Do you consider it as a drawback when you unload stuff at the entrance, teleport half of your stuff, then teleport back for the rest ?
you are everywhere in a mere second.
you are always one click away from any stash you want.
About the car, sure you don't have it in FoNV/Fo3, but you are always one single click away for every single location of the gameworld, each of them containing tons of containers. It is like having a billion car's trunk. The gamebryo fast-travel system annihiliate any carry weight limit. You don't have to hesitate between picking item X or item Z as you can take both by using teleport.
You can't take all the gold in Dead Money. Because you have to learn to let go. Is that deep or what
You can't take all the gold in Dead Money. Because you have to learn to let go. Is that deep or what
Totally deep. But I'm a pirate at heart - I'll take all I can, and will give nothing back!
Companions were never a factor for me in Fallout 1, they were a hassle to keep around without save scumming, and endgame left them dead usually. Last time I played Fallout, carry weight was definitely an issue, ammo weight was much different in the older games IIRC, I don't remember there being weights less than 1lb a la F:NV (Ammo being .005, .075 etc.etc.) Each bullet was like, 1 lb minimum. When I was playing Fallout, switching over to heavy weaps at the end game, I definitely remember carry weight being a factor in my loadout, power armor weighed A LOT in that game, and weapons also weighed more IIRC.Yes they did, Fallout 3 is what introduced weightless ammo and a higher starting carry weight.(1 str in Fallout 3 = same carryweight as 5 str in Fallout 1/2)
By comparison the original games has a much more restrictive inventory, ammo weight was the biggest limiting factor, and I'm pretty sure most items were at least a little heavier. If anything New Vegas ammo is way lighter than in the first games. Obviously there's ways to circumvent the weight limit, but it's progression based, same as NV.(In forms of perks, lucky 38 storage, str upgrades)
Just to make things clear:
1. I'm comparing the loot haul potential of FNV with Jsawyer's mod (which basically halves the weight capacity of both the player character and their companions) versus loot haul potential of FO1+2.
2. Loot haul potential = the max weight a party could carry, considering all factors.
3. FNV (unmodded) has 400 max carry weight with all perks and special gear, with 250-300 carry weight within reasonable expectations (a STR score of 5 or so, plus 1-2 carry weight perks). Plus 2x200-ish carry weight for 2 companions. A total reasonable max of 700 pounds.
4. FNV with Jsawyer mod has around 250 max carry weight with all perks and special gear, with maybe 130-150 carry weight within reasonable expectations by endgame. Plus 2x120-ish carry weight for 2 companions (because the mod cuts their carry weight as well). A total reasonable max of 400 pounds.
5. FNV doesn't allow to overload companions, and if you're overloaded, it's next to impossible to play, so it's not an option.
6. In FNV there is no analogue of car, if you want to stash your excess loot somewhere, you will have to return to it yourself to make use of it, which takes too long to be useful.
7. In FNV power armor doesn't give nearly as much benefit as it does in FO1+2, with only +1 STR bonus.
8. In FO1+2 you have 375 max carry weight with all perks and special gear, and 250-350 carry weight within reasonable expectations (that include near 10 STR because you'll obviously be using power armor, get +1 STR implant, and will probably take 1-2 carry weight perks).
9. In FO1 you can have 2 decent humanoid companions (well, at least 1), whose carry weight limit is, well, limitless in practice, due to how the whole companion interface works (or rather doesn't) in FO1. Ergo, you will have no problems with hauling all the shit around, at the low cost of having Ian or Tycho moving at snail's pace, IIRC.
10. In FO2 you can't abuse that trick too much, but:
* you can easily have more than 2 companions
* these companions can wear power armor, making their carry weight at least 250 usually
* you have a car
Basically, you can always load up your haul monkeys with loot and carry it to the car to store. And the car is almost always very easy to come back to, and it's kinda a given that it travels with you.
Basically, FO1+FO2 = no carry weight problems, unless you're playing a solo wimp. FNV = little to no problems with softcore vanilla and companions, big problems with Jsawyer and companinons, or in vanilla solo hardcore, and absolute nightmare if you go solo Jsawyer HC.
Well it's odd, because i never ever felt any limitation in practice. I hoarded everything, but rocks and it never seemed to bother me. And i used a lot of weapons simultaneously. Only things i sometimes left were gecko pelts, because they were heavy and cheap.By comparison the original games has a much more restrictive inventory, ammo weight was the biggest limiting factor, and I'm pretty sure most items were at least a little heavier.
Yeah, it's pretty stupid. If you can teleport back and forth through the whole Nevada desert without and incident then why not have everything in your inventory without limits without and incident?Do you consider it as a drawback when you unload stuff at the entrance, teleport half of your stuff, then teleport back for the rest ?
I'm actually almost inclined to find a mod for FNV that removes the weight limit, Gothic-style. After all, it looks like Gothic (when in 3rd person), it plays like Gothic (with its exploration), so it could be more like Gothic in inventory management ways.
You can't fast travel while over-encumbered and you can only fast travel when you are outdoors.
You can't fast travel while over-encumbered and you can only fast travel when you are outdoors.
http://fallout.wikia.com/wiki/Long_Haul
I already told that sale isn't factoring into this as much as that i actually want to keep a lot of stuff for experimentation.
Dumping charisma and barter because they're "useless" (it doesn't help killing things), and yet spend half the playing time collecting things to sell later. Gamers gonna game.
E-larping is the correct way to play.Yeah, Sawyer's patch that I never bothered with because it required ALL of the DLC. Not sure how that plays but the base 'hardcore' mode is more tedious than challenging. Fresh water is everywhere (and the ultimate version even gives you a canteen), food is everywhere, beds are everywhere, ammo weight is... meh. Only hard to manage if you go with bug guns/missile launchers or some shit. If you stick to regular guns it's rarely an issue. Stimpacks heal over time which is a good change and you need Doctor's Bags to heal crippled limbs but those are pretty plentiful, too.
I think Sawyer's patch slows down xp, too. It's pretty all-encompassing. I would skip mods that emphasize hydration/hunger/sleep. The Mojave 'Wasteland' is fairly civilized and you'll find safe locations everywhere. All those mods would do is slow down the gameplay unless you really like E-LARPing.
I don't share your greed, the only perk I need is
Better Criticals!
Cowboy!
I don't share your greed, the only perk I need is
Better Criticals!
Cowboy!
But...the combat is shit?
But seriously, I get that "carry more stuff" doesn't sound as fun of a perk choice as "kill stuff harder" or "seduce people harder", but being able to carry a ton of well-fed guns for every situation with you at all times is a big enough advantage to justify the cost.
If mechanics support it, it isn't E-LARPing. E-LARPing would be if I rested my character every night when hardcore was off, or ate food three times a day just because. Gameplay is gameplay, whether it's related to combat, narrative, or survival aspects.E-larping is the correct way to play.
I don't share your greed, the only perk I need is
Better Criticals!
Cowboy!
But...the combat is shit?
But seriously, I get that "carry more stuff" doesn't sound as fun of a perk choice as "kill stuff harder" or "seduce people harder", but being able to carry a ton of well-fed guns for every situation with you at all times is a big enough advantage to justify the cost.