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Posts posted by Talwyn224
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i always kill her regardless of what character i have.
yep, me too
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I just hope they hire some decent writers for a change.
:hurr:
I'm not usually a betting man however I'd give 5 to 4 odds that this isn't going to be the case.
In all likelihood Bethesda will hire the same old hacks, give jobs out to the usual suspects and once more come up with a game narrative structure with plot holes that you could fly a A380 through!
I have a concept for a future FO game but I'm hesitant to submit it to Bethesda as if they liked it and took it, they may then hand it over to their "pets" and mangle it beyond recognition, as often is the case in regards to TV & movie scripts.
In any case, my concept would be set in the east of the US, over in perhaps West Virginia and the Appalachian Mountain regions and start around 2283 or there abouts. No Enclave at all would be in the concept, they're just a footnote in history now.
There'd be perhaps a small, many even tiny, contingent of the Capital Wasteland BoS who are expanding westwards. They would one be a minor faction and be useful as a vehicle of exposition as to what's been going on back in the capital wasteland since the LW saved the day in the down-town DC ruins.
The themes I'd like to explore would be;
1) just how far down the moral slope person is prepared to go for the person they love more than anything else?
2) when do the ends stop justifying the means?
3) just because an action is "good", does that make it necessary or right?
4) don't look for all the answers as you might not like the ones you find
5) to have ironic, sardonic and blackly humorous plot twists and turns that keep the player guessing all the way until the very end - nothing is what is appears to be
6) to avoid going down the same old tired path of good versus evil and focus on both big and little picture consequences of the players actions
That's just a tiny glimpse of what I'd like to bring forth...
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I really feel like the NCR is viewed much to cynically in these threads, but then a huge shipment of optimism is dumped on the Yes Man ending.
.....
Now, the NCR. The big, bad Californian's no one on the Nexus likes. Lemme explain why they are both good for the Mojave and not as bad as they seemed.
For starters, their nation isn't falling apart. The gun runners, sharecropper farms, hoover dam, crimson caravan, and every other major business or technology you see in the game are part of the NCR. They have a strong economy in a State with many cities, factories, Military bases and the huge breadbasket of the Sacramento Valley. All of the troopers apparall and weapons are freshly manufactured back in California, unlike any other faction, who either scavenges or steals what they wear. The NCR controls everything from at least Oregon to Baja California, and as east as Barstow and Reno. They have an economy that taps the money making wants of people, and tax those cities heavily enough to have a huge budget.
Now, this seems to go against what many people said, right? That the NCR is bleeding dry. That is caused because citizens and soldiers are spending money hand-over-foot in New Vegas, the Army is defending it AND caught in a major war, but they make no money here. When the NCR takes over, so do their taxes. Imagine the huge supply of caps a tax on Vegas brings in. The money stops flowing out of the NCR, and instead into the Government and pockets of casinos under NCR control. With the NCR done fighting the war, they can instate police forces to keep order in cities and keep small supplies of troops to fight off raiders and clean up south Vegas. Who knows what other buisnesses will pop up to take advantage of a bunch of new land, a huge city, electricity and a thousand other positive things under NCR control.
The NCR isn't perfect, sure. They're not as strong without a dictator-like ruler, and the Senate can get bogged down, but the NCR excels at letting it's people get s*** done. I feel that a steady leadership, with many possibilities to expand will lead the Mojave on to greater things.
This was a good post however I think it overlooks a lot of the problems that plague the NCR.
