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Going to play Fallout: New Vegas for the first time, requesting sage 'dex advice.

Gnidrologist

CONDUCTOR
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I am still insecure because I play with unlimited carry weight.
Don't worry about it mate, no one's judging you for your cheat codes. You play the way that gets you the most enjoyment.
You know why you're being retarded? Gothic games, especially G2:NoTR is 10 times more challenging than FNV with or without the retarded ''hardcore'' mode or Sawyer's mod and it has infinite inventory by default. Good design means that games give you challenge, where it counts, not by stifling your item management or something retarded like that. Ponder on that.
 
Joined
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Messages
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You know why you're being retarded? Gothic games, especially G2:NoTR is 10 times more challenging than FNV with or without the retarded ''hardcore'' mode or Sawyer's mod and it has infinite inventory by default. Good design means that games give you challenge, where it counts, not by stifling your item management or something retarded like that. Ponder on that.
Not as retarded as you mentioning your carry weight mod multiple times and jumping on the chance to label people who dislike the idea of having access to an unlimited supply of healing items, ammo, and weapons as sperglords. To me it just sounds like you trying to justify your cheating, but ultimately nobody really cares how you play the game, so there's no need to throw your butthurt terms around just because you're insecure of your playstyle.

If I were to mass loot all the items from goodsprings to the strip with my unlimited carry weight I'd probably have enough caps to buy all of the implants at level 1 without investing in luck for the casinos, ponder that. I can't comment on Gothic, haven't played it. But unless it has a loot system comparable to New Vegas, where every enemy has everything they're wearing, shooting, it's ammo, and then some, and every crate, nook, and cranny is filled with interactive objects(You can take almost anything that isn't nailed to the floor) it probably isn't relevant to the discussion.
 

laclongquan

Arcane
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Messages
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Searching for my kidnapped sister
:shakehead: :what:

You play with unlimited carryweight not to carry ten kinds of guns. No, you play that way to pick up loots and fast travel to your storage and dump them all into 4 different containers. Fast, hard, and let the game sort item for you. There's realism and there's intentional tedium.

Because face it, even with trading stuffs to your companion, tedium is tedium. Why subject yourself to that sort of torture?

As for stimpack.. HAH! I laugh. A proper desertman use all sort of drugs before getting in major firefight. Stimpacks are for newbies~
 

Gnidrologist

CONDUCTOR
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Yes, Gothic has exactly the same system and it's hard as fuck even with all the infinite loot, especially for newcomers. It just makes item management not disrupt the actual gameplay. Equaling that to cheating makes no sense, because one still can use fast travel to gradually gather all the stuff to shopkeeper, but would anyone in their right mind enjoy that? Do you also think that 1.13 mod for JA2 that allows selling weapons dropped by enemies right from the sector map, instead of being forced to drag everything to Tony's gun shop is ''cheating''?
 
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Because face it, even with trading stuffs to your companion, tedium is tedium. Why subject yourself to that sort of torture?
I don't, and nobody else does either.
You're just being insincere, I refuse to believe that even you carry weight cheaters spent the time drudging loot back and forth and filling your companions to the brim when and if you played with a normal or lowered carry weight. and I refuse to believe you're retarded enough to think that anyone else does either, the items that aren't necessary get left behind. You loot strategically and it does greatly affect difficulty, to not have unlimited caps, healing items, weapons in full repair, and crafting supplies.

As for the first part, it doesn't matter what you choose to use unlimited carry weight for, you can say it isn't for this or that, but it allows it. And refraining from taking advantage of it is pretty LARPy for my tastes. Sounds a lot more like artificial difficulty than a limited carry weight to be sure.
 
Joined
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Messages
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It isn't my preference, I have no problem with games that have unlimited inventory. But this isn't one of those games, and it's difficulty and economics weren't built around that either.
I was skeptical of the carry weight changes myself, but it really didn't increase tedium for me, like you said, there are other things to focus on then inventory managing and meta-gaming your loot, so I don't do it. And it does increase difficulty, and it isn't any more artificial than any other form of difficulty increase. You just aren't looking at the game in the right light. Look at Dead Money for example, the difficulty isn't from the enemies as much as it is from the broken limbs, the scarcity, the survival aspects outside of combat itself. Having unlimited inventory completely negates all of that, which is fine if you don't appreciate that side of the game,(Without jsawyer it is honestly pretty shitty.)but it isn't artificial, or spergy, and removing a large restriction that the game is balanced around is cheating.
 
