Fallout: New Vegas

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fillyacup

Rest In Free SoCo
Sep 27, 2004
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use yours and jeffry's noggin breh..$10? if you cant make a profit of that then i lost all faith in the coupon dude of the sicc


worst case you find out what the flip everyone been yappin about in a thread YOU made
 

STICK

Sicc OG
Jun 24, 2005
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Speaking of sales, God of War III is $14.99 at GameStop. I'm thinkin' about coppin' that, but then that'd mean I'd have to cop God of War Collection as well since I haven't played a GoW game.
 

fillyacup

Rest In Free SoCo
Sep 27, 2004
31,995
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^
i'm the same way..i cant just pick up part three in a series, i need to know the whole lore before i get down.

besides the fallout series of course.
 

fillyacup

Rest In Free SoCo
Sep 27, 2004
31,995
11,252
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well, in california theres people that will buy anything..profit can be made anywhere but like you said..old game is old, why bother with the legwork?

BUT

for ten, shit..i say cop it, see what the fuss is about. good game worth release price imo

BUTBUT

this probably means GotY may be released in the coming months after all the DLC is released
 
Jun 11, 2004
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Damn 10 bucks for a game that easily has over 100 hours of content, that's 10 cents per hour of quality gaming experience. Thatsa fuckin deal on wheels
 
Oct 19, 2008
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Bethesda released some new screenshots for Old World Blues.









Also, a new patch is going to be released this week sometime "between now and Thursday". The patch prepares the game for the new DLC and it changes the following things:

New feature: system save is automatically created prior to endgame sequence. After credits, user is prompted to load save game. This will allow single save players to play DLC without creating a new game.

Fixed issue where Minigun audio could get stuck/keep playing indefinitely when fired out of VATS.

Script fix to restore destroyed ED-E. This should address issues players have with attempting to use certain companions (e.g. Rex) or when the player needs to clear his or her companions before entering an area (e.g. Zion / Honest Hearts).

New “Companion Dismissal Terminals” added to Gun Runners and Lucky 38. These will allow players with lost companions from earlier patches to force-fire if they are experiencing problems attempting to get into DLC or areas that prevent companions from entering.

Arms no longer lifted above head when sneaking with certain weapons.
Fixed sound cutting out after extended playthroughs.

Massive world optimizations in major areas for better stability/performance with multiple DLCs installed.

Players can now have six or more DLCs installed without encountering an infinite “loading DLC” message on startup.

Navmesh fixes/NPCs no longer getting stuck.

Scripts added to keep certain NPCs who were marked as dead from respawning.

Extensive world optimizations for Hoover Dam.

Fixed lockup with Ranger Grant’s forcegreet at HD/NCR path.

Fixed NPC AI packages so they don’t get stuck at HD.

Fixed bug where upgraded ED-E could be killed in non-hardcore mode.

Post-assassination Kimball now gets removed prior to Hoover Dam battle.

Fixed navmesh around Camp Searchlight to improve performance over long soaks.

Searchlight Troopers don’t bump into each other as often.

Fixed navmesh on HD Observation Deck.

New teleport locations for Legion path through Hoover Dam. Improves performance.

Radio stations will work properly now if DLC is uninstalled.

Fixed instances where it was possible to fast travel during Hoover Dam battle.

Fixed case where recruited Remnants were hostile to player during HD battle on Independent and House paths. They will still turn hostile if you shoot them too much though.

Two vending machines in Hoover Dam were facing the wrong way.

Made it so Big Sal/Nero no longer accepts yield if the other is already dead.

Removed Brotherhood objectives when ED-E is given to the Followers.

Fixed rare instance where Cachino turned hostile on the player if player attacks Big Sal/Nero prior to Cachino entering the room.

Fixed crashes in Ultra-Luxe.

Fixed Alpha Squad snipers getting stuck when told to support player.

Fix for Lily’s weapon being displayed oddly on her back.

Improvements to navmesh and pathing in Great Khan Longhouse. Fixes crashes.

Plasma Spaz now gives 20% AP reduction (was 10%).

Fixed crash after hearing certain ED-E dialog triggers.

Fixed instance where Boone would constantly holster his rifle in combat if player had lost rep with the NCR.

Veronica no longer waits for player to speak to her before leaving after Hidden Valley is destroyed.

Extensive optimizations in McCarran.

Optimized NPC packages at Camp Golf to improve performance. Misfits now stay in a normal radius.

Arcade now properly rants against Caesar (once).

Motor-Runner Helmet now properly 0 weight. Also removed after quest completes.

NCR Heavy Troopers will now attack player if you attack Hsu.

Vulpes (and Alerio) now properly forcegreet if you somehow fast travel before their initial forcegreet fires.

