Souls ps3 iso jpn pc. Well, that is why the top 10 best Fallout New Vegas Mods list is here. We will go through some of the most downloaded and recommended mods for New Vegas, and choose the absolute best for your enjoyment.
So sit back, pop a RadAway, download these mods and finally, profit! Fallout New Vegas Mod ManagerWe will just get this out of the waynobody likes installing a mod, finding out that it crashes your system, try to uninstall the mod and, in doing so, completely corrupt your New Vegas data folder. That is why the makes its way to the top 10 best New Vegas mods list. Some notable features of the Mod Manager include:. Fail-Safe Mod InstallsDon't worry if a mod install fails; FOMM cleans up after itself, preventing half-installed mods.
Mod Info RetrievalWhen adding new mods, FOMM can retrieve missing information about the mod (such as author and the screenshot) from the web. You are prompted to enable this option, and it can be changed in the settings window. Mod VersioningFOMM is able to upgrade mods without have to re-activate them, and without changing which mods overwrite which. Mod ReactivationYou can change the installation options of mods without have to reinstall them.Gone are the days of frustrating mod installations, just fire up FOMM, create your mod plug in, install and play! Centered Third-Person CameraWhile playing Fallout New Vegas in first-person mode is fun, there is no better way to improve your overall awareness of your desert wasteland environment than by playing in third-person mode. Well, unless you aren't using.
This little mod is self-explanatory, and fixes one of the most jarring design decisions by Bethesda and Obsidian. Having the third-person camera off center makes playing New Vegas horrible, so kudos to Centered Third-Person Camera for fixing this flaw. One of the of the Fallout game world is that there, in theory, should be very few physical boundaries that players cannot overcome with creative thinking. Well, theory is not an accurate reflection of reality in this case, unless you install the Fallout New Vegas. Nothing ruins immersion in the Mojave Wastland more than slamming face first into a piece of perfect glass the size of the Great Wall of China as you are on your way to New Vegas.
The Intrusive Invisible Wall Remover demolishes those stupid glass walls, allowing unprecedented freedom for the courier to explore the wasteland as much as he wants. A must have mod for true RPG lovers.
More PerksOne of the best gameplay ideas in Fallout New Vegas, perks, have been reverted back to becoming available every other level. While this makes choosing perks more difficult and important, it can also leave players disappointed with the lack of exciting options.
That is why for New Vegas is one of the best New Vegas mods out today.More Perks adds inventive new perk ideas to the Fallout fold, such as perks that increase the chances of random negative events happening, such as bounty hunters appearing. More Perks also adds in specialist perks for those of us who prefer science or repair and speech playstyles over run and gunners. Either way, More Perks adds an interesting element into the Fallout New Vegas fold, and shouldn't be skipped. Civil Defense RadioThe elephant in the room of Fallout New Vegas is that wandering the desert wasteland can get very lonely, and very boring if there are no enemies in sight. Luckily, makes wandering into the desert more attractive, as you will no longer want to kill yourself when Jingle-Jangle-Jango comes up for the eight millionth time. CDR adds in an entirely new radio station, over 2 hours of music and custom scripted PSAs and other announcements that fit in perfectly with the New Vegas mood. CDR is a must have for New Vegas fans playing on a first, second, or twentieth playthrough.
RPG, it does not make sense than Johnny Nobody in New Vegas has a head made of Kevlar. That is why is one of the best mods for New Vegas; it actually makes combat more deadly without screwing up the balance of New Vegas. In fact, it is just as hard to hit people in the head, as Lethal Headshots makes the chances of a bullet screwing up a bandit's grey matter much lower in VATS. Also, enemies that have protective headgear on will take more damage now, helping to make Lethal Headshots one of the best gun mods in Fallout New Vegas.Continue reading to find out what mod is the best Fallout New Vegas mod ever.
Food and Drink Health Remover'Oh god, my legI think its broken.oh wait, I have a Snickers bar!Ah back to normal, thanks Mars Inc.!' The previous statement does not really make sense, aside from featuring my favorite candy bar. Food and drink doesn't heal you in real life, so why should in the Fallout New Vegas universe. For Hardcore mode players in New Vegas, there is nothing less hardcore than opening up your inventory and downing a couple of cans of Pork and Beans, and magically being at full health again. Thankfully, the for Fallout New Vegas is the best mod for making Hardcore mode actually hardcore hard.The Food and Drink Health Remover mod is relatively self-explanatory, but the effect it has on gameplay is immense. If you play New Vegas on Hardcore mode, you owe it to yourself to try this mod.
Companion Sandbox Mode. One of the more interesting gameplay mechanics in Fallout New Vegas is the interaction with companions like Boone. However, outside of a paltry few side conversations and a whole heaping of killing, companions basically act like your slave. Fixes this problem, giving Boone, Ed-E and others a life of their own. At the very least, they relax when you are shopping, smke cigarettes, sit down and talk, and at most they take on their own ambitions, leaving your group for short periods of time.
In terms of adding a feeling of life to New Vegas, Companion Sandbox Mode is one of the best mods for Fallout New Vegas. Fellout New Vegas.