It was actually your last paragraph that I have to strongly disagree with BroCop and here is why:
To be honest, the NCR aren't getting the sh*t done and that's the whole problem you are confronted with when the game starts. Throughout the entire vanilla game, right from the very start and through to the end, we constantly come across blatant examples of how the NCR has over reached itself in the Mojave, has let down its soldiers and citizens and has been held in check or stalemate for 5 years by a bunch tribals wearing old football armour. General "wait n' see" Oliver should be taken out & shot for military incompetence as he's totally made a SNAFU of the situation in the Mojave. His strategy of a war of attrition has demonstrably failed as the Legion has secured positions across the Colorado and are just waiting for the right moment to attack. Meanwhile morale in the NCR forces is at an all time low, camps like Forlorn Hope are well named because the top brass have left them there to die. Inadequate forces, inadequate supplies, no clear plan all lead to inevitable defeat. Even the head of the NCR Rangers, Chief Hanlon, has had to resort to inserting fake messages within the command communications net in order to get somethings happening. And if the best commander on the ground has no confidence in the situation, well that's pretty damming evidence wouldn't you say?
We hear from Cass that the caravans in NCR territory have very little protection yet are constantly being shaken down by corrupt NCR officers etc for protection money yet in Legion territory caravans move safely and have no fear of being "taxed" or attacked while there. And then there is the problem of big money interests crushing the ordinary guy as we see in the quest "Beyond the Beef" where Heck Gunderson has used his power and influence to muscle in on Walter Pheebles ranch and holdings. Next there's the conversation you have with Marcus who states that the NCr will eventually get overthrown by an internal revolt - "Might not happen overnight. Might take a few decades. But it'll happen. Basic human nature - greed, ambition, jealousy - will see to it." So even a long lived mutant can see the writing on the wall for the NCR.
Then there are the observations of Ulysses who says both the Bear & the Bull are doomed to die and I think he is dead right there. He made a study of history and his conclusion was that both Legion & NCR are modelled on societies that have FAILED and have passed into history and that the only way forward is to create something new. Helping the NCR win will not achieve that.
At least with YesMan there is a chance for New Vegas to make something of its own future because it's pretty obvious that both Legion & the NCR are both going to fall apart. The other thing regarding YesMan's victory is that he isn't human but he will do what is best for New Vegas and not make the same "human" mistakes like the NCR or Legion will.
And finally if the NCR are so good at "getting the sh*t" done, why the hell do they need a lone courier to save their asses on so many levels? I think President Eden answers this question perfectly as to how did the NCR's leaders allowed the most powerful nation on the western side of America to fail so spectacularly in the Mojave?
"The answer is really quite simple. Incompetence. Incompetence at the highest echelons of power. We put our trust, our faith, in halfwits. Our intrepid leaders had everything they wanted; power, wealth, prestige. It made them lazy, America. Oh yes, and laziness breeds stupidity."
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I have to agree with Lt. Albrecht. Having something like an untouched city plus more enclave just goes against everything that has been going on in the canon Fallout Universe.
Nice idea for a non canon mod though, so go for that if you want :thumbsup: But I doubt it'd ever get enough support from serious FO fans to become an official game.
I have a concept for a potential sequel however I'm not going to share it here as I'm going to work on it further first.
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@ Kataspie: I agree in that there could be the possibility for an option for Veronica to perhaps head over to the Sierra Madre once the game has finished. A new slide for her end story narration depending on the actions of the courier? It's fanciful and I'm not sure if it'd really work and here's why:
We get a holotape from Father Elijah to give her but nothing from Christine. So perhaps maybe Christine has "let go" of her past love and doesn't seek to rekindle it and has "begun again" as the silent guardian of the Sierra Madre. And if she wants to accomplish that, I honestly think she wouldn't want a chatter box like Veronica hanging around nattering away in her ear all the time.
Yeah, on reflection, I think Christine has moved on and no longer needs to be loved like she did.
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The milkman and the paperboy must LOVE you.
pffft :tongue:
Those are just raiders in dirty pre war clothing thinking they can fool unsuspecting idiots that life in the wasteland has returned back to normal.
I have a carefully prepared garden path for them to walk down.... :devil:
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Ever since the fund for season 2 ended in June 17th there has been no updates from the creators, I chacked their site, facebook, twitter and youtube accounts
I also checked their update history and they never had periods of silence this long, even when they were filliming the first season
If you supported them on Kickstarter you'd have received updates like this:
"Hello Season 2 supporters!
