Let's Play Fallout: New Vegas [The Servant]

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ChupathingyX

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CM156 said:
I see. You know, I take it you like the Dawn of War games, yes?
Hell yes!

Anyhow, a favorite moment for me would have to be Mask of the Betrayer, where you can gain XP by convincing a guy he doesn't make sense. Or the parts where you can flirt with Kaylen, but it goes over her head.
Sometime in the future I plan to play NWN2 and MotB, I've heard many good things about that expansion.

Well, I think we have officially gone way off topic :p
 

CM156_v1legacy

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ChupathingyX said:
CM156 said:
I see. You know, I take it you like the Dawn of War games, yes?
Hell yes!

Anyhow, a favorite moment for me would have to be Mask of the Betrayer, where you can gain XP by convincing a guy he doesn't make sense. Or the parts where you can flirt with Kaylen, but it goes over her head.
Sometime in the future I plan to play NWN2 and MotB, I've heard many good things about that expansion.

Well, I think we have officially gone way off topic :p
Hunh. I guess I'll have to give it a try if I get a gaming PC. Along with both Fallout games, Minecraft, and several other PC exclusive titles.

Wait till it goes on Steam Sale, that's my advice. You have those in Australia, right? Oh, and don't be afraid to look up a guide or use the console. 3.5 can be nightmareish. I can run it on a computer that can't game otherwise, so I think you should be good. But check the requirements.

But yeah. The topic has drifted.

Back on topic: Which vault do you like the most? Me? I'm a fan of Vault 69. Why? 1 dude and 999 women. That lucky bastard....

Oh, and I have to head to bed. Laters.
 

DustyDrB

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TopazFusion said:
For me the scariest part of Bioshock 1 was right at the very beginning, where the splicer tries to break in to the sphere. I think it's because of the lack of lighting.
I found all the other scary occurrences as "cheap scares".
Usually the lights will go off, or steam/fog will obscure your view, you turn around "oh look who it is".
Gets you the first time, but you begin to expect it.
Same with enemies pretending to be dead, just shoot the corpses, I ain't getting jumped by them again.
Also, when the game requires you to go down a "dead end", enemies will usually ambush you on your way back.
So I began to set up traps. Feels very satisfying hearing trip-wires explode just round the corner and down the corridor where you've only just been.
It wasn't the superpowered-ness of the people. A Big Daddy wouldn't scare me a bit in the game. It was when you'd be walking around and you'd hear some person who had lost their mind speaking to himself/herself. It was their lost humanity that got me. I guess scary isn't the right word. It disturbed me.

Though the jump out at you scares had me antsy too. I got to where I would try to anticipate them, but it just led to me always being on edge.
 

Berenzen

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TopazFusion said:
AlternatePFG said:
Yeah, I was always confused as to why the game funnels us in one direction. I don't remember Fallout 3 doing this.
I can only assume it serves to extend the anticipation of reaching and entering vegas.
The reason that Obsidian does this is to put focus onto the story. If you give a person a massive world to explore in, then the story gets diluted, which is what Obsidian really excels in. They give you a story to do for the first little while, then they open up the world. You spend enough time getting through Act 1 that you know that there is a story pressing. It's also the inherent problem with Bethesda games if you're looking for story. The basic story has a great premise, and actually isn't that bad, not great, but not bad either. But because they want you to explore rather than go through the story, it loses focus, and as a result, you don't get great storytelling.

As for the bonus update, I'm surprised you didn't do Primm Pass. Because that's just a dick move for those who want to sequence break, especially if you miss the corpse. 'Oh there's a pass here, and there doesn't seem to be anything on it, and no warning either." Then they throw a blind deathclaw at you, and it's already too late to do anything. And chances are, the last time you saved was at Goodsprings, a good 5 minutes away.
 

gyrobot_v1legacy

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CM156 said:
gyrobot said:
AlternatePFG said:
This is just a little side update, showing off how not to make your way to Vegas. We will start off again where we were last update, later I'll show a route that you can take that will take you straight to Vegas extremely quickly with very little fuss.

[HEADING=1]Fuck It, Let's Just Run Straight to Vegas[/HEADING]​
So, let's say that you just ignored the constant warnings not to go directly north that you've probably gotten from all of the NPC's in the tutorial area. You've ignored the multiple, fuck off "STAY OUT" signs along the path. Let's say you saw a deathclaw, and instead of running away in abject terror, you charged it head on.

This is what happens.


Note that we have the Lightweight Metal Armor and the Merc's Grenade Launcher from the Courier's Stash DLC. Without the Mercenary Grenade Launcher, good luck making any sort of progress against these enemies. Their DT makes them just shrug off small arms fire, even with the grenade launcher, some of them can take quite a few hits from them as well.


So first things first. Let's say you decided to go directly north out of Goodsprings. This is the most sane approach (Well aside from going the way the game intended) because your way isn't blocked by Deathclaws. What is there, however, is no picnic either.


So, there is a rather noticeable "KEEP OUT" sign along the road. I don't blame people for ignoring it, as videogame logic says that behind the "KEEP OUT" sign is usually where you need to go.


