The Official Fallout 3 Thread.

SputnikMKV

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I started out with a very Lucky character, and although Energy weapons have better crit% than standard fire arms, there rarer early game though, so I started pouring in points to Small guns, repair and lockpick/speech.
Try doing the Miscellaneous Quest: The Replicated Man. It's not very difficult and you can get access to a Unique Plasma Rifle (good Karma reward).It is monstrously powerful, and very useful for the main quest(s).
Try also finding the Alien Blaster near a downed UFO in the Wasteland, the ammo for it is sparse but it's firepower is pretty awesome for it's size :p.
Novajam said:
Thanks Wilson.

I'll seed some discussion. Does anyone else think that Fallout 3 won't connect with the player emotionally? I don't think it'll be on par with Mass Effect, but more on a GTA4 level.
Yes I found the game very engaging emotionally. Although the game has quite is darkly humorous tone to it,you'll come across a lot of serious issues in the game such as racism, slavery and the role of the government and it's attitude toward individuals privacy.
There are also little details scattered around the Wasteland that make you feel that these events aren't so far fetched as they seem( well apart from the mutated faun and flora), and transmit the horror of a nuclear Holocaust.Such as the Ghouls how live as rejects,simply because they where subjected to enormous doses of radiation and unlucky enough to survive,or the skeletons of a couple in embrace, lying on the bed of an abandoned house in Minefield, or the Holotape of the School Teacher in Little Lamplight, stuck with here class of 6 graders in a cavern; whilst outside the world burned...
Anyway back on the subject of weapons... I really suggest that people try to complete all the Miscellaneous Quests, simply doing the Main quest means you'll miss around 70% of the game. It may take some time, but it will allow you to gather some pretty cool gear and some back info on the storyline (such as the often tragic fate of the other Vault Dwellers in the region). It will make the fantastic ending sequence, even that much better (which involves a lot of loud anti-communist propaganda, of all things!).
 

IrrelevantTangent

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Sorry to bother y'all again, but I need a bit of help with the android quest. I talked to Zimmer and made him spill his guts regarding everything about the android, I took the holotape in Father Clifford's church, asked Father Clifford about the android, and he didn't give me any info.

I tried going to Preston and asking him, but he won't tell me anything, and the radar says that I should be talking to him. I'm very confused. How should I proceed?
 

Bluntknife

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I just finished the core quests, and I must say I was impressed.
But DAMNIT! I wanted to be able to keep playing my character and see the good I did and then erase it all by killing everyone.

Am I alone with these feelings? cause I'm not realy in the mood to start a new game.
 

JMeganSnow

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GyroCaptain said:
GloatingSwine said:
ThaBenMan said:
Ok, I just completed the quest, "The Superhuman Gambit" in Canterbury Commons. But I was confused because
I first went into the Robot Repair place to find the Mechanist. After fighting through a small army of automata, I penetrated his innermost lair... to find it empty. He just wasn't there. Is this a glitch, or is that how it's supposed to be? Anyway, after that I went into the AntAgonist's tunnels and killed her. I probably would've done this anyway even if I had found the Mechanist, since he seems to be the "good guy" in this scenario, I just wanted to talk to him.

If you go to the Machinist's Lair before going to Canterbury Commons, he's not there. He'll go back there after the showdown that introduces the quest. You can go back and talk to him and get him to give up his silly suit. You can solve the whole quest with dialogue that way, though you might need the Lady Killer perk to talk the AntAgonist around.
There's another thing, and that is that the main level has two gates into the "Lair" and one of them is separate from the other. To actually meet the Mechanist you have to unlock the elevator and not go around the stairs.
Actually, this is incorrect.

If you go around the stairs through not being able to unlock the elevator, you'll enter a small square room that appears to contain not much of anything. However, if you click on the coffee pot, it opens the secret entrance into the Mechanist's lair and you can go meet him.

Yeah, obscure, I know.
 

JMeganSnow

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The_Oracle said:
Sorry to bother y'all again, but I need a bit of help with the android quest. I talked to Zimmer and made him spill his guts regarding everything about the android, I took the holotape in Father Clifford's church, asked Father Clifford about the android, and he didn't give me any info.

I tried going to Preston and asking him, but he won't tell me anything, and the radar says that I should be talking to him. I'm very confused. How should I proceed?
Talk to Seagrave Holmes--he'll give you a holotape that indicates the android got a new face/new memories. You can then talk to Moira in Megaton (why, I do not know--I think you can talk to some other people as well or confront Preston with the new holotape and he'll say something) and she'll tell you that you need to meet this Pinkerton guy. So, then all you have to do is find Pinkerton, which isn't that hard as he's part of the Wasteland Survival Guide quest, anyway.
 