It has been an amazing few weeks since the end of the Kickstarter campaign ended. We have been very busy getting things moving. Although we don't have anything visual to show you yet, we are writing the series and making sure everything will be perfect. Chris Avellone and Tim Cain have been helping us with the writing, as promised, and their ideas are great. Lots of Fallout lore coming from these guys, as well as great jokes. It's been a blast to work with them so far, and I can't wait to see what they do on set.
I would also like to point out that we have both Ralis Kahn for SFX and 11:11 Media Works for VFX again. They are both just as excited as us to get back to work on the series. We're also going to be working with Harrison Krix, known as Volpin Props, to come up with som e awesome props for the new season. He's got an incredible knack for detail, so we know anything he'll be making will shine.
In other news, I just visited Hardfort, Connecticut last weekend to attend ConnectiCon as an artist, and also to screen Nuka Break. I had a blast drawing cartoons during the day, and then hanging out with series co-writer Brian Clevinger. We did a lot of planning for jokes and such. Season 2 is going to be hilarious.
The screening went great. Only a few people in the audience had seen the series in the past, so most didn't know what they were in for. I love being able to watch the reactions to the series and hearing a crowd laugh. It makes all of the hard times worth it.
We've got a lot planned for season 2. Bigger than anything we've filmed yet. We'll start posting official video updates as soon as the writing process is over. And I can't wait until I can share it with you guys.
-Zack"
and this:
"Hey guys! Just wanted to let you know I did an interview for G4. It's a two parter. I talk about the production of the original fan film, as well as season's one and two!
Enjoy!
-Zack"
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I think having the ability to lock your house should be included in the game and the level of difficulty of the lock should correspond to your level of lock pick. Skill 100 = a very hard lock pick requirement to crack and so forth.
In my games I set a series of mines around the way up to any player housing so as to discourage any would be trespassers.
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There is a great book you can get through Amazon called A Nuclear Family Vacation: Travels in the World of Atomic Weaponry
It's a fascinating read which delves into all the hidden cold war preparations that occurred in the US & the wider world.
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Thanks phoenix777 :biggrin:
I agree that saturation bombing using such weapons like MIRV's would make huge areas massive kill zones and wreck massive destruction in prime target zones. So anyone near those areas had better be deep underground in really good reinforced bunkers if they hope to survive the initial strikes. In addition, the background radiation would be high for months, if not years in areas that were heavily hit so scavenging in the ruins would be a bad idea for quite a while too.
I'd predict that in nations that were hardest hit, unless some of the military command structure and units survived, then anarchy and total break down of civil society would follow. If there were enough soldiers around and that they keep discipline, the there is a chance for some sort of order to be re-established once the bombing stops.
I think that places that aren't in the immediate vicinity of blasts would soon be overwhelmed by refugees and again chaos would follow. It's only areas that are at least 100km away from major target zones that stand any chance of maintaining a semblance of order but that also depends on the personalities and preparedness of those in the communities.
Being a small group of survivalists trying to keep your heads down will only work for so long unless you happen to be in an extremely rugged and inaccessible region. I would say that we'd see something akin to raider bands form very quickly after the war and these human vultures would be extremely dangerous. So unless your group is heavily armed and knows that there are raiders in your area and your ready for them, you will probably get raided or worse. And even if you drive them off, word will get about that there are guns and people in that area and others will come looking.
The best bet is to be in a community of between 2000 - 10000 or so people in a rural/agricultural area or by the sea, which is at least 100km plus away from target areas or even better, in places like the southern hemisphere as I'd mentioned earlier.
The other best method of survival is having a yacht. Stock up your boat with as much as you can and set sail immediately when the bombs start falling and head south to small places that have established communities. Make sure you bring items that are worth trading as well. If you have a skill set that is useful then your chances of being accepted into the new community will be greatly improved. For example, being a medical doctor, nurse, health professional, engineer, mechanic, builder, carpenter, electrician, farmer, soldier [or someone who's had good combat training], teacher/academic, chef, skilled administrator would be to your advantage. Anyone else would just be another mouth to feed and could only be useful as labour.