Joined
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Glass Fields, Ruins of Old Iran
It isn't my preference, I have no problem with games that have unlimited inventory. But this isn't one of those games, and it's difficulty and economics weren't built around that either.

Yup. You'll be stinking rich eventually like in every rpg, might as well enjoy the scarcity while it lasts instead of looting every place sparkly clean and be mr. House by level 6.

A good tip is to only loot vendor trash bound items with a weight-value ratio of 1:10 (mostly guns, chems and ammo) and store crafting supplies instead of lugging them around. Make a batch of items when you come back.
 

T. Reich

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not even close
A good tip is to only loot vendor trash bound items with a weight-value ratio of 1:10 (mostly guns, chems and ammo) and store crafting supplies instead of lugging them around. Make a batch of items when you come back.

Works for me, except I see no value in crafting supplies (mostly because I have no idea if crafting is of any use).
Another good weight-limiting trick I discovered so far is to repair the same guns/armor you're going to sell with inferior copies of themselves, if you have those. As far as I can tell, there is next to no value loss (a well-repaired gun seems to sell for as much if not more than if I sold ), and the amount of weight limit you free up is quite nice. It's especially good when clearing a hostile area with similarly-equipped enemies. Instead of, say, 10 crap quality guns you will end up with 2 perfect quality ones instead, which cost about as much and take up much less incentory space.

On an unrelated note - if I understand the FNV damage mitigation system correctly, rapid-fire weapons suck hard versus armored targets, since individual shots don't hit that hard. Field tests seem to support this - the field rifle or 10mm SMG (the two best rapid-fire guns available to me so far) are next to useless versus giant radscorpions, while slower single-shot rifles and high-powered pistols fare much better and save a lot of ammo. Am I correct? Alsom, does that mean that closer to endgame I'm better off focusing on weapons with strong individual shots than the ones with higher dps?
 

Blackmill

Scholar
Joined
Dec 25, 2014
Messages
326
On an unrelated note - if I understand the FNV damage mitigation system correctly, rapid-fire weapons suck hard versus armored targets, since individual shots don't hit that hard. Field tests seem to support this - the field rifle or 10mm SMG (the two best rapid-fire guns available to me so far) are next to useless versus giant radscorpions, while slower single-shot rifles and high-powered pistols fare much better and save a lot of ammo. Am I correct? Alsom, does that mean that closer to endgame I'm better off focusing on weapons with strong individual shots than the ones with higher dps?

Yes, low-damage, high fire-rate weapons suffer versus high DT enemies. DT is subtracted from your damage before any multipliers from perks or ammunition. That said, these types of weapon are perfectly viable late game -- you just need armor piercing ammo. Max Charge ammo is -10 DT, 5mm AP is -25 DT, and so on. To give you an idea, even on very hard most top tier miniguns/automatic weapons will kill deathclaws in less than half a second when equipped with AP rounds.
 
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Correct. DT works as a "you must be this tall to play" sign, so smgs and the like are most useful on unarmored targets. You can just use better ammo, though.

As for the Repair thing, Jury Rigging will help a lot with that, since you don't even need two of the same item.

Crafting is useful if you invest in Survivalism or use lots of a particular ammo type. Otherwise, it's probably best to use the ammo you don't need as money to buy chems/food.

Edit: I think jury rigging is even more effective than I realized. :lol:

"Take the jury rigger perk, buy a low condition super sledge, repair it with pool cues and sell it on. you need about 4 cues at 15 caps each, and can sell the perfect condition super sledge for about 6k."

I wonder how they convinced Sawyer to leave this perk in.
 
Last edited:

Dr Skeleton

Arcane
Joined
Nov 9, 2014
Messages
817
Steve gets a Kidney but I don't even get a tag.
Works for me, except I see no value in crafting supplies (mostly because I have no idea if crafting is of any use).
Crafting can be useful but it's also completely optional. Weapon repair kits are nice (instead of paying 1000s of caps for repairs), you can make some cheap antivenom and such, some custom ammo is good, but if you don't feel like carrying all that trash around and investing in survival and repair there's nothing you can't do if you ignore crafting completely.

