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  1. W

    All fallout runs

    Me: I'll go for a different and interesting set of skills this time Me: Gets Lockpick, Speech and Small arms/Melee
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    Slayer and Sniper perks not available in Fallout Fixt

    Nevermind, I believe I figured it out. Apparently Fixt no longer allows any temporary stat boosts for gaining perks. I pumped up my ST and PE in F12se.exe, and voilà, the perks were available.
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    Slayer and Sniper perks not available in Fallout Fixt

    I wonder if anyone could help me or if anyone has run into this bug. I'm playing the latest Fallout Fixt, which is version 0.81alpha. I am level 21 and neither Slayer nor Sniper is showing up as a perk (both of which should have been available on level 18). I have well enough skill and talent...
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    Fallout 2 Unarmed - Punch/Kick damage difference

    I may have missed something completely obvious but I can't find the information on this. What is the damage difference between your basic punch and kick? The inventory screen shows the same damage range on both unarmed slots but is this really true? Is there a difference between critical chance...
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    Have you replayed Fallout 3 yet? How was it?

    I couldn't even bring myself to finish it once. It got too boring and repetitive. There's nothing interesting in there.
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    I enjoyed Oblivion way more than Fallout 3

    ROTS sucked. Fallout 3 sucked. Oblivion didn't suck as badly. I even enjoyed Oblivion for a while, but it did become repetitive rather quickly. I haven't returned to it since (unlike Fallout and Fallout 2 which I return to often).
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    Fast shot sucks?

    I wouldn't say fast shot is useless, but it's just not for me. I've found that I have the most fun by relying heavily on targeted attacks and critical hits, even as a brawler character. That means I almost always pick finesse, and almost never pick fast shot. Fast shot + sniper + 10 LK doesn't...
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    Fallout 2 mod Fallout 2: Weapons Redone v2.3

    Well I would definitely drop the spears and sledges to 4 AP. Super Sledge originally actually has a 3 AP swing as well as the 4 AP thrust, so it's way nerfed by the change to 5 AP, even though its damage is slightly increased. Anyway, personally as a melee lover, I'll definitely be playing...
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    NPCs and .233 Pistol

    Yeah, and that sucks too. It seems like a strange "feature", but I guess the animators just didn't have the time or the resources. You'd think a fan mod could be made to correct this flaw, kind of like how Killap's restoration project can make the NPC's visually change armor.
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    NPCs and .233 Pistol

    Ok thanks. As for Sulik, he's always a melee fighter in my team, that's where he shines.
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    NPCs and .233 Pistol

    I tried to get either Vic or Cassidy to use the .233 Pistol, but neither will use it. I made sure their combat disposition was set correctly, they had ammo for the weapon, and didn't have other possible weapons in their inventory. What could be the problem? I'm using Killap's latest version of...
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    Fallout 2 mod Fallout 2: Weapons Redone v2.3

    Confirmed. Not working in XP 64-bit either. Unrelated question for Magnus: Why did you change the AP of the weapons, I'm thinking especially the melee weapons. The super sledge now takes 1 AP more, spears take 1 AP more, Louisville Slugger takes 1 AP more etc. I liked all those weapons a lot...
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    Improvements over Oblivion

    Frankly I liked Oblivion more. It kept me interested for a few weeks I believe, and FO3 has got me bored after only a few days, and I'm not even done with my first playthrough. That isn't to say I prefer TES setting over FO, I most certainly do not. It's just that I don't think Bethesda did a...
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    Set death anims vs Ragdolling

    Right you are. Still, no small guns do it, and that was what I was mainly pointing out.
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    Set death anims vs Ragdolling

    I'm almost certain only unarmed and melee attacks send people sliding all over the place in FO1 and FO2. Guns just tear them apart in place.
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    Fallout 2 Restoration Project 1.1 (Unofficial FO2 Expansion)

    I haven't actually even been to NCR in this game yet, so I can't say anything about that quest. Thanks for the tip though, I'll give it a try. Edit: Ok, it worked. I closed the pen door and reopened it, and the slaves ran off. Thanks for the help.
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    Fallout 2 Restoration Project 1.1 (Unofficial FO2 Expansion)

    Great work with this mod killap! Is all the content official in the sense that the original team wanted to include it but didn't have time, or is some of the content original as well? My problem at the slave camp on the way to primitive tribe is that I can open the door of the slave pen to...
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