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Definitely new ones. The Enclave are pretty much a spent force and the BoS are only strong in the Capital Wasteland which I doubt any new FO game would be set. So I wouldn't be happy to see either of those factions making a reappearance in any large way UNLESS the new FO game is following up on what has happened to the mid west BoS and what is in Chicago as we're told there is an enclave base there.
There is plenty of scope to introduce new factions. We get a huge hint in FO3 that there is quite a powerful faction/society called The Institute which is probably located in and around MIT in Boston. I'd like to see what is going on there as they've developed almost perfect humanoid androids so their tech must be very advanced.
Another possible new faction could be based on the Old Confederacy, a group of people descended from civil war re-actors located in the southern states who've brought back slavery and established the plantation system once more.
Another one could be a kingdom of ghouls, a sort of realm of the Undead located in New Orleans and their society is based on Voodoo/black magic.
I'd like to see the results of the Legions defeat and it's disintegration and what comes out of that if the new game was set back in the west. There were plenty of ideas and factions that were in Van Buren like the Cyphers who only got a brief mention in NV by Father Elijah. They sound very intriguing.
Then there is Canada. Have the Canadians thrown out the remnants of the US forces which occupied them before the Great War? Is there a faction there that wants vengeance on the US for its crimes?
The possibilities are endless.
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Point Lookout is more of a Sandbox DLC than any of the others in that it allows free range exploration of the map. You're not railroaded into "do this, go here and don't deviate" as you are in Op. Anchorage. PL is probably the best DLC for FO3 followed by The Pitt IMO.
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I think the radio bomb collars were the most hated aspect of Dead Money but at the same time they really made the game better as if forced you to be really cautious and think carefully plus look around so much too. You had to pay attention to your surroundings and really look hard and think ahead.
DM & OWB definitely had a deeper emotional impact than Lonesome Road and Honest Hearts. For me, Honest Hearts was only about wiping out a bunch of savages that threatened to despoil one of the last pristine places in the wasteland. I had no emotional investment with the Burned Man or Daniel. If anything Follows Chalk was more interesting than any of the other NPC's EXCEPT for the survivalist, Randall Clark. I found his story to be the best bit of writing in all of the Fallout series so far. It was short but it was powerful and above all, believable. It had the ring of truth to it. It read like a genuine diary of a sole survivor of the great war and his efforts to stay sane and alive. His pain at losing both his wife and son in the war and then his 2nd love and baby were palpable. Again, it's some of the best writing done in Fallout. Which is a pity because they should be striving to hit that mark as often as they can. But I digress....
Getting back to DM, I took as much gold as I could carry without being over-encumbered. I also managed to trap Elijah in the Vault as killing him was too easy, he needed to die slowly from starvation and insanity. In fact I made sure I left all my supplies of food, drink etc inside the Vault so he'd last longer in there :devil: plus it made room to take one more bar of gold :dance:
But yeah, the lesson about letting go was important yet I think it was lost on a lot of people.
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This has been a rather lively and at times interesting thread with the inevitable degeneration into the "no I'm right, screw you" being thrown about and of course Godwin's law sneaking into it with a mention of Hitler. It's beautiful to read! [need more popcorn!] And from the tone of some posts that have gone back and forth, I'd have said an all out nuclear exchange between the parties involved would have been a for gone conclusion as well! :thumbsup:
But in all seriousness there have been some very good posts regarding the possibilities of survival in Post Apocalyptia citing some credible sources of information, reasonable and logical plans of survival and what peoples chances might be.
As pointed out, most people living near major military bases, industrial facilities, major population centres would have slim to almost zero chances of survival in the event of nuclear war. However I put a caveat on that statement as not all major centres would be targets and here is why:
Can anyone think of a reason why any of the 5 major nations who have nukes would want to want to nuke say a place like Walis Bay in Namibia? [look it up on google maps]
Answer - none of them.
