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catcameback
Posts: 100
Joined: Mon Dec 19, 2016 11:23 pm

Fallout 3 Repair sounds

Post by catcameback » Sat Jun 03, 2017 10:59 pm

Fallout 3 Repair sounds pretty cool, glad that it's an option.



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RoyBatty
Posts: 6429
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

You can add items to repair

Post by RoyBatty » Sun Jun 04, 2017 12:52 am

You can add items to repair lists in NV as well, nothing stopping you from making such a mod.


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RoyBatty
Posts: 6429
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

get GFWL disabler and do the

Post by RoyBatty » Sun Jun 04, 2017 1:49 pm

get GFWL disabler and do the multicore tweak, and update FO3 edit that old version is buggy as hell.


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Litrevan
Posts: 3
Joined: Wed Jun 07, 2017 12:44 am

I'm doing a F03 run right now

Post by Litrevan » Wed Jun 07, 2017 4:40 am

I'm doing a F03 run right now, and would like to comment comment on the way speech and repair works in the game versus FNV. I'm not going to focus on the crashes I'm enduring or the mistake I made loading both FOOK2 and FWE together, but I do really like how speech checks works in 3 with this setup.


I have a chance to make a speech check whether I have the necessary value or not. In FNV, I either end up waiting or end up getting frustrated and just cheat and pass the speech check that way, then set back. Stupid, but there it is.


While I was originally dismayed on repair, I kept working at it and eventually managed to get up to worthwhile on weapons on armor. Perhaps it was the mods helping especially CRAFT, I'll try another run without mods and see how that works.


Have never tried TTW, looking forward to it with interest, especially if I can run FNV with fewer crashes on it.



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EnderDragonFire
Posts: 370
Joined: Sat Feb 01, 2014 6:50 pm

"In FNV, I either end up

Post by EnderDragonFire » Wed Jun 07, 2017 6:39 pm

"In FNV, I either end up waiting or end up getting frustrated and just cheat and pass the speech check that way, then set back. Stupid, but there it is."


Well, that argument could be made for any stat-locked content in any game ever made. The way it is supposed to work is you wait, or you don't do the check at all. Cheating to get every check in the game without the actual skill needed is not the intended way to play the game. It's no different than cheating to open a lock that is above your level, or otherwise bypass gated content. 


"Who are you, who do not know your history?"



H1ms3lf
Posts: 146
Joined: Tue Apr 11, 2017 8:44 pm

I much rather FO3 speech

Post by H1ms3lf » Wed Jun 07, 2017 7:05 pm

I much rather FO3 speech checks, as it kinda allows for keeping track/retry the dialogs in a future occasion down the road, sort of having to 'build a relationship' with that NPC xD



For example trying to get Doc Church in Megaton clinic to talk about the Replicated Men quest, or Leo's drug habit. I can keep going back to him after a day or two until I get him to talk, it is sort of like in real life, building a relationship and such. Ofc there are those speech checks you can't retry and must pass in the heat of the moment, but those are ok to depend on RNG (luck), it adds to the thrill and replay value.


Compulsive post editor and CEO for the ENDLESS WAVES OF BAD DOGGIE!!

Currently trying to get the FWE Wasteland Explorer bike to work in TTW =X



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RoyBatty
Posts: 6429
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Location: Vault 108

Yep I like the F3 system of

Post by RoyBatty » Thu Jun 08, 2017 12:42 am

Yep I like the F3 system of speech checks myself, it's great when you pass that 7% check. But I don't save scum either like some people do to pass them.


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EnderDragonFire
Posts: 370
Joined: Sat Feb 01, 2014 6:50 pm

Yeah. I can see the appeal, I

Post by EnderDragonFire » Thu Jun 08, 2017 2:53 am

Yeah. I can see the appeal, I just wish there was more incentive to NOT save scum, beside immersion and role-playing. 


"Who are you, who do not know your history?"



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