Killing hostages while helping Khans no longer fails quest.

Gilbert/Ackerman now properly stay dead if murdered.

Mr. New Vegas will only mention failed NCR attack on Powder Gangers if Troopers are dead and Eddie is alive.

Fixed case where player could break quest with Orris if they fast traveled after he shoots thugs, but before forcegreet.

Generic Powder Gangers now set as Aggressive (previously Very Aggressive).
Fixed rare case of black screen during dialog at REPCONN facility.

Fixed phantom quest marker remaining on Major Knight after he’s killed.

Fix for incorrect dialog if player meets Bryce Anders after killing Motor Runner.

Player can no longer isolate the BoS virus by hitting “isolate virus” three times on a single console.

Fixed crash related to Arcade leaving the Remnants bunker.

Fixed Nightkin encounter at Tumbleweed Ranch to occur after user reloads a save.

Arcade will no longer attempt to initiate his quest during Hoover Dam.

Hoover Dam Boomer Bombing Run now works properly after save/reload.

Cass now only barks (as in barkstring) once per gameday and not every two gamehours.

Fixed XP exploits with MantisForeleg.

Massive optimizations in Westside, North Vegas and The Thorn. Improves AI pathing and performance with high uptimes.

Optimizations in Vault 19.

Fixed issue where Oliver Swanick would respawn after three days if killed.

Pathing improvements to The Strip and North Sewers.

Moved teleport doors on The Strip so NPCs don’t collide with players or other actors that stand in front of doors.

Ethel, Walter, and the Station Merchant no longer wander or patrol to avoid collisions with other NPCs.

Separated NPCs in the North Sewers.

Fixed issue where window in Vault 19 let player see through the world.

Greasers from Crandon’s quest now become disabled when the player leaves the area.

Fixed a Legion melee NPC near Nelson that was under the terrain.

Modified Legion and NCR hit-squad NPCs to use new level lists. They now have a smoother leveling curve that takes into account new level caps.

Legion and NCR hit squad spawning was also revised to make their appearance more consistent and less memory-intensive.

Fixed issue where Omerta thugs wouldn’t leave Freeside if you killed Joana and Carlitos.

Cazador Poison Effect sound no longer plays globally if someone, somewhere gets stung. Only plays if the player is hit.

Player can no longer repair the Grenade Launcher with the minigun.

Fix for companions going into unconscious/conscious cycle over and over again when stung with Cazador poison. In normal mode (or against companions), Cazador poison now lasts 8 seconds, doing 18 points of damage per second. It is, in fact, even deadlier than the normal version, but lasts 1/4 as long. In hardcore mode or against the player, poison remains 30 seconds/5 damage per second.

Casino slot scripts altered so their max bets do not produce game economy-ruining levels of cap overflow.

Hit the Deck and Stonewall now properly work with player’s weapon condition. Hit the Deck is now +25 DT vs. Explosives instead of +50% vs. Explosives.

Adjusted Deathclaw fatigue to make them less exploitable with certain attacks. Inconsistent health values for Deathclaws were also corrected (in favor of stronger Deathclaws).

Cazadores are now properly flagged as fliers, so they won’t set off mines.

Increased radii for plasma and pulse grenades.

Fixed bug where rescued Powder Gangers would return to the legion camp.

Added Followers of the Apocalypse supplies to three areas of Hoover Dam if you gain their support and fight on independent or NCR paths. This also enables the FoA + NCR “good” ending through Julie Farkas.

Optimizations for Westside.

Fixed issues with Recharger Pistol animation.

Fixed issue where Aba Daba Honeymoon wouldn’t update if the player was running O My Papa simultaneously.

Typo: “Night Stalker Blood” changed to “Nightstalker Blood”

Yes-Man now checks both Loyal and Pearl’s status before the player can tell him the Boomer leaders are dead.

Removed “Intelligence” flag from Int<=2 check at REPCONN HQ, as engine doesn’t support checks that low.

Fixed scripting on Lonesome Drifter barter check so player doesn’t get next objective with Tommy Torini if they fail.

Legion Assassins moveto script no longer occurs every frame (frees up memory).

Added recipe so player can now break down 12.7mm ammo.

Four Eyes now works with ball cap with glasses.

There is now always an option to give ED-E to Lorenzo, even if player has said no the first time.

Mister Sandman no longer works on The Forecaster (XP exploit).

Ultra-Luxe doors no longer disable player controls if player is an enemy of the White Gloves.

Fix scripting conflict between “Cold, Cold Heart” and Mojave Ghost with Vulpes/Benny.

Fixed issue where player could become control locked in Gommorah if they had installed Yes-Man.

Player can now re-hire Arcade if ED-E is in the party.