This is the point in which I think people are missing. There are loads of places in the world, especially Africa, South and Central America that would escape the holocaust simply because they are not deemed threatening enough. Also, a majority of these places are in the southern hemisphere which admittedly does have some definite nuclear targets, would escape a lot of the massive fallout clouds which would blanket the northern hemisphere.
In addition, many of these places still are effectively in a pre 1950's stage of industrialisation and as such aren't so reliant on modern mechanisation and electronics. Many machines would still function or be repaired as they have been doing for over a 100 years. Farming is still fairly basic in many areas, relying on animal power etc. Yes there'd be starvation and such but there'd be less of a breakdown of society as you could envisage happening in a nation that's received a full blown nuclear attack. If most of the towns and cities in a 3rd world nation remain intact then the government structures etc would be there and thus have the ability to respond, albeit not as effectively as they could have prior to a nuclear war, to the challenge. If anything, I would predict that human civilisation would begin again from out of Africa, and possibly South America. So Jesus was right when he said the poor and meek would inherit the earth :tongue:
So if you think Armageddon is coming, go south! If you can before the bombs start to fall that is.
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The Vaults were public knowledge and most were completed by 2063.
Read all about it here:
http://www.falloutwiki.com/Vault
Apparently they had a very good chance of surviving a direct nuclear hit as well.
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Guys, the Enclave can't work the giant water condenser, obviously we should throw all our resources at them in a desperate attempt to stop them from... Actually I don't know what from, but a big, costly battle sounds fun right? Also our useless giant robot now works because some woman who claims to be a scientist and spent 20 years failing to clean water took a look.
:thumbsup:
well said sir! :biggrin:
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Dead Money was my 2nd favourite DLC with OWB as my first. And I completely agree that Christine Royce was a very well written character. I genuinely made every effort to ensure her survival and I like how, at the end, she choose to stay at the Sierra Madre rather than leave with the Courier. It made perfect sense as she was damaged but found a place she could begin again as the guardian of the Sierra Madre. I liked Dean Domino too and found him to be an intriguing personality. The interesting thing for me was that when I played through DM for the 1st time, I didn't try to persuade/etc Dean as my speech skill was too low and in the end that was the way to ensure he didn't turn against you at the end [spoiler I know :whistling: ] I liked Dog/God too however I found God's mutterings to be really annoying after a while and thus spent as little time with him as I needed to. I would have in fact killed him but due to the explosive collars... :verymad: [sigh]
DM's survival aspect was probably the best part of the DLC and having to really be careful and make do with what you found made it an excellent challenge. Yeah the radio's were sometimes ragequit annoying because there were a couple that I just couldn't get past [for a while at least] but eventually I learnt how to time it and explored as much of the ruins with Christine for her ability to interfere with the signals thus giving you that little bit of extra time to destroy or avoid the radios.
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I also like the ending if the Courier chooses to side with Father Elijah, which ends the game right there. Very evil indeed :devil:
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But doesn't he say something alone the lines of "I found a snippet of code left over from Mr. House that will let me be a little more assertive, so I will go offline for a while to rewrite myself but don't worry the securitrons have been programmed to maintain order."
That first part, "I found a snippet of code left over from Mr. House that will let me be a little more assertive" really doesn't sit right with me.
Yeah it is a little disconcerting to learn that YesMan's programming has somehow been altered by a hidden packet of code left by Mr House.
Here's my theory regarding it:
We know Mr House was able to scan and map brain functions of human beings and upload them into Securitrons such as Jane: [ quote from nukapedia ]
"Jane's neuro-computational matrix is a copy of a woman that Mr. House had known as "one of Mr. House's girls". Jane keeps Mr. House "entertained"
Thus my assumption is that the code that YesMan comes across is none other than Mr House's own brain scan. Now we also know that Mr House was a genius and he was able to predict and prepare for almost all sorts of outcomes. Therefore its logical to assume that he prepared for the possibility that his physical body and consciousness could be destroyed and thus made a back-up copy of himself to be uploaded into a Securitron or mainframe in the event of his death. We know he prepared his own obituary so he knew there was a definite chance he could die, even at the hands of the courier.