Jaythulhu

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How's this for trippy? Getting rid of all the securom files from my hdd and registry cleared up all my problems with fallout 3. Played 4 hours last night, max'd detail, 1600x1200, and the game ran flawlessly, no lockups, graphics glitches, nothing.
 

Jaythulhu

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I knew it fucked up burners and that sorta stuff, but I had no idea it could cause problems in a game. Serves me right for believing bethesda when they said it would only be the dvd-checking form of secu.
 

waffletaco

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Oh god. I almost died in teh stupidest way. I was near Washington Monument near the super mutants, and I just got the radar dish. I cleared out the muties and walked around looking for any loot I may have missed. I saw these grenades just hanging on something and when I tried to get closer to examine, I accidentally walked too into it and they fell! I was thinking to myself, "great now I have to chase these grenades and spot their itty bitty shapes on my tiny tv. OH CRAP TRAP!!!"

I knew it was too late to jump away and not die, so I accessed my pip-boy as fast I could and used some med-x healed to full health, and used some buffout and prayed that the explosion wouldn't kill me because I didn't want to clear the muties again and get that sexy xp back. I lowered my pip-boy arm and and let time resume.

BOOOOM!!!KABOOMBLAMWHOAA~!!!!

3 hp, baby! Thank you Reilly's Ranger armor!

Has anyone else had any silly situations like that in FO3?
 

dukethepcdr

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Played Fallout One on Gametap the last couple of days. I had played it years ago when it first came out. I saw it on Gametap and gave it a try again. I really like the intro. It's neat to see the ways that Fallout Three paid homage to the first one in the style and little touches that are common to both games. Past that however, they are two very different games.

I hardly ever say this, but I actually prefer Fallout Three to Fallout One. Usually, I prefer the original to the sequels but not this time. I had forgotten what a pain in the neck the action point system and inventory system was in Fallout One. The systems in Fallout Three are far superior. I also like the way you interact with characters and travel across the map better in Three.

Thought fighting monsters when you are first out of the vault with low level stats and weapons was tough in Three, but it's brutally tough in the first game. I could barely survive the first onslaught of rats in Fallout One.

I kind of like the reason for leaving the vault for the first time in Fallout One better than the story in Fallout Three. Having to get parts for the water purification system makes more sense

***Spoiler Alert***




than having to escape because your father escaped the supposedly unescapable vault and you've been accused of killing a guy (who your father might have killed or something). I also felt more of a sense of urgency on leaving Vault 13 in Fallout One (got to get back before the vault's water supply runs out) than I did in Fallout Three. Didn't seem like there was much reason to go back to Vault 101 as you'll probably get shot if you do. And who knows if dear ol' Dad is still alive in what's left of D.C.? After playing Fallout Three for a while, I have kind of lost interest in looking for Dad as just staying alive and helping out people you meet seems to be more pressing than looking for him.
 

Hey Joe

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"Terrible Shotgun" Oh yes!

Shooting every trader I come across after trading with them is coming in quite handy.
 

GloatingSwine

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dukethepcdr said:
than having to escape because your father escaped the supposedly unescapable vault and you've been accused of killing a guy (who your father might have killed or something). I also felt more of a sense of urgency on leaving Vault 13 in Fallout One (got to get back before the vault's water supply runs out) than I did in Fallout Three. Didn't seem like there was much reason to go back to Vault 101 as you'll probably get shot if you do. And who knows if dear ol' Dad is still alive in what's left of D.C.? After playing Fallout Three for a while, I have kind of lost interest in looking for Dad as just staying alive and helping out people you meet seems to be more pressing than looking for him.
To be fair, before the 1.1 patch, Fallout 1 actually did have a time limit to get the water chip (something like 500 game days, sounds a lot, but is far too short to explore all the game's content), it was changed to something like 10 game years by the 1.1 patch, but take too long and the vault gets invaded by Super Mutants.

Has anyone else had any silly situations like that in FO3?
I've had quite a few cool little unscripted things happen. For example, kicked off a fight with some Talon Company mercs only to have them all mauled horribly and flung aside for getting in between a Deathclaw and it's natural prey (me).

Also, VATS has produced some fun things. Shot a feral ghoul in VATS point blank, it exploded into a red mist, and just as it did so another ghoul attacked from behind it, so it's attack came through the cloud of gore it's former comrade had left behind, looking very sinister and cool.
 

dukethepcdr

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Fallout Three and the return of real cheat codes. Earlier on another thread, I was lamenting the replacement of the actually useful cheat code by stuff like "game saves", "unlockable content" and such rot. Apparently, someone at Bethesda agrees with me.

