Fallout 3!

Of the Tabletop, and other, lesser varieties.

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Re: Fallout 3!

Postby Rippy » Fri Nov 14, 2008 9:51 pm UTC

Ixtellor wrote:I have never seen a single freaking bobble head. I am currently level 9.


Ixtellor

Hehe, missed the one in dad's office just before your G.O.A.T.? And the one on Doctor Li's desk?

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Re: Fallout 3!

Postby Jessica » Fri Nov 14, 2008 11:46 pm UTC

Ixtellor wrote:I have never seen a single freaking bobble head. I am currently level 9.


Ixtellor

I've seen at least 2.
Spoiler:
One's in your Dad's office before the Goat. One's in the sheriff's house in Megaton. Those are the only ones I've found (medicine and strength).


Must have missed dr Li's.
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Re: Fallout 3!

Postby Voco » Sat Nov 15, 2008 12:10 am UTC

Does anyone know how to make the Grognak the Barbarian printing press work? I couldn't find a single issue of Grognak the Barbarian in the factory, but I thought I might be able to print one, since there is a console and everything.

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Re: Fallout 3!

Postby Upsilon » Sat Nov 15, 2008 12:25 am UTC

I have 11 Bobbleheads. I must be doing something right.

I hope there wasn't one in
Spoiler:
Raven Rock, because I didn't go in some of the sections of the base where a Bobblehead was likely hidden.
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Re: Fallout 3!

Postby Amnesiasoft » Sat Nov 15, 2008 12:37 am UTC

Yes, there was a bobblehead there.

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Re: Fallout 3!

Postby Jack Saladin » Sat Nov 15, 2008 1:37 am UTC

Are there other quests that improve your stats like that?

There are plenty of quests that give you unique (can't get them by leveling, that is) perks - the WSG Radiation one, and finishing the WSG quest line (there are like four variations of this one), or persuading her not to write it, so that's like 6 or 7 there (of which you can get a maximum of two per playthrough, the radiation one and either Dreamcrusher or Survival Guru). Then there's another one for the Arefu quest, and there's a bunch more I can't recall atm.

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Re: Fallout 3!

Postby Upsilon » Sat Nov 15, 2008 1:44 am UTC

The Barkskin perk from the Oasis quest, for one.
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Re: Fallout 3!

Postby Xaddak » Sat Nov 15, 2008 4:19 am UTC

With the help of console commands, I found out why you're not supposed to get near the Vault 87 door.

Click to see!
ImageImage

Kind of a jackass thing to do... not only do they radiation slaughter you if you try, not matter how much Rad-X you suck down, even if you somehow get close, the door can't be entered, even if you unlock it in console.
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Re: Fallout 3!

Postby Rippy » Sat Nov 15, 2008 5:03 am UTC

Xaddak wrote:With the help of console commands, I found out why you're not supposed to get near the Vault 87 door.

Click to see!
ImageImage

Kind of a jackass thing to do... not only do they radiation slaughter you if you try, not matter how much Rad-X you suck down, even if you somehow get close, the door can't be entered, even if you unlock it in console.

It wouldn't have been that hard to just make it very difficult, but possible, to get into. Seems like laziness to me.

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Re: Fallout 3!

Postby Xaddak » Sat Nov 15, 2008 5:18 am UTC

Laziness is exactly it. It shows in the main story, too. Invulnerable glass! +12 radiation that somehow instantly kills you! It's like the Jefferson Memorial is where they put all of their bad storyline ideas.
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Re: Fallout 3!

Postby Jack Saladin » Sat Nov 15, 2008 6:24 am UTC

Yeah, the game is much too linear in how it forces you to approach things. Like, I don't give a fuck if you don't think it's dramatic enough, Bethesda, but I want to send Fawkes into the fucking lethal radiation which wouldn't harm him at all.

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Re: Fallout 3!

Postby Wolf » Sat Nov 15, 2008 6:56 am UTC

Has anyone gotten into Vault 106? I'm actually vaguely disappointed:

Spoiler:
I guess I just though the writing would be better? I was hoping I'd find a survivor diary or something like that, and all there is are a few security notices (one from each perspective of the gas incident), and a note about how the walls "just need someone to love them too, man". I didn't find this lack of information mysterious or scary. I mostly just found it annoying.

Plus, there's one guy labeled as a mere "Survivor" right near the back of the places, versus being an "Insane Survivor," but he attacked me anyway! I was hoping I would get to talk to him or something. . .

Am I just giving too much credit to Bethesda's writers to hope for something like that?