On an unrelated note - if I understand the FNV damage mitigation system correctly, rapid-fire weapons suck hard versus armored targets, since individual shots don't hit that hard. Field tests seem to support this - the field rifle or 10mm SMG (the two best rapid-fire guns available to me so far) are next to useless versus giant radscorpions, while slower single-shot rifles and high-powered pistols fare much better and save a lot of ammo. Am I correct? Alsom, does that mean that closer to endgame I'm better off focusing on weapons with strong individual shots than the ones with higher dps?
Some rapid-fire weapons can use AP ammo (-15 DT) which ignores most armor even on heaviest enemies. Other than that, yes low speed, high damage weapons are better.
 

razvedchiki

Erudite
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on the back of a T34.
Some rapid-fire weapons can use AP ammo (-15 DT) which ignores most armor even on heaviest enemies. Other than that, yes low speed, high damage weapons are better
it depends in the situation,when fighting against fast moving hard hitting enemies like casadores you need something that can spit lead really fast like a 10mm smg or a light machine gun later.

slower weapons like hunting/sniper rifles and lever action rifles are best used when you are sniping or fighting from a "prepared" positiion ie when you are aware where the enemy is,have placed some mines etc.

its not a bad idead also to keep a pistol with 30-40 rounds with you for emergencies.

also,its good to have weapons that use different type of ammo (if you are playing vanilla and dont have weight restrictions}.
that way you will be combat ready for fighting in all distances-sniper rifles with .308 for long range sniping,assault rifles with 5mm for medium close and a shotgun when you are storming caves/vaults etc.
 

razvedchiki

Erudite
Joined
May 25, 2015
Messages
4,268
Location
on the back of a T34.
crafting also helps save up money on ammo,there are 2 perks that let you craft junk rounds and hand loaded ones.

the later really help when you play on harder difficulties and the standard rounds just dont cut through the tough mobs.
 

laclongquan

Arcane
Joined
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Messages
1,870,156
Location
Searching for my kidnapped sister
It isn't my preference, I have no problem with games that have unlimited inventory. But this isn't one of those games, and it's difficulty and economics weren't built around that either.
I was skeptical of the carry weight changes myself, but it really didn't increase tedium for me, like you said, there are other things to focus on then inventory managing and meta-gaming your loot, so I don't do it. And it does increase difficulty, and it isn't any more artificial than any other form of difficulty increase. You just aren't looking at the game in the right light. Look at Dead Money for example, the difficulty isn't from the enemies as much as it is from the broken limbs, the scarcity, the survival aspects outside of combat itself. Having unlimited inventory completely negates all of that, which is fine if you don't appreciate that side of the game,(Without jsawyer it is honestly pretty shitty.)but it isn't artificial, or spergy, and removing a large restriction that the game is balanced around is cheating.

Dead Money is the wrong example if you want to validate your point.

Having limitless inventory doesnt help in that area because it's small and you can quickly reach the storage area (the trash can near the way in/out, as well as the can next to the door of interior casino). In that area, the key is the ability to fix guns and buy items, which both are limited anyway. Dead Money's hard difficulty come from both limited loots, limited buyable supply, and the lack of support that you normally can counted on in the main game. you awake with nothing on you other than skills and perks, so if you come early you are very weak, and if you come late you have perks that keep your life easier.

Honest Hearts got 100 pounds of carry goods, so you can have a gun with plentiful of ammo, which markedly ease the area. Sure, if you can handmade ammo you got another easing factor, but that inventory of 100 pounds make it laughable easy compared to Dead Money.

Old World Blues got an carry inventory of limitless amount, so if you overload yourself you can bring anything to the area.

Lonesome Road fix that, by the way of too long walking distance. OVerload yourself in that case just mean you crawl from one area to another for no gain.
 
Joined
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Messages
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The point about dead money was that having less stuff makes the game harder, with jsawyer/hardcore, you have less stuff. Even if you go full meta game and fast travel back and forth to sell every imaginable item you'll still never be able to carry more items in your loadout, the point stands, even if not perfect.
Arguably more pronounced in the base game, where there's an item for every occasion: Hat of +10 barter and speech, coat of +10 repair, etc, etc.
 

Leitz

Learned
Joined
Apr 13, 2015
Messages
350
I'm also a pack rat because i can never know what will become handy later on. On the second playthrough i might behave differently.

there is a perk made for ya then:).

yea my new vegas builds are made having abit metagaming knowledge.
thats why i have to limit my self in certain aspects of the game,knowing where to not go at the start of the game because BIG MOTHAFAKAS await to butt rape me help but also makes the game boring if i do the same thing each and every time.

now,actually going there underleveled with a kithen knife/water pistol and having to device a plan to make it alive and abit richer,thats what i could fun.

