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omniseed

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Everything posted by omniseed

  1. I like plasma and I carry A3-21's as my heavy hitter, but damn is it a slow projectile!
  2. What in blue blazes is the Coyote Power Armor? Not Wiley Coyote is it?
  3. "Less porn"? What does that phrase even mean?
  4. Speed is scaled with size? That sucks. And it is just as easy for those fools out in the wastes to hit you as a tiny speck sized fellow as it is a tall adult? Craptastic. I still think it would be a little fun though, even if I had to boost my jumping ability so I could avoid getting stuck in roads.
  5. I want an extremely small character so I will be like an invincible acorn, only explosions would be able to hit me with any consistancy, so I will have the run of the wasteland as an uncannily fast and strong .1 sized adventurer.
  6. Now I feel like a %&$! for popping Moriarty's head like a boil. I guess he really isn't that bad overall. Especially considering the world they live in. Side note, if you can do him in with one successful sneak attack, no one gets mad at you for it.
  7. With FOOK2 and MMM and WMK, I am generally using 'Ol Painless scoped, supressed, and with an extended magazine, the AEP7 Laser Pistol scoped and extended magazine, the Perforator unmodified because modding it returns it to the crappier vanilla specs, a SCAR-L scoped, extended magazine, and with a laser sight. I also carry A3-21's Plasma Rifle with an extended magazine and laser sight for getting myself out of really bad trouble and rotate out a fun gun that I just want to play around with. Right now that is the FABARM SDASS Tactical. It's fun drilling suckers as they try to close the distance on you, for most of the enemies out there they just fall like the leaves of a thousand autumns.
  8. I think high powered, super accurate rifles are probably the best overall weapons in the game, especially for an ambush at any great distance. If you try to get in that all-important initial critical hit on a tough group or single enemy, you have to be fairly close to hit with all the shots in a burst, while a single shooter you can really lay into someone at a good distance. I have been banging around with a scoped, supressed, laser sighted S&W .44 (I love you Weapon Mod Kits, Bethesda you *banned* up by not including modification ability into the game) and a scoped, supressed hunting rifle, and laying waste to people with it. Great combo.
  9. Yeah, and stocking up repair weapons and armor. I like to have at least one of everything, and I never ditch a unique or rare weapon or armor.
  10. Great concept, I'm going to follow this a bit more.
  11. Zhwangzeng I believe both FWE and FOOK2 have some pretty good support from one to the other, the people who made them both were pretty conscious of the fact that other mods would be used with them, and that the two of them would be used together. I think you might be able to find a good patch or load order from checking out their pages extensively.
  12. I personally like to stash ammo, chems, armor, and weapons in whichever house I take. I like to pretend that my character is saving up equipment that would be useful for the town if it is ever attacked. Seems like Megaton would have a hell of a lot higher chance to survive a siege if one of the residents, the most bad-ass resident in fact, were to stash a bunch of armor and weapons that the townspeople could use in a major crisis. Food and chems are the same way, I never use food in the game, but my fridge is well stocked with food and liquor.
  13. Oh and I have the Underground Hideout mod, but for some reason the blasted hatch isn't in the shelter, it's just a regular shelter! Any ideas what's going on with that?
  14. I've played through FO3 a few times, and FO1 and 2 like crazy, I have no idea how many hours I've logged crusading around NCR and San Francisco. I think that mod was from the FOIP, but I'm not 100% on that. I didn't go with FWE, mainly because I didn't want to swamp myself too quickly with ramping up the difficulty. MMM and FOOK2 gives the enemies quite a bit more capability than they had before, I feel like I'm at a good spot.
  15. Mart's Mutant Mods is a must, it makes the mutants truly worthy opponents and adds variety and difficulty to lots of other enemies as well. It also makes it nearly impossible to just burn through the little mission to save Initiate Pek, because the Brotherhood guys get annihilated and there is almost nothing you can do about it but hope they hide while you fight. FOOK2 adds lots of great classic fallout weapons and other interesting real-world and a couple of made-up weapons, while CALIBR is needed if you are going to add weapons that take other ammunition to the game. Weapon Mod Kits is a great one too.