P.S. The Bobblehead was nice, though.


EDIT: Grammar correction. (I hope).
Last edited by Wolf on Sat Nov 15, 2008 4:43 pm UTC, edited 1 time in total.
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Re: Fallout 3!

Postby Irrefutable » Sat Nov 15, 2008 11:14 am UTC

Im having a great time ignoring the story quests, making new chars and just roaming around.

Seems like most complaints about the game kick in when you do the story so im keeping well away.
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Re: Fallout 3!

Postby Rippy » Sat Nov 15, 2008 4:33 pm UTC

Irrefutable wrote:Im having a great time ignoring the story quests, making new chars and just roaming around.

Seems like most complaints about the game kick in when you do the story so im keeping well away.

I thought the story was good gameplay-wise, but it's just the plot itself that lacks. I would at least go until the first visit to the Citadel, so that you can get power armour training at least.

Edit: Haha, I got into The Family's place because I had a unique dialog choice as a result of the "Cannibal" perk.

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Re: Fallout 3!

Postby Vaniver » Sat Nov 15, 2008 6:41 pm UTC

Irrefutable wrote:Im having a great time ignoring the story quests, making new chars and just roaming around.

Seems like most complaints about the game kick in when you do the story so im keeping well away.
Ignoring the main story seems to hamper you quite a bit, since it brings you past almost all the towns, give you quite a bit of weaponry and power armor, and power armor training (which, if your char is sneaky, you probably won't be using anyway. But oh well). You can get some rather awesome stuff out of Raven Rock too, but that's primarily if you're going energy weapons.

It's just... expect to be annoyed by the plot twists and how some of the people behave. But there aren't any fights that will make you pull out your hair.
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Re: Fallout 3!

Postby Xaddak » Sat Nov 15, 2008 10:14 pm UTC

Anybody else disappointed that breaking into Braun's chamber in Vault 112 is completely pointless? I wanted to put him out of his misery.
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Re: Fallout 3!

Postby benbw » Sat Nov 15, 2008 11:24 pm UTC

I just bought it, and I am ridiculously excited for it...








...11% (damn you Steam!).

I'm thinking about making a Small Guns specialist, but I don't know what SPECIAL/other skills would be helpful towards that end. Does anyone have any suggestions?

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Re: Fallout 3!

Postby Irrefutable » Sat Nov 15, 2008 11:48 pm UTC

On the topic of armor it seems to make no difference, well, im sure it does but i havent been at all hampered by just chosing whatever clothes made me look the coolest which happens to be a pair of shades, a cool looking hat and the Snakes Leather Jacket you get at the begining of the game. I just don't realy get hit, most fights are over as they begin and almost nothing gets close enough to hurt me. Only fights i strugle with are when i spawn next to 3 Talon Mercs and even then i have enough buffer to take em down. Im playing a sniper stealthy character, im level 11 and ive only ever used 1 stimpak.

Also im playing through again as an indescriminate bastard type character who is good at shmoozing. I was trying to think up a new character type build to play, ive tried Mele based and ive tried stealthy sniping and ive tried an allrounder combat type but apart from those i was strugling to think up anything original i could do with my character. Small Arms are the mainstay for almost the entire game and its easy to subspecialise into any other weapons like Energy Weaps or Big Guns on the side of any character.

Character development and creation is one of the few areas i feel Fallout is lacking. Oblivion there were a myriad of different possible archtypes and each one had different possibilities. I must have started about 20 different chars and each one felt original and disparate from the others. I could probably start it up now and do something completely different and enjoy it. Fallout though seems lacking in that department.

(Sorry for the double post)
If you were sorry, you'd have used the edit button instead -ST

benbw wrote:
I'm thinking about making a Small Guns specialist, but I don't know what SPECIAL/other skills would be helpful towards that end. Does anyone have any suggestions?


Here is what i went for, hope its useful but it probably will just be a starting point at best.

I tagged for Small Arms, Sneak and Repair. Sneak is a lovely skill, get it high enough and wear suitable clothing and you can be stealthing around your enemies in no time. The first shot you fire when sneaking is a guarunteed critical hit which in most situations translates to an instant kill. Death of enemies doesn't alert enemies near them to your presence within reason so you can sit at range with a Sniper rifle and pick off an entire group of super mutants with no returned fire.

Small arms is an obvious choice and repair is likewise a lovely skill. Repairing works by combining two items to make one of those items but in better condition and its value adjusts accordingly. What this means in practise is that repair is fantastic for carrying alot more valuables than you otherwise would be able to and it is great for keeping your own equipment on top form.