The game really funnels you along these roads. Lots of invisible walls and such, but I get why the game does that.


Cazadores. People fucking hate Cazadores, and it's no surprise why. They're fast. They do a lot of damage. They poison you. They are hard to shoot. They take a surprising amount of damage.

And they can come out of nowhere.



They don't do well against the grenade launcher though, which is good.


Oh yeah, I forgot to mention another thing: They come in swarms.


Of course, when they close the range, using the grenade launcher is a tricky proposition.


We kill them, but it's too late. They poisoned us and...



Admittedly, if I played it a bit more strategically there, I certainly could have kill these Cazadores. It's just that there is even more Cazadores, and you'll end up probably using all of your grenades on them. After that, you got no good weapons against them, and you're pretty much screwed.


Okay, now we're back where we started. Let's try another direction.


Back to the graveyard area. Another sign telling us to stay out.


So instead of Cazadores, todays flavor is Radscorpion.


And as with the Cazadores, our only really effective weapon is this grenade launcher. And using it at close range is obviously a bad idea.


They do a lot of damage.



I get a bit too enthusiastic with the grenade launcher...



So now, we're going another direction. When leaving Goodsprings the normal way, take a left at the crossroads takes you this way.


There are some Powder Gangers along the road. They are hostile to us by default, as we are villified with them already.



Takes one shot with the Sturdy Caravan Shotgun.


Even more of them.


We kill a couple of cute Coyotes puppies for no reason other to being a dick.


Let's try the machete.


It's pretty strong.


The Quarry is over there. We can't actually enter it from this direction.


Just follow the train tracks.


We eventually come along a town with this guy in him. Just ignore him, he has no idea what he is talking about.


So far, so good.


That's a deathclaw all the way over there in the distance. It can't see us yet, right?


Wrong.


Oh shit.


Crap, crap.


Somehow, I manage to kill it.


But if you keep going forward...


Adult Deathclaws. And they just shrug off grenades and such.


Yeah, that outcome was expected.


Let's keep to the right and try to avoid all of the deathclaws.



There is a super mutant here who warns you of hostile mutants ahead. Fuck his advice.


For some reason, the game loses saturation for a second, and then the color goes back to normal.



First time fighting Super Mutants in this game. They're a lot more threatening than they were in Fallout 3, but that's simply because there are way less of them in this game. And not all of them are hostile.



The grenade launcher is so satisfying to use.


But, it still didn't help much.


We make it a bit further this time...

So now we're in the clear, right?


FUCK


Okay, fine. We'll take the long way.
And if you survive them all for some reason, then you will run into Fiends Territory where while the enemies are weaker, they come in angry packs armed to the teeth with Plasma Rifles, Cowboy Repeaters and Lasers RCW.

At least the abominations have the decency to kill you in melee, with the Fiends, they will gun you down from a distance.
To be honest, I never found the fiends to be much of a chalange. Even at early levels, I kill one and nick all their stuff to use on their buddies. But those bug things? Freaking hate them.
Who carries guns which will completely negate any form of armor you have from a distance as Energy Weapons have an innate -2 DT . At least it isn't Fallout 2 where if a Raider has a SMG, a single burst from a distance instantly gibs you.
 

Berenzen

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TopazFusion said:
Berenzen said:
The reason that Obsidian does this is to put focus onto the story. If you give a person a massive world to explore in, then the story gets diluted, which is what Obsidian really excels in. They give you a story to do for the first little while, then they open up the world. You spend enough time getting through Act 1 that you know that there is a story pressing. It's also the inherent problem with Bethesda games if you're looking for story. The basic story has a great premise, and actually isn't that bad, not great, but not bad either. But because they want you to explore rather than go through the story, it loses focus, and as a result, you don't get great storytelling.
Ah, I see, keep focus on the story, that makes sense.
On a related note, I've heard people complain about "Post Benny Syndrome".
I did not personally experience this. I guess it's because I was already too much invested in my character to stop playing simply because of a change (or removal) of the primary antagonist.
Berenzen said:
As for the bonus update, I'm surprised you didn't do Primm Pass. Because that's just a dick move for those who want to sequence break, especially if you miss the corpse. 'Oh there's a pass here, and there doesn't seem to be anything on it, and no warning either." Then they throw a blind deathclaw at you, and it's already too late to do anything. And chances are, the last time you saved was at Goodsprings, a good 5 minutes away.
Primm Pass? Is that somewhere near the Hidden Valley?
Sorry, my memory is a bit rusty about this general area (must be because of the hostiles there).
Actually is there a way to vegas through the Hidden Valley, whilst avoiding scorpions/deathclaws?

I do fondly remember the blind deathclaw, which could apparently "see" me even with a stealthboy activated.
It's just north of the emergency service station on the tracks and leads right to Novac, and it seems like a good way to get there even after Primm. The blind deathclaw can detect you simply because it has exceptionally better smell and hearing to detect you with, so stealth boys are no use.
 