However YesMan is a unique AI and was something that Mr House had not foreseen. Also YesMan's code is somehow more resilient, able to survive despite attempts to destroy it. So my suspicion is that YesMan found the hidden files that contained Mr House's brain scans and incorporated them into his own personality. House isn't in charge of YesMan, well at least not at the end of the game, but there was enough code there to enable YesMan to become a truly free sentience able to make his own choices and not be a "Yesman" any more.
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One odd thought I had is for a follow-on to The Pitt.
Consider that Ashur's daughter, Marie, is ... well, unique in terms of her immunity to the medical problems there. If we assume that Werner taking over is the way things are "meant" to happen, then a teen-aged Marie fighting against him could be an interesting way to go. As I said, only a thought.
It's a good thought 7thSealord :thumbsup: And I think it has potential. Marie would also no doubt be seeking vengeance on the Lone Wanderer as well for his/her part in her parents deaths. There are a whole range of possibilities that could be explored in a FO game set around the region of Pennsylvania.
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@Dan3345 - in regards to your point about YesMan, yes he will be around as he is impossible to kill but I don't see him as any sort of version of Skynet. Even before you let him take over at the Lucky 38, if you kill him, he'll just reappear in another Securitron. So yeah, he can be seen as a potential malevolent force but I really don't think he is. Have a read through the end narration that comes with a YesMan victory [good courier plus Securitron army upgraded] -
The Courier, with the aid of Yes Man, drove both the Legion and the NCR from Hoover Dam, securing New Vegas' independence from both factions. With Mr. House out of the picture, part of the Securitron army was diverted to The Strip to keep order. Any chaos on the streets was ended, quickly. Chaos became uncertainty, then acceptance, with minimal loss of life. New Vegas assumed its position as an independent power in the Mojave. Supporting the ideals of independence, the Courier was recognized as the man/woman responsible for a truly free New Vegas. He/she ensured Mr. House's tyranny was broken and neither Caesar's Legion nor NCR would ever gain control over New Vegas.
So it appears that YesMan AND the Courier work in harmony to the benefit of all in the Mojave, which I think is the best ending for New Vegas.
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Stealth is my preferred method. I like to get Ratslayer as soon as possible as it's a great little sniper rifle with a nightvision scope. Stealth scouting and sniping are the best combination so as to ensure your courier has a better chance at survival. I like using grenades on clumped targets sometimes, especially if I'm in stealth mode for the sneak critical bonus damage.
The other item I have on my must get early list is Chance's knife. Yes it's scary early on taking on Cazadores but having that blade for close up work makes all the difference. I also love getting a .45 Thompson SMG as soon as I can as its a dam fine weapon for close to medium combat. High damage and good rate of fire make the .45 Thompson a must have.
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When I look back on it now...
it was realising that the 10mm weathered pistol was no much for a pair of giant Scorpions that live in that valley just east of Goodsprings cemetary :confused:
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The Enclave are only interested in one thing: power. They see themselves as the rightful rulers of America and as such care nothing about its people, only that they accept the Enclave unconditionally as their lords and masters. This is the pathology of fascists, dictators and megalomaniacs and is the antithesis of the rule of democracy, due process and life, liberty and the pursuit of happiness. They wrap themselves in the American flag yet they are everything that the symbol of the flag is against.
The Enclave apparently knew that the war was coming yet did nothing to warn the American public. They only looked out for themselves. They also want to wipe out all mutant life in the wastes, anyone effected by FEV would die if the Enclaves plan worked in FO3.
And finally the Enclave are just plain incompetent. As a supposed elite force who have access to all the neat toys, they manage to do nothing for over 150 years when they could have come out of hiding and established themselves in the ruins of America.

Best Hideouts in Fallout 3 (Possible Spoilers!)
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