Make a new character, go right for the DLC quests. Even vanilla NV has some challenge to offer then. And you have to use your metagaming knowledge!
 

Morkar Left

Guest
Here's my list for a good modded first time experience:

YUP - Base Game + All DLC.esm=1
Advanced Recon Tech.esm=1
FCOMaster.esm=1
Interior Lighting Overhaul - Core.esm=1
FreesideOpen.esm=1
oHUD.esm=1
rePopulated Wasteland.esm=1
Lucky38Suite_Reloaded.esm=1
More Perks.esm=1
More Perks for Dead Money.esm=1
More Traits.esm=1
More Perks for Old World Blues.esm=1
Project Nevada - Core.esm=1
Project Nevada - Equipment.esm=1
Project Nevada - Rebalance.esp=1
Project Nevada - Cyberware.esp=1

More Perks for Honest Hearts.esm=1
More Perks for Companions.esm=1
Project Nevada - Extra Options.esm=1
YUP - NPC Fixes (Base Game + All DLC).esp=1
DarNifiedUINV.esp=1
CASM with MCM
.esp=1
Centered 3rd Person Camera.esp=1
The Weapon Mod Menu.esp=1
Stimpak Counter.esp=1
More Perks for Dead Money Update.esp=1
Kobu's Free Wild Wasteland Trait.esp=1
LeatherBackpack - eng.esp=1
Nights are Darker - Ultimate Edition.esp=1
MiscItemIconsNV.esp=1
More Perks for Companions Update.esp=1
More Perks for Old World Blues Update.esp=1
pipboy2500_edisleado.esp=1
NeotropicsWeaponDisplay.esp=1
LFox Bottle That Water.esp=1
FreesideOpenPatch.esp=1
More Perks Update.esp=1
populatedcasino.esp=1
ImprovedCompanions.esp=1
More Traits Update.esp=1
More Perks for Honest Hearts Update.esp=1
Project Nevada - Cyberware Additions.esp=1
Project Nevada - Rebalance Complete.esp=1
Project Nevada - All DLC.esp=1

lexx-hh-letter-english.esp=1
NewVegasBountiesFSOPatch.esp=1
Delay DLC - DM + HH + OWB + LR + GRA.esp=1
The Mod Configuration Menu.esp=1
JIP Companions Command & Control.esp=1


Mods in bold are basically must-have for a proper non-consolized gui, pipboy2500 is highly recommended, too.
 

razvedchiki

Erudite
Joined
May 25, 2015
Messages
4,268
Location
on the back of a T34.
replaying the game 20 times really adds up in memory so i just cant pretend that i play for the first time in my 16th playthrough.

in order of course to not to get in cheesing teritory you have to pick a certain role with a certain background considering stasts/skills and weapon usage.


so lets say i role play an ex enclave middle age storm trooper with a lot of bitter memories but a wilignes to adapt.
so the stats will be like

-8 strenght cause as a storm trooper you usually wielded heavy ordinance
-7 endurance cause you need health to survive huging a deathclaw:)
-5 agility cause you are not as nimble as when you first got out from boot camp
-6 intelligence cause the enclave military ensured you had some implants to assist with planning/tactics
-8 perception cause on of the implants was a new pair of bionic eyes
-1 to charisma cause you spent a lot of time hiding after the enclave collapse
-5 average luck cause you are not dead yet

then you tag energy weapons,science and medicine

-energy your main and only combat skill cause you only trained to use that stuff
-science cause the weapons themselves and the equipemnt you used got you a firm grasp on scientific stuff ie plasma is better to decapite a deathclaw
-and medicine cause your secondary specilization in your enclave assault squad was a medic.

you will be fairly severed at first not having any speach,trade options but what you can you say better than your barrel of your plasma rifle can not?
 

razvedchiki

Erudite
Joined
May 25, 2015
Messages
4,268
Location
on the back of a T34.
Project Nevada - Core.esm=1
Project Nevada - Equipment.esm=1
Project Nevada - Rebalance.esp=1
Project Nevada - Cyberware.esp=1

i have tried project nevada both for fo3 and new vegas,and i have to say that turns the game into a first person shooter

stuff like quick key for grenades and faster combat lean towards fps not crpgs.

its has one good element though,it gives you the option to use explosives to open up locks so you dont have to put skillpoints into lockpicking.
handy if it doesnt fit your role.
 

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