WarriorOfBenOwnage

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I would just like to stop lurking for a moment to thank you for this awesome Let's Play. I saw this thread back in the middle of Fallout 3, but I lost the link for a while, and just came back 2 days ago. This is one of the best things I have seen on the internet in a long time, and you got me to play New Vegas. Thank you for this LP masterpiece. All the other content in this thread is good too, and this has been a truly great read. Thanks too all. Now back to my cave. . .
 

AlternatePFG

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A short update today, I did want to show off Sloan at some point in the game, but I didn't want to show off both Sloan and Primm in the same update. Lots of dialogue again, gives a lot of background on the surrounding area.

[HEADING=1]Danger Ahead[/HEADING]​
So, we could go straight to Primm, but there is one small side trip I want to make.



So the road splits into two. One the left is Sloan, one the right is Primm. Let's check out Sloan before coming back.

Let's check out this shack first.


Apparently it was the storefront for a Sky Diving Company-thing. I don't really know honestly, it just looks like an average shack.


First we fight some Powder Gangers who are behind the shack though. I believe these guys are hostile by default if you don't help Cobb in Goodsprings, but I could be wrong.


I'm using the Single Shotgun on them. It's basically a shotgun, there is only one shell in it, so it needs to be reloaded after every shot. It's pretty good against these Powder Gangers, but so is pretty much anything.




He tries to run away, but I manage to get him.


There is an old airplane right outside the shack. It doesn't look completely wrecked, maybe one day it can be fixed.


This is the inside of the shack. Not much of note here.


There is a key and a Star Bottle Cap (More on that later) on the table. The key unlocks one of the lockers in the room.



Mostly just ammo and other random items. Still nice though.


Now we're back on the road going north.


There are a lot of little groups of Powder Gangers on the side of the road that attack you.



After killing that random Powder Ganger, we level up.


Put some points into guns, lockpick, repair and speech. I forgot to mention it before, but the skill of guns and big guns have been merged in this game. The main difference between small guns and big guns now are the Strength requirements.


Another change to the game is that you only get a perk every other level. The perks are more useful and interesting in this game, and there are no more "+10 to skill x" perks.


The Powder Gangers are so weak that one good shot from the Varmint Rifle takes them out.



There is a dead pack Brahmin on the road. There are no more wandering named merchants. There are some generic merchants who wander in certain areas though. I suppose they have it that way because of the Deathclaw/Cazadore barriers that would probably annihilate them.



More Powder Gangers.


So now we're in Sloan. This is as far as we can go on the road north if we don't want to get eaten by Deathclaws.


"If you want to get to New Vegas, you're better off heading east from Primm and then looping north. It's a heck of a lot safer."

Deathclaws in this game are much more dangerous than the ones in Fallout 3. We should take this warning very seriously.

"Where'd the Deathclaws come from?"

"They moved into the quarry after the Powder Gangers came through and made off with most of our dynamite. We shut the quarry down while we waited for the NCR to get us some more blasting sticks, but now the Deathclaws have shown up. The NCR's a no-show, and my men and I have got nothing to do but sit on our asses all day. It's damn frustrating."

We could offer to help them with their Deathclaw problem, but for obvious reasons we can't fight the Deathclaws yet.

"Have you had problems with Deathclaws before?"

"We'd see them occasionally, but they didn't seem too keen on getting to close to the quarry. Not sure if it was the noise or all the workers."

Pfft, if a Deathclaw wanted to take out the quarry workers, it probably would.

"I can't believe that an entire pack moved into the quarry. I thought that kind of bad luck only happened in New Vegas."

"Tell me about the Powder Gangers."

"They're a bunch of escaped cons from down south. The NCR was using them to maintain the railways as part of their sentence."

I still find it stupid that they would give cons free usage of explosives.

"I don't know who screwed up, but the Powder Gangers are loose. It was one group that attacked us and took our entire supply of dynamite."

"Let's talk about something else."

"Okay."

"What is this place?"

Getting some basic background info on the area. Sloan is pretty much completely unimportant to the game (No major sidequests here, etc.) but there is some interesting info here.

"This is Sloan, a camp for us quarry workers. The actual quarry, Quarry Junction, is up the road north of here. The whole thing is an NCR operation. We make cement for the NCR using the limestone we dig out with dynamite and draglines. Dirty work, but the pay is good. Wish we got paid in caps, though. Not a lot of merchants like taking NCR paper money."

"What does the NCR need with cement?"

"It all gets shipped by rail over towards Boulder City and Hoover Dam. The NCR's probably building fortifications with it all."

New Vegas does a good job (Most of the time) explaining the background and workings of the world.

"What's a dragline?"

"It's a big machine which moves rocks around, piles at a time. It's Pre-War tech, so you need to thump it once in awhile to keep it running."

Pre-War tech must have been made pretty well for it to last this long.

"You don't get paid in caps?"

"Nope. The NCR's been trying to switch over to using paper money, like in the Pre-War days. Trouble is that the exchange rates ain't exactly fair."

