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Posted: Fri, 15th Oct 2010 19:43 Post subject: |
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Probably because most people (me included) don't quite get what your problem is?
Do you mean the characters animation that does that? Never really noticed that before.
I don't suppose it's in some way related to your chars int stat? ^^
sabin1981 wrote: | Now you're just arguing semantics. Getting fucked in the ass with a broom stale is an "improvement" over getting stabbed in the eye with a fork  |
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azzman
Posts: 4060
Location: Australiiiaaa , maate
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Posted: Wed, 8th Jun 2011 12:08 Post subject: |
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Last edited by Interinactive on Tue, 5th Oct 2021 04:59; edited 1 time in total
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Posted: Wed, 8th Jun 2011 12:11 Post subject: |
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Interinactive wrote: | I started this two nights ago just so I could see how "bad" Fallout 3 was (because I like it).
I don't get it.
It's always praised as if it's some ultra challenging, being the pinnacle of all early RPGs. Well, it's fucking short, and it's easy (sans the mutants in the prison).
I have played for 8hrs or so and I can finish it the next time I power it up. BG1/2 back in the day was much much much much more impressive than this and in hindsight most of it all translated to FO3 pretty damn nicely. I don't even feel the need to play it again, whereas I'll gladly give BG1/2/IWD1/2 etc a bash once every few years. It seems so empty and lifeless tbh, I don't see what all the fuss is about.
FO2 is next |
Fallout is fairly short, but it does have alot of side content. Fallout 2 has alot more content.
What should be obvious is how vastly superior the writing and branching is in Fallout 1 and 2 vs Fallout 3. Bethesda cannot do choice and consequence or good writing. Fallout also wins on atmosphere and setting, which is only enhanced by the fine music of Mark Morgan.
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Posted: Wed, 8th Jun 2011 12:12 Post subject: |
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RellioN wrote: | why can't you assholes just answer the damn question? |
1. Remove head from ass
2. Clean it up a bit
3. Fallout 2 will perform to your satisfaction
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Epsilon
Dr. Strangelove
Posts: 9240
Location: War Room
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Posted: Sun, 30th Sep 2012 21:55 Post subject: |
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15 years ago on this day, Fallout released. Happy 15th anniversary Fallout!
On that note it's time to replay Fallout, but with the FIXT Mod

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Epsilon
Dr. Strangelove
Posts: 9240
Location: War Room
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Posted: Mon, 1st Oct 2012 23:39 Post subject: |
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Epsilon wrote: | 15 years ago on this day, Fallout released. Happy 15th anniversary Fallout!
On that note it's time to replay Fallout, but with the FIXT Mod
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The only one celebrating Fallout on it's birthday 
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Posted: Tue, 2nd Oct 2012 00:05 Post subject: |
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Not true, I ran outside and shot people in the head to see if their head would detach from their bodies in slow motion.
Oh wait, that wasn't fallout
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Posted: Fri, 22nd Feb 2013 19:12 Post subject: |
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Quote: | Fallout 2 Restoration Project 2.2 - OPEN BETA (ie NOT FINAL) |
Code: | http://www.killap.net/fallout2/betas/F2_Restoration_Project_2.2_pb1.exe |
And here's a list of what has changed since RP 2.1.2b (spoilers if you never played the RP or Fallout 2):
Spoiler: | New Content:
• New minor character at the Abbey.
• Very minor quest addition to Primitive Tribe.
• Eldridge now goes back to check on his dogs if they bark too much.
• New Dr. Wong questline to explain the Shi ending with the sentient plant. New location and new characters!
• BOS bases in NCR and Den now have underground areas that can be explored after giving the BOS a copy of the vertibird plans. They said you had full access to their facilities but locations other than San Francisco just had sad, inactive elevators.
• New Lenny model (installer option).
• New player model when boxing in New Reno and fighting in San Francisco (installer option).
Modified Content:
• Primitive Tribe changes:
-Based on community feedback, the Primitive Tribe was renamed to Umbra Tribe. The Primitive Tribe was a placeholder name by the original devs, so it was time a real name was chosen.
-New entrance map picture.
-Overhaul of the spirit questline.
