliar environment, and forces you to at least try the DLC weapons out. It's a good pace-changer.
My actual problem is that it never sees fit to give you back your equipment during the adventure itself. Admittedly it wouldn't fit the tone to let the player bring into the Casino, but I think if it was half-way through the DLC it wouldn't matter. Besides, there are ways around this problem and the game already employs many of them-there are plenty of challenges that can't be beaten through brute force (I'll get to those later).-A related problem is that there aren't any weapons in the DLC itself that feel like something I'd use outside the DLC.
The only exception is the Holorifle. It isn't a must-have, though I do like it. The site I think is the best part. It puts a creepy filter over things you're looking at, and makes the game slightly spooky even when used in non-horror sections (I recall firing the weapon at Zion tribals and realizing how spooky it made everything look). This is actually how I'd solve the aforementioned BFG issue: I'd make the enemies very tough, and put weapons that hit hard but nonetheless had drawbacks that encouraged the player to treat it like a survival horror game. For example, a gun that fires very rare exploding bullets, or a weapon with a spooky site that can only be fired while in the site.-A lot of the game's non-combat challenges are kind of lame.
The fog and radios are annoying, but not too bad IMO. I find the justification of the radios kind of weak. Elijah's a bad boss to be sure, but the bomb collar's weakness to radios seems like such a severe design flaw that he comes across as incredibly for using them.
The more conventional traps like the shotgun tripwire and the mines are always infuriating to me, but to be fair they are from the main game (they're infuriating in the main game, too). My least favorite, though, has got to be the holograms. Invincible enemies always feels like cheating to me.'
Any campaign world where an orc samurai can leap off a landcruiser to fight a herd of Bulbasaurs will always have my vote of confidence'. Weapons that hit hard but nonetheless had drawbacksYou mean like the Automatic Rifle, which has very high per-shot damage and DPS, but is highly inaccurate and uses scarce (in the context of the DLC).308 ammo?Also, Dead Money has a really weird mix of being incredibly stingy and incredibly generous. Like, in 15 minutes, you can easily have some of the best armor in the entire game and rock up to 30 DT before even finding the upgraded security armor (16 from basic security armor + 2 from implant + 3 from the collar + 6 from 2 levels of toughness + 3 from the security helmet), and in that time, you can also have two very good guns (police pistol and automatic rifle), three if the Holorifle actually seems to work for you, and very good melee and unarmed weapons in the knife spear and bear trap fist.
At the same time, good fucking luck with healing or ammo for anything but the police pistol.Without the survival horror elements, Dead Money would practically be a campaign. ^ The police pistol reloads a lot faster, has much higher crit damage, and costs less AP, IIRC. So faster with more payoff for luck. Which is good, for a weapon in a survival horror campaign that's meant to be reliable but disposable.^^ Well, it is kind of a campaign, deliberately., really. Given, there has to be enough treasure there to satisfy any kind of greed, and enough pain involved in getting it to make you wonder whether it was all worth it.I kind of like the shortsightedness of the collars, and the mechanic involved in deactivating the radios.
I think the level design on them could have been better, they make a better puzzle mechanic than they do a ubiquitous environment element, but the concept is interesting. It'd almost be better if either the bomb collars, or more likely the radio signals, were something new, and that was why Elijah was having so much trouble with them. Like something Dean figured out in order to further rig the odds in his favour.Really that's true of a lot of design elements in the game. Cool concepts, but a little half-baked execution-wise — dismembering Ghost People with the game's spotty hit mechanics is never going to be as satisfying as precisely cutting limbs off of a necromorph. I understand why a lot of people wouldn't want to replay it, but I do like the atmosphere and characters.I kind of don't care enough about big guns to miss them, but it could have been interesting to finish off the DLC with one big multi-stage RE-style arena boss fight with Elijah, possibly Dog if you turned him against you, a bunch of holograms and turrets, and a big Contra-esque central reactor/boss wall or whatever.Edited by Unsung on May 26th 2019 at 5:24:00 AMEverybody's righteous / Some of them ain't right.
. Quick Links.
Fixes / Guides. Modding. Fallout Network.All Posts must be directly related to Fallout.Use and abuse spoiler tags. Do not post spoilers in titles.No low effort/meme content as posts. Comments are fine.Follow proper when submitting and commenting. Keep it civil and do not make personal attacks to other users.
Absolutely no harassment, witchhunting, sexism, racism or hate speech will be tolerated.Do not spam. Always follow when sharing your own content. More than 1 in 10 of your posts or comments being self-promotional is spamming. Livestream promotion not allowed.Use descriptive titles. Posts with clickbait, extremely vague, or misleading titles will be removed.No dissemination of rumors / leaks without actual evidence.Posts promoting or facilitating piracy in any way will be removed. Piracy is a permanent ban, no warnings.All posts and comments in end, come down to moderator discretion.WRITE THIS War.
War never changes(/spoiler)SEE THIS- The lore of the Fallout series- Classic Fallout Games- Fallout 3 community- Fallout: New Vegas community- Fallout 4 community- Fallout 76 community- Fallout modding community- Fallout Shelter community- Fallout Fan Art- Fallout 'Humor'- Journal-like fan fiction.- A subreddit for the Wasteland games.- Fallout-related cosplay- Fallout-sounding music.