There are three types of currency in this game - caps, NCR money and Legion money. Really, there is only caps, as you exchange the other money for caps, but they have different exchange rates.

"For example, a hundred bucks in NCR money is valued at roughly half that in caps around here. Seems like a rotten deal for us, but work is work."

"Goodbye."

"If you insist on going north, don't be expecting a rescue when you get into trouble."

We're not going past the Deathclaws, that would be a very bad idea.


This is Sloan. It's pretty much just a collection of little run down shacks. Oh joy.


This is Snuffles. He is their pet mole rat and he is adorable.


[]

"Hmm... your leg appears to be injured."

""

It's not like I'd expect the mole rat to engage us in friendly conversation, but still it's worth a try.

"How's it going?"

""

We can't fix his leg with our current medicine skill, but we have something in our inventory that will help with that.


Another new addition to New Vegas is skill magazines. Basically, they give a temporary +10 boost to a skill. This particular magazine gives a bonus towards medicine, and with that we will have enough to heal Snuffles.


He is standing on his hind legs. That's one well trained mole rat.


We fix Snuffles leg.


All we get for it is NCR reputation. Ah well, it doesn't matter much.


This is like their little cafe. It's rather small, as you would expect from the size of the shacks.


"Anything that wasn't made 500 years ago."

I like to think that's kind of a jab at Fallout 3.

"Ha. Yeah, can you believe some people still eat that stuff? Anyway... I've got this recipe for a Deathclaw Omelet that I've been itching to try out. Trouble is - I need a Deathclaw egg. Kinda obvious, I suppose."

Getting a deathclaw egg is a dangerous proposition at this moment, so we won't be helping quite yet. Maybe at a later point in then game.

"What are you offering in exchange for a Deathclaw egg?"

"I don't have much in the way of money, but I'd be willing to share the secret of the recipe."

"Let's talk about something else."

"All right. Do you need anything to eat or drink?"

"I had some questions about this place."

"Sure. What did you want to know?"

"You don't look like a quarry worker."

"Oh, I'm not. I'm making my way to New Vegas. They say anything goes there, and best of all, the NCR can't mess it up for you."

If she is going to New Vegas, she is going the wrong way.

"I'll get there eventually. I've heard that you can't even get into the Strip unless you're rich."

"Are you from California?"

"Born and raised. Things back in California are better than they've ever been, according to my grandpa. The Raiders are mostly gone now and it's easy enough to get a job at one of the mills or farms. But now there's taxes and laws and other things."

It's nice that the reference areas from the original game. It's interesting to hear how much they've changed over time.

"The NCR keeps things safe and orderly, but it's all very boring. So, I came out east towards the frontier."

"Any trouble around here?"

"Well, there's the Deathclaws, of course, and there was that one group of Powder Gangers who stole all the dynamite. I think we're too small and poor for anyone to bother with, really. I keep a weapon near my bunk, though - same as everybody here."


He showed up the fuck out of nowhere in the middle of the update.

"Don't suppose you'd care to trade? I'm missing a few essentials and- oh, screw this. Lying just ain't in my nature. I'll tell it to you straight. I've been following you for a good bit now."

"Go on."

"It started off innocently enough. I was traveling, as I often do, and happened to observe you picking up one of those blue-star caps. You didn't show any reaction to it, so I figured you didn't know what you'd gotten your hands on."

He is scripted to show up after you find your first star bottle cap. Since you can find them pretty much everywhere, it doesn't matter where you find it. Like we found the first on in that shack just outside of Goodsprings. There is really no way for him to observe us in there though.

"What's so special about these caps?"

"There's an old wasteland legend that says somewhere out there is a fabulous treasure from before the war. Those caps with the blue star on them, the tale goes, are the key to that treasure. They're called Sunset Sarsaparilla Stars."

There is a random chance of finding a star bottle cop in any Sunset Sarsaparilla bottle.

"Where can I find more of these caps?"

"All over the place. The easiest place to find them is unopened bottles of Sunset Sarsaparilla. You'd think they'd all have been picked clean by now, but somehow new bottles keep appearing in the machines. Some say it's old Festus that does it, hoping someone will finally collect enough caps to earn the treasure. Other than bottles, you'll just have to scavenge. You can find caps in the unlikeliest of places, and blue-star caps are no exception."

"You mentioned someone named Festus. Who's that?"

"It's said that the treasure is guarded by a man named Festus, and he's the one who asks for the blue-star caps. It's also said that he's been around since the war, standing a lonely vigil, waiting for someone to come and take the treasure off his hands. That'd make him pretty damn old, but I've met a few people in my travels who claimed they actually met him, and they weren't the lying type either."

Maybe he's a ghoul, or a super mutant. We will find out much later.

"So you collect these caps too?"

"Nah, I gave it up years ago. Too dangerous. And even if I did still collect them, I'd tell you the same. There's people out there so mad with the idea of treasure that they'll attack strangers just on the suspicion that they have some of those caps."

We will see this in action a bit later in this playthrough.

"Thanks for the info, but I'll be going now."