With regards to S.P.E.C.I.A.L i went for (And this is from memory so it might be off)

Strength: 3
You don't have any utility for it apart from carrying gear so it is best left low, the bobblehead in the first town will take it up to a perfectly respectable 4, with a decent repair skill you should have no trouble carting around enough valuables to turn a tasty profit

Perception: 6
Suprisingly useful, especially when messing around with a small arms sniper, lets you know whats around you allowing you to prepare attacks. I took it higher with Intense training for the want of any other perks to take

Endurance: 3
Worth having to a moderate level purely because you can't always dictate engagements and you will get hit. It is however of secondary importance as most of the time if you are being hit its probably time to hit the Quickload anyway.

Charisma: 9
I have frankly no idea how useful a high disposition is. I don't know if having a high speach skill counter balences low disposition but i thought it would be more useful in here than in anywhere else. Also i like being liked :)

Inteligence: 9
If you are going to take it high its worth doing from the off to get the maximum benefits from level ups. I like my skills so i wanted a high intel.

Agility: 9
Not only does it give a bonus to your two main skills, Small arms and Sneek but the extra VATs realy is nice.

Luck : 1
This is abit radical but because the first shot you fire is always going to be a critical luck isn't all that useful. Apart from the criticals all you are missing out on is a slight skill bonus for everything which i think is worth forgoing.

With bobbles you can +1 to everything.

Its a very enjoyable build and works well. Not the only way to go with small arms but ive found it perfectly viable.
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Re: Fallout 3!

Postby Phen » Sun Nov 16, 2008 12:16 am UTC

Xaddak wrote:Anybody else disappointed that breaking into Braun's chamber in Vault 112 is completely pointless? I wanted to put him out of his misery.

Really? That's what I was about to do, now that I've maxed out science and is just exploring the world. It's a damn shame that there's really no challenges, enemy-wise. Hell, I think I killed Autumn and his laser gatling gun-wielding troops without breaking a sweat.
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Re: Fallout 3!

Postby Upsilon » Sun Nov 16, 2008 12:21 am UTC

Didn't Autumn
Spoiler:
die with your father? Oh well, I filled this plothole with tactical use of A3-21's Plasma Rifle.
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Re: Fallout 3!

Postby Phen » Sun Nov 16, 2008 12:28 am UTC

Upsilon wrote:Didn't Autumn
Spoiler:
die with your father? Oh well, I filled this plothole with tactical use of A3-21's Plasma Rifle.

I thougth so too. Then again, we never saw his face in there...
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Re: Fallout 3!

Postby Xaddak » Sun Nov 16, 2008 1:05 am UTC

Small guns can be completely ignored in favour of:
Anything.
Anything.
ANYTHING.
Seriously, anything.
I think you get the point now, but just because 5 is more "round" (in the half of ten sense) than four... A-N-Y-T-H-I-N-G.

I once made a Big Guns/Melee Weapons character. He toted around a minigun, a flamer, a missile launcher, a lead pipe, brass knuckles, and a baseball bat. The idea was to use the big guns on groups or very hard targets, and the melee weapons on single or very weak targets. You know what he did with the endless supply of small guns and small guns ammo he found? Sold 'em all for caps which he used to buy more big guns ammo and keep his gear in repair.

My current character is a good Small Guns/Sneak character mainly, with Lockpick, Science, Repair, Medicine, Barter, and Speech. All of these skills are at 100 (he just hit 20 today). My next character is going to be Energy Weapons, Speech, Lockpick, Science, Medicine, Barter, and Repair, and is going to be neutral karma for the Impartial Mediation perk, which frees up 30 skill points to go elsewhere. After that I am making an evil Unarmed character, with, get this, Lockpick, Science, Medicine, and Repair.

tl;dr

If you don't like small guns, use something else. Just because it is harder to find and keep maintained doesn't mean it is impractical. Remember to check merchants for ammo, and also remember that merchants can repair gear, AND remember not using small guns at all guarantees you a steady supply of caps to help with buying ammo and repairing gear at merchants.
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Re: Fallout 3!

Postby Vaniver » Sun Nov 16, 2008 3:09 am UTC

I'm a big fan of carrying things, so I would recommend against a low str. The combination of low luck and sneaking is an interesting idea, though; I still like having the high luck for the non-sneak shots.
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Re: Fallout 3!

Postby Irrefutable » Sun Nov 16, 2008 3:16 am UTC

I tend to take up Str to around 6 or above with intense training in the early stages where there arnt many perks worth taking.
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Re: Fallout 3!