-Dialogue changes made to make the location more consistent with what is expected from tribals in the Fallout world.
• New entrance map picture for the Abbey.
• If you happened to make Lenny glow from a radioactive drink, you can now remove this effect by applying some RadAway.
Bug Fixes:
Abbey:
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• Time correctly passes when escorting Brother Jason to Gecko.
• You can no longer get double experience by first examining the water pump, talking with the merchant, and then examining it again.
• Decreased size of inventory picture for the wine bottle.
• The grave digger now correctly appears after midnight, rather than a few hours before.
• Marcus armor fully implemented (optional addon from the installer).
• Fixed inconsistent dialogue with the Abbot if you killed the deathclaw before speaking to him.
Arroyo:
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• You were unable to steal from Hakunin's chest if you were out of his sight. This has been corrected.
• Lucas now gives you a text float when he has no more to teach you, rather than running through the same dialogue again only to learn that he has nothing more to offer. This is now consistent with the other warriors who teach you at your tribe.
• Fixed spawn locations of broc flower and xander roots on the hunting grounds that were often out of range of the player.
• Hakunin's talking head was broken at night.
Broken Hills:
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• Killing Jacob would result in a conversation window popping up with Chad in regards to skimming money.
Den:
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• Fixed several issues with the church/house party fight.
• You could ask about Vic about Ed again even though you never initially asked him.
• Issue with saving in combat while fighting the squatters in the Residential area.
EPA:
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• Skynet and the mechanical dogs no longer disappear after going down into the EPA. They'll be waiting back up at the surface with any other party member that can't climb.
• Appearance modification auto-doc (optional addon from the installer) had missing dialogue lines for the bald dude.
• You now just need to hit a critter with the solar scorcher to register using it. Of course this needs to happen outside, and during the day.
• Corrected spore plant line of sight.
• Time correctly passes after using the agility increasing syringe.
• All instances of crashing when using a terminal at the EPA in combat should be addressed.
• Fruit flies didn't have a picture in the aiming screen.
• It's no longer possible to extract the new NPCs multiple times.
• Fixed the various goo types found around the location. Green goo burns and does damage just like other green goo. The red goo (which was added in the RP) causes poison damage and burns the throat.
• One of the wanamingos was incorrectly using a script assigned to the Redding wanamingos. This caused the wanamingo clearing quest at Redding to end prematurely.
• Proper elevator pics for the EPA. Now says 3-4-5-6 for the inside levels (instead of G-1-2-3) and 5-7 for the blue level lift.
Gecko:
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• Wooz no longer stocks normal beer and booze; only radioactive stuff now.
• More fixes to the Brain.
Klamath:
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• Minor tweaks to the Dunton rustling quest.
• Fixed XP exploit with Keeng Ra'at cave-in.
• The Duntons are now on their own team and the whole town won't go hostile if you attack them.
• Added a bit of dialogue for dumb characters when talking with Aldo.
• Sally Dunton would tell lady players who don't want female bath attendants to go to her brothers, even if they were dead. This is no longer the case.
Modoc:
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• Fixed issue with having Bess in your party and taking Grisham's job of defending his brahmen.
• There are several spots in the northwest section of Farrell's garden—which is also the densest—where you can't attack critters even if you're standing right next to them. This has been addressed.
• Fixed an issue with Grisham, where he would keep getting shotgun shells in his inventory after exiting dialogue.
New Reno:
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• Fixed crash after reading the hint book when having Dermal/Phoenix upgrades.
• Issues with Father Tulley and the Abbey wine quest were corrected.
• Pit boss would talk about McGee even though you had never spoken to him.
• If Enclave soldiers are killed, you can no longer hitch a ride on the Vertibird during the secret transaction.
• Mrs. Bishop and her daughter no longer stand up in the middle of their beds if combat is initialized while they are asleep.
• Fixed issue where Mrs. Wright could potentially get stuck on the Commercial Row map.
• Fixed animation issue with Wright's sons.
• You no longer can get the info from Nikki for free.
Primitive Tribe:
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• Watching the hunter get killed in the cave and then talking to the shaman would result in him thanking you for saving the hunter.