"No problem. If you do end up triyng to collect more stars, watch out for a man named Allen Marks. He's killed several people for their stars already."

Alright, so after that little encounter (Which can happen anywhere) we have pretty much done everything we can with Sloan right now.


Vegas is so close, yet so far. We're going to have to backtrack to the Sky Diving Shack and take the other road to Primm. Hopefully things will be more eventful there.
 

AceDefective

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TopazFusion said:
AlternatePFG said:
You forgot to repair the generator in Sloan. (Though it does need a certain Repair skill, I forget how much.) It gives a small amount of NCR fame, just like mending Snuffle's leg.

About the Powder Gangers; how do they know that you're an enemy?
I mean, none of the attackers survived the Goodsprings shootout, and made it back to the NCRCF or any of their camps, to report in.
How do they know we aren't a friend to them?
Even If you Help Cobb, The Powder Gangers you see at the camps pretty much attack you and everyone who isn't a Powder Ganger on sight, it's what they do to get supplies and stuff.To them everyone is a target. So until they are told by the other Powder Gangers at the NCRCF that you are a friend, to the ones at the camps you are a target just like everyone else.
 

DustyDrB

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liamlemon7 said:
TopazFusion said:
AlternatePFG said:
You forgot to repair the generator in Sloan. (Though it does need a certain Repair skill, I forget how much.) It gives a small amount of NCR fame, just like mending Snuffle's leg.

About the Powder Gangers; how do they know that you're an enemy?
I mean, none of the attackers survived the Goodsprings shootout, and made it back to the NCRCF or any of their camps, to report in.
How do they know we aren't a friend to them?
Even If you Help Cobb, The Powder Gangers you see at the camps pretty much attack you and everyone who isn't a Powder Ganger on sight, it's what they do to get supplies and stuff.To them everyone is a target. So until they are told by the other Powder Gangers at the NCRCF that you are a friend, to the ones at the camps you are a target just like everyone else.
They won't attack you if you help out the group at the prison. Though having a high rep with the Powder Gangers is hardly rewarding. They're a bunch of assholes, they don't give you good loot, and aligning with them pits you against the NCR, who are pretty tough early in the game. Plus, Powder Gangers are just above Mole Rats as the least threatening enemy in the game. It's not even good for the later quest dealing with the Gangers in the Vault, since they're a different faction.
 

Bubba Doongai

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DustyDrB said:
liamlemon7 said:
TopazFusion said:
AlternatePFG said:
You forgot to repair the generator in Sloan. (Though it does need a certain Repair skill, I forget how much.) It gives a small amount of NCR fame, just like mending Snuffle's leg.

About the Powder Gangers; how do they know that you're an enemy?
I mean, none of the attackers survived the Goodsprings shootout, and made it back to the NCRCF or any of their camps, to report in.
How do they know we aren't a friend to them?
Even If you Help Cobb, The Powder Gangers you see at the camps pretty much attack you and everyone who isn't a Powder Ganger on sight, it's what they do to get supplies and stuff.To them everyone is a target. So until they are told by the other Powder Gangers at the NCRCF that you are a friend, to the ones at the camps you are a target just like everyone else.
They won't attack you if you help out the group at the prison. Though having a high rep with the Powder Gangers is hardly rewarding. They're a bunch of assholes, they don't give you good loot, and aligning with them pits you against the NCR, who are pretty tough early in the game. Plus, Powder Gangers are just above Mole Rats as the least threatening enemy in the game. It's not even good for the later quest dealing with the Gangers in the Vault, since they're a different faction.
I think you can help out The Powder Gangers without pissing off any other factions. Side with Goodsprings in the Ghost Town Gunfight quest but don't shoot any Powder Gangers. Go to the prison and help them out and when it comes time to pick between them and the NCR I think you can choose either side and again just not shoot anyone so you don't lose reputation.
 

Berenzen

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If you don't kill any of the powder gangers in Ghost Town Gunfight, then you'll just be shunned, so they won't attack you, if you throw on some powder ganger stuff, you can even go to the NCRCF and do the quests there without getting attacked.
 

AlternatePFG

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[HEADING=1]Toothpicks and Butter Knives[/HEADING]​
So, going north through Sloan is pretty much a no go, so we head back towards the split in the road and go the other direction. Hopefully, we will get further this way. It's quite the detour, I mean if we somehow could get past those invisible walls mountains to the north, we could get to Vegas in no time at all.

Ah well, I'm sure it won't take us that long to get there.


We can see Primm already vaguely in the distance. All that is really noticeable at this point is the rollercoaster.


More Powder Gangers. I would be complaining, but they are extremely easy caps/ammo, so I'll let it go.


You can use this campfire like the one in the survival tutorial with Sunny. We won't be using survival much at all this playthrough, but eventually we'll get to it.


Come on, it's not stealing when they're dead!

...

Okay, that would sound bad out of context. They're Powder Gangers though, they're kind of assholes anyway.