Postby Rippy » Sun Nov 16, 2008 4:11 am UTC

Yeah, I've been playing a character specializing in energy weapons, and it seems like ammo has been less of a consideration than when I played with small arms. You first find a laser pistol very early in the game (The place in the main quest line where you find the dead brotherhood soldier is what comes to mind, but I know I had one even before that). And there's literally something like 100 energy cells on that brotherhood soldier. Combining that with a trip to the Super Duper Mart, I had >200 energy cells. You can then get A3-21's Plasma Rifle from "The Replicated Man", and while you probably won't find microfusion ammo for it until level 10-ish, you're basically set.

And now I'm making a killing selling small arms and ammo. Basically I pick up all ammo, and pick up guns that have a decent cost-to-weight ratio. If my pack gets full but I can't go sell things yet, I just repair guns together. I haven't checked if the result is the sum of the values of the two weapons, but either way, it increases the value of the weapon AND frees up more room.

I think it's the way to go if you're playing as a Good character. My first character (small arms psychopath) was fine because he killed enough shopkeepers to get a pretty good supply of caps. But Good players only really make money from two things: quests and loot.


I remember where I first found a laser pistol; it was in the Super Duper Mart. There's one in there that's in perfect condition, it's great.

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Re: Fallout 3!

Postby EdgarJPublius » Sun Nov 16, 2008 8:04 am UTC

you can buy a laser pistol from Moira IIRC. I just used it to repair the one I found in the Super-Duper mart though.
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Re: Fallout 3!

Postby icanus » Sun Nov 16, 2008 12:31 pm UTC

I'm thinking I might go with explosives/sneak for my next character (probably with a bit of melee for getting out of scrapes). I'm thinking that sneaking around laying out mines then shouting "over here" could be fun, though those moments when you exit a building and get jumped by mercs might make this impractical.

Mainly I'm waiting for a construction set to come out so that I can disable fast travel, make ammo weigh something and reduce the effectiveness or availability of Rad-Away and Stimpacks. I want to really have to think about whether to drink from that toilet and soak up a dangerous amount of rads, or limp home with 30 health.

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Re: Fallout 3!

Postby Jack Saladin » Sun Nov 16, 2008 12:58 pm UTC

though those moments when you exit a building and get jumped by mercs might make this impractical.

Those are the times you just fling grenades madly everywhere. Those things own, especially with the stealth critical bonus.

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Re: Fallout 3!

Postby icanus » Sun Nov 16, 2008 1:08 pm UTC

Problem is they pop up right under your nose sometimes. Does a high explosives skill only increase explosive damage to enemies or to yourself as well?

My current evil gunslinger character makes the Regulator attacks really fun. My strategy is to kill the first two, then disarm and cripple the last and send him packing as a warning. I get 1/3 less ears, but it's just funny. (I also like using the mezzer to strip them to their underwear before sending them on their way - let them explain that back at HQ. Slavery's too good for 'em)

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Re: Fallout 3!

Postby Jessica » Sun Nov 16, 2008 5:05 pm UTC

Cool, you can have two followers.
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Re: Fallout 3!

Postby Rippy » Mon Nov 17, 2008 12:28 am UTC

Jessica wrote:Cool, you can have two followers.

No, you can't...?

Dogmeat doesn't count towards your follower limit, if that's what you mean.

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Re: Fallout 3!

Postby Vaniver » Mon Nov 17, 2008 12:39 am UTC

I'm relatively sure you can have both 'slaves' at the same time, as well as Dogmeat.
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Re: Fallout 3!

Postby Jessica » Mon Nov 17, 2008 4:29 am UTC

A friend of mine was telling me about a glitch.
Get a follower. Get dogmeat. Kill dogmeat. Get a second follower.
I'd like to try this, but being unable to really play the game is a real damper.
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Re: Fallout 3!

Postby Ixtellor » Mon Nov 17, 2008 2:14 pm UTC

The good and the bad.

1) So I went to that foundry mills place, and of course everyone is attacking me. I kill lots of raiders. (I love fighting raiders, cause I can save lots of ammo by using hunting rifle headshots - 1 shot 1 kill. )
So there is some chick in a locked cell that won't talk to me. I pick the lock and let her our.
She runs out and stabs my in the stomach with a large kitchen knife. While I am thinking "WTF", she runs over to a corpse and picks up a flame thrower, then she sprays me down with it. I ended up VATTING her quick like, but I thought it was some pretty cool AI.