While surfing on gamefaqs.com, I found real cheats for Fallout Three. I tried some of them and they actually work. Here's a few:

tgm - god mode (every game should have a code like this so mere gaming mortals like me can see the ending of the game)

advlevel - advance one level (not leveling up fast enough to suit you? Try this)

SetPccanUsePowerArmor 1 - player can wear power armor without training (usefull if you follow a Brotherhood of Steel caravan around long enough to watch them fight, and eventually get killed by monsters like I have. You then pick up their armor and fast travel back to the Vault door so you don't share their fate. Use the code and you can wear the armor too.)

Kill - kills the targeted enemy

DisableAllMines - disables mines

setessential 6a772 1 - makes dogmeat unkillable (if you want dogmeat to meet dear ole dad use this code)

tcl - no clipping mode (run through walls, floors and ceilings ala Dark Forces Jedi Knight with a similar cheat code)

resurrect - revives dead target (didn't mean to kill somebody? bring them back)

unlock - unlocks stuff (can't be bothered with learning lock picking skills or that computer hacking mini-game? Use this Fallout Three equivalent of a sonic screwdriver)

There are more, but these are the ones I have actually tried using.

"When it comes to survival, use any resource you can to help yourself" seems to be the theme of the game. I'd add using these cheat codes to that rule too. Unless you are one of these "gaming gods" who can beat every game they get and think games are too easy.
 

JMeganSnow

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dukethepcdr said:
I kind of like the reason for leaving the vault for the first time in Fallout One better than the story in Fallout Three. Having to get parts for the water purification system makes more sense...
Yeah, the main plot in 3 fell flat for me in a big way. It would have been better if either there was no real plot and the wasteland was a bit more dynamic. For example, depending on what you do, you either start seeing more "ordinary" people in safe settlements, or more raiders, super-mutants, and monsters) with a couple of options to "end" the game when you hit level 20 (get married and retire, go out in a blaze of glory, blow up the entire wasteland, whatever). But you could still keep playing if you wanted.

OR, it would have been better if the plot tied more in with the natural inclination to explore and mainly involved you going around to gather data, as in long-term recon mission of sorts. That would also have tied all the disparate pieces of the game together more coherently.
 

waffletaco

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GloatingSwine said:
Zombie_King said:
Assault Rifle will crush the SMG any day of the week. It does more damage, and in the Wastes, more damage outweighs more ammo. Plus, Super Mutants almost always carry Assault Rifle, Chinese Assault Rifles or Hunting Rifles.
Sydney's Ultra SMG outdamages every standard assault rifle, has a larger magazine, and a higher rate of fire. The only "small guns" weapon I've found that tops it for sheer stopping power is the Combat Shotgun (my personal favourite deathclaw face remover).

Also, the question asked was specifically for one handed weapons, because Fallout 3 is pretty easy anyway, so if you want to build a character around theme rather than utility you quite easily can.
Well actually, I was planning on playing on Very hard on my next run because it will be my 3rd run and I've been playing progressively harder. Normal-hard-very hard.
 

Drift-Bus

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Sep 17, 2008
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(How does I spoiler?)


I bought the game yesterday, and I'm completely hooked. I made a thread earlier about how it looks failry lame, but boy do i have to eat my words. Love it!

Two questions though, really not spoilers but yeah...

One; where is the dog?

Two; I've found the bomb in Megaton (even though it is cleverly hidden), and I've the option of destroying or fixing. I know the outcome for both, having read spoilers, but where is Tenpenny Tower. Do i need to get a quest off him first, or do I just destory the town, then receive a "good job, come on in"?
 

Drift-Bus

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Richard Groovy Pants said:
(Spoiler) text here (/Spoiler)

Replace the ")" with "]" and the "(" with "[".

or just quote this post and check the code.

Oh Hai! :D

Dogmeat is in the Scrapyard which is south of the Minefield. Tenpenny tower is kinda to the far south west of the map, you don't need to complete that quest to enter it.
cheers but (and also to see if it works

Don't i get a house or some other perks (not P.E.R.K) for blowing it up with Tenpenny's say so
 

GloatingSwine

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Drift-Bus said:
Richard Groovy Pants said:
Don't i get a house or some other perks (not P.E.R.K) for blowing it up with Tenpenny's say so[/Spoiler]
You can't set off the nuke without taking the quest from Burke. If you've spoken to Burke and got the widget he gives you, then all you need to do is install it and then go to Tenpenny Tower (the map marker will appear when you speak to Burke), then boom.

Whichever way you resolve the quest, you get a house, either in Megaton itself or in Tenpenny Tower