The way the game gives karma is less fucked than Fallout 3, but it has its moments. Less karma given through more ambiguous choices throughout the plotline, but there are some hostile NPC's that attack you on sight that will give you good karma for killing them. So trying to maintain an evil karma can be a pain in the ass.

Of course, karma isn't quite as important as it is in Fallout 3. Really, all it changes is the flavor of ending you get in the epilogue.


Just saying it in advance, I love the Vikki and Vance Casino. The story of Vikki and Vance is quite hilarious, in my opinion. More on that later.


Obviously we aren't getting anywhere near Los Angeles (Which is currently the Boneyard from Fallout 1, it's mentioned briefly in New Vegas), but we will be visiting Nipton a bit later on.


That rollercoaster better be functioning.


This will probably be your first encounter with the NCR in New Vegas.


This trooper warns us of the Powder Gangers currently besieging Primm. I fail to see the crisis here. They're Powder Gangers, not fucking Super Mutants.


This half of Primm is mostly rubble and a NCR camp.


This is the NCR camp. Pretty... unimpressive.


There is a grand total of like three people at the camp anyway.


"What are you doing here?"

"We were sent out here to hold back the tide of convicts from the correctional facility. As you can probably tell, we aren't doing the kind of job we could be doing."

No, you're not considering the convicts have besieged the town that's literally feet away from where you are right now.

"What's the problem with your mission?"

"The mission isn't a problem. The problem is with supplies. The convicts are better armed and organized than our intel initially suggested."

They're really not well armed at all. Their guns are kind of shit and their armor is pretty subpar too.

I guess they assumed they were just armed with toothpicks and maybe the rare butterknife.

"I'm trying to get some reinforcements here, maybe some guns with some firepower, but... shit... things are just going slow."

We can help them out, but it's rather unintuitive. We would have to have helped out the Powder Gangers in Goodsprings (Or just ignore the sidequest altogether) and then do their questline. At the end of the questline we would betray the Powder Gangers to the NCR, then we would get to storm the prison. We can't do that now, however.

Definitely will show it off on a later playthrough though.

"Tell me about the correctional facility."

"Most people just call it NCRCF. That's NCR Correctional Facility. A little bit ago the convicts there staged a coup, killed the guards that weren't able to escape, and have been ransacking the area since then."

"Do you have any information on the convicts?"

"Not much. They've taken to calling themselves Powder Gangers. Mostly because they've taken to using the explosives meant to clear boulders as weapons. They got organized faster than I would have thought, most of them at least. Thankfully the small group in town here seem to have split off from the main force, so they aren't getting anything in the way of support."

The small group in town is three people guarding the outside. It's really silly that the people of Primm plus the NCR could not at least take the town back by themselves.

Welp, let's go see what's up in town.


It's across this bridge. However, the NCR doesn't warn us that there are mines on it, so we have to disarm them ourselves.


There really is no reason to go sneaking into the town, as the Powder Gangers are pathetic anyways, but it's a habit of mine.


There are some shacks on the side that are the homes of the Deputy and the Sheriff. There is not much of interest in the Deputy's house, but let's check out the Sheriff's.



As soon as you walk inside you'll probably hear the sound that happens when a limb explodes or someone is gibbed...


The sheriff and his wife were killed by the Powder Gangers, but what is interesting is that for some reason the engine doesn't have them gibbed in advance, so it happens as soon as you walk through the door.

There is a Cowboy Repeater under that bed. It's nearly broken, but we take it anyway. It may be useful in the future, even if that just means bashing a ghoul in the face with it or something.


They have a reloading bench in here as well.


Well, fuck stealth.


The 9mm pistol is fairly useful at this point in the game. I'm not using the Weathered 10mm pistol as I'm saving up the ammo and the gun is pretty powerful anyway.



This Powder Ganger tried to flee into the Mojave Express building, but we gun him down before he gets inside.


There is some ammo and a skill magazine up here.


All of the people of Primm are holed up in the Vikki and Vance casino. This is Johnson Nash, he runs the Mojave Express and he is probably the most important NPC in the town.

"Who are you?"

"Johnson Nash's my name. Husband to Ruby Nash. Lived in Primm going on eight years now, thick and thin. I'm a trader primarily, for what it's worth with things like they are. I also run the local Mojave Express outpost."

Right now, that doesn't mean anything to us but the Courier knows about it, obviously.

"I'm a courirer with the Mojave Express."

"Well, I don't got any work right now, sorry to say."

"I lost a package I was supposed to deliver."

"I'll tell you whatever I can. Do you have a delivery order you can show me?"

"What can you tell me about this job?"

This is where things get interesting.

"Oh, so you're talking about one of them packages. That job had strange written all over it."

So already we know there wasn't anything ordinary about the package we were running.

"But we couldn't turn down the caps."

"What was strange about it?"

"That cowboy robot had us hire six couriers."

So Victor isn't as innocuous as was first let on...

"Each was carrying something a little different. A pair of dice, a chess piece, that kind of stuff. Last word I had from the office, it looked like payment had been received for the other five jobs. Guess it was just your chip that didn't make it. First deadbeat we hired to do the job canceled. Hope a storm from the Divide skins him alive. Well, that's where you came in."