Spoiler:
2) I am doing the main quest right after daddy dies. I end up killing 10+ enclave soldiers with full enclave power armor and helmets. The bad news is I am already at max capacity and I don't want to get encumbered. So I just finish taking Dr Li back to the citidel. After she is safe and I go in and learn power armor training. I run back through all the tunnels to the place where I killed soo many enclave. EVERY one of their bodies is GONE. All other bodies are accounted for, except the enclave soldiers with the juicy power armor.
SOOO MAD.



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Re: Fallout 3!

Postby Vaniver » Mon Nov 17, 2008 6:08 pm UTC

I know. What's even more aggravating is a lot of those soldiers were places you simply couldn't get to.

I try to leave enough space in my inventory for a suit of power armor, and then pick up and repair what I get- generally they're all in crappy condition, so you walk out with one good suit instead of no bad suits. But it does require not having 50ish pounds of stuff.
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Re: Fallout 3!

Postby Chen » Mon Nov 17, 2008 6:10 pm UTC

Xaddak wrote:Kind of a jackass thing to do... not only do they radiation slaughter you if you try, not matter how much Rad-X you suck down, even if you somehow get close, the door can't be entered, even if you unlock it in console.


Well I guess it is a little lazy, but I'm fairly certain there's no in game way to survive the radiation to get to that door, so why bother making it an actual entrance? I mean I went towards the place with and the radiation level got so crazy so quick I couldn't even get back out before dying (was at like 500 rads/sec for one, brief, moment).

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Re: Fallout 3!

Postby Ixtellor » Mon Nov 17, 2008 7:32 pm UTC

I am already planning my second character and had a question:
I have only ever found laser pistols and laser rifles for energy weapons. ( I haven't dont the android quest gun yet, too many distractions)

And it seems like the damage is very low, so I am wondering if it is even viable to play an all energy weapons char and forego small arms.

For example, the chinese assault rifle and 10mm sub machine gun, hunting rifle, are all vastly superior to any laser weapons I have found.

Second question:

Has anyone tried playing with out ever interacting with other characters? I keep thinking about the movie the road warrior, and I think I shall play a drugged out psycho who thinks of other people only as food.
So my main objective will be: Hit level 20 with zero interactions. Only murder and looting.But I am wondering if it won't be possible because of my reliance on buying stimpaks and ammunition.


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Re: Fallout 3!

Postby Jebobek » Mon Nov 17, 2008 7:57 pm UTC

Rippy's Experience:
Spoiler:
Rippy wrote:Yeah, I've been playing a character specializing in energy weapons, and it seems like ammo has been less of a consideration than when I played with small arms. You first find a laser pistol very early in the game (The place in the main quest line where you find the dead brotherhood soldier is what comes to mind, but I know I had one even before that). And there's literally something like 100 energy cells on that brotherhood soldier. Combining that with a trip to the Super Duper Mart, I had >200 energy cells. You can then get A3-21's Plasma Rifle from "The Replicated Man", and while you probably won't find microfusion ammo for it until level 10-ish, you're basically set.

And now I'm making a killing selling small arms and ammo. Basically I pick up all ammo, and pick up guns that have a decent cost-to-weight ratio. If my pack gets full but I can't go sell things yet, I just repair guns together. I haven't checked if the result is the sum of the values of the two weapons, but either way, it increases the value of the weapon AND frees up more room.

I think it's the way to go if you're playing as a Good character. My first character (small arms psychopath) was fine because he killed enough shopkeepers to get a pretty good supply of caps. But Good players only really make money from two things: quests and loot.


I remember where I first found a laser pistol; it was in the Super Duper Mart. There's one in there that's in perfect condition, it's great.
So its feasible. When it comes to power... well I'd say find a gatling laser, and you definately want to persue the unique gun from Replicated Man.
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thecommabandit
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Re: Fallout 3!

Postby thecommabandit » Mon Nov 17, 2008 8:01 pm UTC

Ixtellor wrote: Only murder and looting. But I am wondering if it won't be possible because of my reliance on buying stimpaks and ammunition.

If you're murdering and looting people and you're low on stimpaks, I think you're doing it wrong.
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Jebobek
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Re: Fallout 3!

Postby Jebobek » Mon Nov 17, 2008 8:05 pm UTC

Well fighting off the raiders and supermutants, but never interacting with a friendly NPC in any way would be hard. (TCB's doing it wrong?)

Fighting off the raiders and supermutants, then never talking to a friendly NPC, but murdering a shopkeeper for stimpacks would make it easy. (TCB's doing it right?)

Maybe Ixtellor meant the first one.
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