Ultra-Luxe now properly pays out in Legion and NCR money.

Veronica’s companion perks (as in the ones Veronica gets, not the player) now properly assigned.

Waiting companions will no longer get teleported by the Vault 22 elevator.

Changed objectives for How Little We Know to better reflect branching paths.

“Return to Yes-Man” objective no longer reopens if player tells him to go to Lucky 38 in Wild Card: Change in Management.

Player can no longer pickpocket Button Man to break the scene where he shoots Cachino.

Player can no longer ask Cachino about plans if Bosses are already dead.
Fix for ED-E combat dialog.

Ranger Helmet now has weight/value.

Fixed Gomorrah holdout scripting to properly affect companions.

Lily now properly uses Stealth Boy when player is sneaking if told to keep it during her quest.

Fixed exploit where player could get infinite XP for punching Big Sal’s corpse.

Fixed scripting for For the Republic II where exposing Karl would prematurely complete the objective to destroy the Khans.

Fixed instance where fast travel was disabled when creating new game post-credits.

Inventory will now show cumulative weight of item stacks instead of weight of a single item.

Missile projectiles will no longer show in player’s target HUD.

Player will now unequip a weapon if consuming it in the crafting menu (fixes crash).

Weapons with recharging ammo now display ammo properly.

Fixed rare instance where player could be control-locked if loading an autosave created while lockpicking a transition door.

Beamsplitter mod fixed to proper DAM/DPS.

Crafting can no longer create weapons/armor at 100% condition.

Repair kits can no longer repair to 100% condition.

Throwing weapons can no longer take damage, and are dropped when shot at 100% condition.

DT Perks that increase DT based on enemy weapon should function properly.

Weapons using multiple rounds of ammunition per shot fired now show proper VATS damage estimate.

Fixed rare case where broken stick of dynamite could crash game if thrown.

NPCs will now play face cards on player’s stack in Caravan.

Various tweaks to audio system to improve memory performance.

Fixed issue where looping reload weapons would get stuck, causing VATS camera to point to the ground.

Fixed clock/calendar so that it doesn’t reset on a fresh load.

Fixed .45 auto pistol displaying incorrect condition/value on modding screen.

Both DAM and DPS now display on workbenches when creating explosives.

For ammo that reduce spread (like 12ga) effect is now properly applied to spread, not wobble.

Fixed crash when attempting to enter DLC1 with equipped quest items.
 
Oct 19, 2008
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San Diego
The patch is out on PS3 and Steam now. Xbox users have to wait. Apparently there's a glitch where the patch raises your level cap to 50. The DLC is supposed to raise your cap, not the patch, and I think it's only supposed to raise it to 45. If you raise your level to 50 you'll miss out on the new perks that are gonna come out with the DLC.
 
Oct 19, 2008
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New info on Old World Blues from the Fallout website.

Description:
The residents of the Mojave have long assumed the trackless wastes of the ‘Big Empty’ are a no-man's-land, a desolate stretch where no living thing can survive. In Old World Blues, you discover that it is anything but...

After being transported to the Big MT research crater, you find you're the only hope of saving the Think Tank – the strange group of post-human researchers who inhabit the facility. They enlist your aid to save them from their own experiments - experiments that have gone horribly out of control. As you explore the huge stretch of the Big MT crater and its many underground labs, you’ll confront strange mutated animals, battle terrifying new atomic robots, and discover a new home base to call your own. Recover all the weapons, armor, and tech of the Pre-War era and use them to help save all of Science!

Key Features:
New Terrain
Explore the expanse of the ‘Big Empty’ and its huge variety of research centers, arboretums, canyons, and scientific labs. Even better, find and upgrade your own home base, the Sink, within the Big Empty's central dome!

New Enemies
Confront the surgically-altered Lobotomites, bizarre robot scorpions, the dead occupants of the Y-17 Trauma Harnesses as well as the terrifying disembodied brain, Dr. Mobius. Look out for other strange and terrifying creations of the Think Tank!

New Perks and Weapons
Old World Blues increases the level cap by 5 and introduces a range of new weapons including the Sonic Emitter, K9000 Cyberdog Gun, Proton Axe, and several varieties of Mad Scientist Gloves such as the Sterilizer Glove and Corrosive Fist.

You’ll also find new armors such as the Sneak Suit and Mad Scientist Scrubs to make your life in the Mojave easier. Look out for implants that can switch your body parts in and out for new effects and defenses to aid you in the Big Empty and the Mojave wasteland!
 

fillyacup

Rest In Free SoCo
Sep 27, 2004
31,995
11,252
113
24
question..the new level caps..only available on the DLC or can i mob there the vegas wasteland with the new level, weapons and perks?