What seemed to be a few incidental lines of dialogue turned into an entire DLC.

"He canceled?"

"Yeah, got this look when he saw you next down on the Courier list. His expression turned right around, asked me if your name was for real. I said, sure as lack of rain, you were still kicking. Then he turned down the job, just like that, I asked if he was sure, it was good money. No, let "Courier Six" carry the package, that's what he said - like the Mojave'd sort you out or something. Then he just up and walked out."

"Do you know who he was? Where he went?"

"No idea. Sounds like you two had a history for him to act like that. And turn down the money, too. Hope he didn't see any trouble in that package of yours. Maybe he thought your name was bad luck. Not for me to say."

Hrm, sounds like quite the character. I wonder if we will meet this person later in our travels.

"Cowboy robot? You mean the one over there?"

Apparently there is another cowboy robot, Primm Slim. Can't see him right now, he's in the middle of the casino.

"Nope. Different fella. Bigger. Had himself a face on a screen, and he talked more like you or me."

Yup, it's Victor. I don't believe we can go back to Goodsprings and talk to him about it, as he has probably moved on by now.

Not that that is the last we will see of Victor. Far from it.

"Some men stole my package. A man in a checkered suit and some thugs. Did they pass this way?"

"Well, now that you mention it, a few nights back one of the townies was out scavenging for supplies. He said he saw a fella with a daisy suit come through with some of them Great Khan misfits. They was talking about a chip."

"One of those men shot me. I need to know the best way to get to them."

You know, now that I think about it, this seems a bit ill-advised. Wouldn't you want to avoid people who shoot at you?

"Well for that your best bet is going to be talking to Deputy Beagle. Since they came to town he was keeping a good bit of notes on them, and he was slinking around Bison Steve when your pretty-boy frined came through. He may have heard where they were going."


Well, let's go save the Deputy.


Here is a better look at the Vikki and Vance Casino. It isn't open right now, and actually getting it open is rather confusing. Like I said before, I like the backstory behind the casino, but we can get to that after the casino offically opens.


Now we're entering the Bison Steve Casino, which is connected to the rollercoaster. The Powder Gangers are holed up inside there, let's take care of them.


Place is kind of run down, I see why they don't use it anymore.


Like all the other Powder Gangers, these guys go down without any difficulty.



The lobby is alright though.


Let's sneak through this maintenace door so that we avoid fighting the Powder Gangers head on.


Of course, we're not extremely sneaky, so they'll notice us anyways. Oh well.


Even before we were in their line of sight, they attacked us.




I use VATS a lot less in this game for two reasons. The first being that there are ironsights now, so accurately aiming isn't too difficult. Second, you are no longer practically invinicible during VATS. The 90% VATS damage resistance is gone, meaning that you're vulernable while using it. Not saying that it can't be hideously overpowered in this game as well, but much less so than Fallout 3.



There is only two Powder Gangers left in the main room. These Powder Gangers actually heard the gunshots and came over here to fight us, which is unusual in this game. I mean, the AI is still terrible, but that was a nice little trick.


Even though I complain about how much the Varmint Rifle sucks (Less so modded, but still rather subpar) the Powder Gangers go down in like 2 or 3 hits from it depending on where you hit them.


This is the leader of this particular group of Powder Gangers. He has an Incinerator, and he is rather dangerous. However, I switch to the Weathered 10mm Pistol and take him down quite easily.


It's pretty damn strong, I have to say.



Oooh, Sunset Sarsaparilla. Wait, wasn't there a deputy we had to save?


Oh, there you are. Right where I left you.


This is Deputy Beagle. He is kind of a prick.

"You must be Deputy Beagle."

"Why, yes I am. It's a pleasure to meet you. I'm in a bit of a predicament here. I'd be most appreciative if you'd set me free."

"I hear you may have information on some Khans that came through here with a guy in a checkered suit."

"Indeed I do good sir, and I would be thrilled to share that information with you as soon as I am released from captivity."

"I'll set you free now."

"Oh that's just marvelous. I think I'll be making my way outisde now. The air's a little close in here."

"Sure, run away. You don't look like you'd be much help."

He really isn't, he dies pretty much instantly.

"Then I'll defer to your superior appraisal of character and prowess in contests of arms and see you outside!"'

While we cleared out the bottom floor of the hotel, there are still more enemies in the upper levels.


There are still Nuka-Cola machines of course. I don't believe they randomly give Quantums anymore, however.


There are a lot of Powder Gangers up here, but as was shown before, Powder Gangers aren't very smart. They just kind of run at you, guns blazing, right into your line of fire.


Oh look, medical supplies. I'll take that-


Cut that out! Can't you see I'm trying to steal stimpaks over here?


Dynamite is like a weaker frag grenade. We don't have a very good explosives skill, but it should prove useful anyways.



The dynamite hardly hurts them, so let's finish the job.




Half the time I miss the possibel screen caps in which someone gets gibbed by the Single Shotgun, because the reloading animation blocks out the view.