• Shaman wouldn't give you healing powders depending upon what dialogue option you chose.
• Corrected issues with dumb player dialogue and Krom.
• Sulik will now correctly go hostile if you attack his tribe.
Redding:
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• Giving money to Fannie before talking with Lou would result in Lou not mentioning San Francisco anymore. This has been addressed.
• The player now gets moved to a room when he/she asks for one to rest in.
• Doc Johnson now restocks (only normal stims, antidote and some money).
• You can only mention McClure to Doc Johnson if you actually had met him.
San Francisco:
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• Fixed Brotherhood's medical computer and its stat increases if you had taken all the assault enhancements.
• Destroyed forcefields at Hubologist's base now behave the same way as other destroyed forcefields.
• The Shi now longer give floats about going after the Hubologists if you already killed them.
Sierra Army Depot:
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• Robots in their holding bay on level 3 can now exit and attack the player.
• Robots are now visible while in their holding bays.
Vault 13:
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• Dialogue nodes were reversed for hacking into the overseer logs. This has been fixed.
Vault 15:
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• Improved fix for player location spawning when entering the Squat after helping to annex it.
Vault Village:
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• Issues with this questline should all be resolved.
Random Encounters:
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• Several fixes to Kaga.
• A few fixes to errors in the random encounter table.
Misc:
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• Various installer tweaks.
• Now using sfall 2.20 and High Res patch 4.0.2. Hopefully this will fix any odd crashes/issues that were unexplained before (odd periods in the message window is one such issue).
• Fixed graphical glitch with Sulik wearing leather armor.
• You can no longer steal from locked containers, thus bypassing the lock.
• Several vanilla game fixes were also addressed. See the unofficial patch notes for details. But two fixes worth mentioning are 1.) fixing the shopkeeper restocking bug that occurs after several game years and 2.) vast improvements to caravan runs.
• Revised endgame slide for San Fran which showed the outside of the Tanker. The boat by the docks is now included in that slide.
• Many typos fixed.
• Several map fixes (missing blockers, misaligned scenery object, inaccessible containers, shooting through solid objects, lighting problems, critters getting stuck, etc).
• Several dialogue tree issues with scripts were fixed.
• Many other issues that never got properly documented over these last 2 years because of on and off again modding. |
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Werelds
Special Little Man
Posts: 15098
Location: 0100111001001100
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Posted: Thu, 21st Nov 2013 20:50 Post subject: |
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nforules wrote: | in fact (my opinion) |

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Posted: Thu, 12th Dec 2013 15:15 Post subject: |
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ixigia
[Moderator] Consigliere
Posts: 65098
Location: Italy
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Posted: Thu, 12th Dec 2013 18:45 Post subject: |
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blackdochia wrote: | http://www.gog.com/promo/fallout_series_giveaway_winter_promo_2013 |
Cheers!! The site is hammered as expected 
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Posted: Thu, 12th Dec 2013 22:49 Post subject: |
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What about Steam? Are they being removed from there too?
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Posted: Thu, 12th Dec 2013 22:52 Post subject: |
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Steam situation is unclear. So far, Steam said nothing of what will happen with the old Fallout games. GOG announced about the removal a few weeks ago and most of the GOG customers were speculating that we might see this Free Fallout. Wish that Steam would do something like that: announce with a few weeks in advance that a game will be removed.
P.S.: Fallout Collection on Steam is 5 euro until 19 december. If you prefer Steam, that's a good price there for owning two awesome games and a mediocre one ( though compared with today's crap, Fallout Tactics seems made by geniuses....
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xExtreme
Posts: 5810
Location: 43 6C 75 6A 2D 4E 61 70 6F 63 61
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Posted: Tue, 31st Dec 2013 17:37 Post subject: |
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tonizito
VIP Member
Posts: 51451
Location: Portugal, the shithole of Europe.
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Posted: Sun, 28th Dec 2014 07:10 Post subject: |
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Greedimax strikes again? 
boundle (thoughts on cracking AITD) wrote: | i guess thouth if without a legit key the installation was rolling back we are all fucking then |
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Ankh
Posts: 23353
Location: Trelleborg
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