  16. UPDATE- I have reinstalled it and am playing with FOOK2 and MMM, plus RRR and WMK. It is unbelievable, the changes. All I can say is supressed, scoped, magazine extended hunting rifle is superb for hunting raiders. Mutants are as tough as they should be, not pansies like they became in the vanilla game, and I am constantly running out of ammunition. Oh and the little mini-quest to save Initiate Pek was a total failure, the Brotherhood Paladins got smoked despite my valiant efforts to keep them safe on the way to the building, and I used many stims on the way in and in the building. Full of muties packing heavy ordnance and medium machine guns, I was totally outclassed, only survived through my clever use of mines and dumping tons of rounds through the doorway I bottlenecked them at. And stims.
  17. Ok well I'm off to bed, reinstalled, added these mods all using the FOMM instead of manually, got it working. As usual, it was me being a bonehead that caused the problem, it was me having all the versions of RRR and Joe's Gun Mods enabled, so I disabled both of Joe's and all but the newest RRR, it's working again, I just need to re-install FOSE and I'll be back in business!
  18. Aha, that's a great catch. I decided to reinstall Fallout and try again. This time keeping the number of mods down to a more reasonable level. Other than the FWE compatibility patches I missed the first time, is that a pretty decent mod order? I'm going to add EVE and the merged patch as well once it's all back.
  19. Fallout3.esm Anchorage.esm ThePitt.esm BrokenSteel.esm PointLookout.esm Zeta.esm CRAFT.esm CALIBR.esm FOOK2 - Main.esm FOOK2 - [*censored*] World And Neighbourhood Kit.esm FOOK2 - [DIK] DLC Improvement Kit.esm Mart's Mutant Mod.esm CALIBRxMerchant.esp WeaponModKits.esp WeaponModKits - OperationAnchorage.esp WeaponModKits - ThePitt.esp WeaponModKits - BrokenSteel.esp WeaponModKits - PointLookout.esp WeaponModKits - Zeta.esp FOOK2 - Main.esp FOOK2 - [DIK] DLC Improvement Kit.esp FOOK2 - Mothership Zeta.esp FOOK2 - [EVE] Energy Visuals Enhanced.esp UndergroundHideout.esp Mart's Mutant Mod.esp Mart's Mutant Mod - DLC Anchorage.esp Mart's Mutant Mod - DLC The Pitt.esp Mart's Mutant Mod - DLC Broken Steel.esp Mart's Mutant Mod - DLC Point Lookout.esp Mart's Mutant Mod - DLC Zeta.esp Mart's Mutant Mod - FOOK2.esp Mart's Mutant Mod - FOOK2 - DIK.esp Mart's Mutant Mod - FWE Master Release.esp Mart's Mutant Mod - Hunting & Looting.esp Mart's Mutant Mod - Tougher Traders.esp Mart's Mutant Mod - Natural Selection.esp Mart's Mutant Mod - FWE with EVE.esp WeaponModKits - FWE Master Release.esp Mart's Mutant Mod - Increased Spawns.esp RRR+ANCH+PITT 1.0.esp Vault_87_[script_Reversion].esp TL_Freeze.esp [DIK]_DLC_Transition_Hotfix.esp NVG_Activator_Crash_Fix_[Experimental].esp WeaponModKits - FOOK.esp P94-95.esp Total active plugins: 46 Total plugins: 70 Alright I decided to disable FWE so I could get back to playing, figure I like vanilla enough that the updates from FOOK2 and MMM should be more than enough of a change to keep me happy. It didn't work. This is my load order for active mods, is there anything glaringly wrong here?
  20. Well I just tried playing for the first time since super-modding everything, Fallout won't start, I jacked something up pretty badly, any chance I can toss up a list of mods in order for feedback on where they should actually be, or is that too obnoxious?
  21. Personally I never sell unique weapons, but between the two, I would leave Ol' Painless at home if I had plenty of .44
  22. I could add both of them, and I've got the FOIP fixes all ready to go, I suppose now I just need to get my load order straightened out and make a new merged patch, not looking forward to running through the load orders again. Ouch.
  23. Beautiful, that's exactly the kind of review I was looking for. FOOK2 is a huge file, downloading it right now. I have FWE ready to go already, but the description of it made me a little nervous, seemed like a drastic change, and I'm not sure I'm ready for that kind of commitment.
  24. Which is more like the vanilla game, does one add more classic Fallout weapons than the other, which adds more weapons, you get the idea, tell me all about the two, even if you haven't played both yet, tell me about the one you did play. Thanks guys, think I'm going to install one of them tonight, just looking for a little push one way or the other. Oh and can you keep playing a save you already have with either of them? I don't think you can in FWE, but I'm not sure about FOOK2. For fun I threw in FOOK 1 to the poll.
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