You notice how all the Powder Gangers decided to fight me in this room. I think the large majority of Powder Gangers in this area came in here to fight me, and that certainly was not a bright idea.


Just let the bodies pile up.


In the middle of all that, we level up.


Put the obligatory points into Lockpick (Forgot to mention that there are two hard locks earlier in the Bison Steve Hotel. We'll come back for the stuff there later) and some points into Guns.


The more skill points, the better.


Oh yeah, we can repair this elevator too. Not really much of a point.



This is what I was talking about earlier, the gun kind of gets in the way...


Most of the rooms are boarded up.


Past a very easy locked door (You can get a key off a Powder Ganger as well) is this room.


There is still some enviromental storytelling in this game, but not as much as Fallout 3 had. To compensate for that, the actual story and characters are much better than Fallout 3's.

I know that isn't saying much.


Another Powder Ganger comes wandering into that room.



There are still a couple Powder Gangers left outside. They're on the rollercoaster, which sadly, is non functioning.


Well, at least we get to walk on it.


You know, it probably wasn't a smart idea for this guy to hang out on the rollercoaster. You don't have any cover, and it's not like you can just jump off the tracks without hurting yourself on the ground.



We cripple his leg, but suddenly turns right around and legs it in the other direction.


He doesn't get far of course.


Huh, I've never climbed this hill on the rollercoaster before.


Quite pretty up here.


I was too distracted by the scenery to notice the missing section of track ahead and...



Whoops. Well, let's go back to the Vikki and Vance Casino and chat with the Deputy now that the Powder Ganger problem is sorted.



Here he is.


Oh fuck you.

"Breaking myself out of a hostage situation - not to diminish your role in it, of course - but it was quite thrilling. Problem is, there's still no law in Primm. What're we to do the next time ruffians menace us and hold us hostage?"

"What are you talking about? You're the sheriff now!"

"Oh no! I'm just the deputy. And I can't be a deputy without a sheriff. It's called chain of command."

Erm, I don't think you get how this works. Though, putting this guy in charge of the safety of the town is probably not a very smart idea in retrospect.

"What are the qualifications for a Sheriff?"

No, we can't become sheriff. This isn't like Skyrim where you become leader of a faction just after doing a few chores for them. (Hyperbole)

"It should be someone brave like you, but more of a homebody. Someone who'll settle down and watch over us. I heard the Powder Gangers talking about someone in the prison named Meyers who has some experience as a sheriff. He may be a good choice."

We'll we're not getting into the prison without being shot at, so let's think of the alternative.

"Also, with the NCR so close by, you may be able to get them to take over the town. Not sure why they haven't helped out already."

Guess we're going with getting shot at by convicts.

"I'll help bring law and order back to Primm."

The sidequests in this game usually flow much better than they do in Fallout 3. There is an actual logical reason to do them and they usually don't feel completely random.

"You will? That's just marvelous! I'll start thinking up questions for the interview! The sheriff that was incarcerated up at NCRCF may be a good choice."

There is really no reason not to go with the sheriff at NCRCF, unless you're doing a pro-NCR run or roleplaying. You get the best ending for Primm with him and you get a discount at Nash's store.

"You also may be able to convince that NCR guy across the road to take the town under his wing, although martial law doesn't sound so fun."

Well, looks like we're going to have to find the town a sheriff. I know we can get the info on the people who shot us regardless of helping him or not, but there are some benefits to doing this sidequest after all.
 

Fangv2

New member
Jan 20, 2011
127
0
0
Yay! I had stopped checking the Escapist for a while and guess what? This LP started back up.
 

Luxatrum

New member
Sep 11, 2011
30
0
0
Or you could make the robot sheriff.
it'll be a fitting sign of things to come.

Though it is kind of silly I admit.
 

CM156_v1legacy

Revelation 9:6
Mar 23, 2011
3,997
0
0
ChupathingyX said:
Huh, I tend to always choose Primm Slim as the new sheriff.

His ending seems like the best one to me.
He's that robot, right?

By the way, I found a helpful resource that you might like
link [http://www.imfdb.org/wiki/Fallout:_New_Vegas]

It contains a list of New Vegas firearms and their real-life counterpart. As I thought, the Silenced .22 is based off the Ruger 22/45, which is one of my favorite guns.
 

Bubba Doongai

New member
Sep 3, 2011
48
0
0
I usually go with Primm Slim as sheriff but my favourite outcome was in my first playthrough. I didn't know you could disarm mines so I took a long way round into town so I didn't blow them up. I saved the deputy, started the sheriff quest and got the NCR to take over. I was quite happy with myself until I saw the Primm residents walking over the bridge towards the NCR camp. I almost felt bad for laughing when they blew to smithereens. Almost.
 

AlternatePFG

New member
Jan 22, 2010
2,857
0
0
Gah, I'm off my game. Completely forgot about turning Primm Slim back on. Although, if I remember correctly, it takes a lot of science to bring him on and at this point, we don't have much points in any skills.