One of the most popular mods for Fallout 3, returns to New Vegas. Fellout is an interesting little mod, in that it fixes somethings that most people do not notice on a regular basis. Fellout fixes the odd orange tint that exists throughout New Vegas. In fact, Fellout also adds better textures to much of the game world, adds in completely new desert sky textures and makes nights really, really dark. Fellout really makes New Vegas come alive, which is why it is the second best mod for Fallout New Vegas available right now. FOOKAnd the best mod for Fallout New Vegas is.! What's FOOK you ask?
Well it is the premier Fallout Overhaul mod, and changes. Almost everything in the game. The most notable addition that FOOK makes is the massive item and weapon overhaul.
It is a shock to the system to play New Vegas for over an hour and not see a single familiar item drop outside of the tutorial. Aside from weapons in New Vegas, FOOK also adds in some new Perks, NPCs, quests, and area to explore, not to mention a large number of truly essential bug fixes. All in all, FOOK is a fantastic mod for Fallout New Vegas, and its scope and ambition put it squarely on top of this list as the best Fallout New Vegas mod available today. This post is part of the series: Fallout New Vegas Mods.
Fallout: New Vegas is considered by many fans to be the best game the series has to offer. The world feels more expansive and gritty, the Wild West theme is intoxicating and immersive, and your faction loyalties and unlike most RPGs, your quest choices, feel like they actually matter and have a lasting effect on the world around you. Unlike Bethesda's Fallout 3 and the most recent entry Fallout 4, New Vegas feels much closer to what the original two Interplay games were aiming for. New Vegas gave the player an unparalleled amount of choices to determine the fate of the Mojave. You choose from one of four factions to fight for: the New California Republic (NCR), Caesar's Legion, Mr. House, or Yes Man.
Released in 2010, New Vegas is a really fun ride, and now considered one of the greatest video games of all time. It's managed to keep a large fanbase and robust modding community. Yet, while almost every gamer has played New Vegas at this point, there are still numerous unsolved mysteries and unanswered questions. Fallout as a series has always had a sense of the farcical and mocking, with its subversive sense of humor and 1950s retro-futurist aesthetic. But there are characters who never got the proper send-off they deserved, storylines that ended in more mystery than they started, and plot holes that you may have noticed when wandering around our beloved radiation-filled, crazy post-apocalyptic world.Here are 25 head-scratching plot holes, questions left unanswered, and unresolved mysteries that Fallout: New Vegas left hanging. Via youtube.comVictor, the Securitron you encounter in Goodsprings, is nothing if not suspicious. There's something about his 'aw shucks' cowboy persona that makes the hairs on your neck stand up.
He seems overly-friendly, refuses to answer questions about his past, or tell you who he works for. He also follows you, startling you by popping up randomly on the road to New Vegas and forcing you into dialogues. You can't even waste him: he just inhabits another Securitron. Everything about Victor screams that he has some sinister motivation that the game will eventually reveal.Except it never does. After you reach New Vegas he more or less stops mattering.
If you get rid of Mr.House, he simply goes offline and stands outside his shack forever. Cut content does reveal that he was meant to duel you after disposing of House (there's a mod that restores this), but even that seems anti-climactic. Via nexusmods.comFood is vital for Hardcore mode, and take a stroll anywhere in Fallout 3, New Vegas, or 4, and you're bound to discover many unopened boxes of Sugar Bombs, Cram, Nuka Cola, BlamCo Mac and Cheese, Dandy Boy Apples, Potato Crisps, Fancy Lads Snack Cakes, and many other pre-war goodies. Somehow, boxes and cans of food remain intact and edible even 200 years after the bombs fell.
All you get is a small dose of radiation poisoning from consuming them.While processed food does last longer, there's no reason pre-packaged food should last as long as it does in the Fallout Universe. Most of it should've rotted away by now, or at least give you food poisoning; instead, you gain health points from eating food that expired centuries ago. The packaged food of Fallout is clearly there for the 1950s aesthetic of the world, rather than making logical sense. Via imgur.comThe Mojave is a rough place, and in Fallout: New Vegas you can take a quest from Private Sexton in Camp Forlorn Hope called 'An Ear to the Ground.'
Your mission is simple: he wants you to bring back Legion ears, which can be looted from the bodies of slain Legion soldiers. Sexton gives you caps in exchange for ears, and you also get NCR fame and a running tally in the mess hall.Here's what's strange about that: Legion ears are not unique.
They just look like normal human ears. There's no way to prove that they belonged to Legionaries in the first place. An unscrupulous person could just bring in the ears of innocents and profit from it. Now, there is the equivalent Legion quest where you collect NCR dog tags, but these items would be much harder to forge and would have identifying information about the person. Via pinterest.comThe Courier starts Fallout: New Vegas by being shot in the head and buried six feet under. After being saved by Doc Mitchell, you embark on a quest of revenge against the man who shot you, and that's what kicks off the story. While a gunshot to the head isn't a death sentence in 100% of cases, there are some pretty unlikely elements of the Courier's survival.Firstly, it's difficult to believe the Doc's run-down house in a post-apocalyptic wasteland is a sterile enough environment to do open brain surgery.
It's also a remarkable coincidence that this one random doctor is enough of an expert on brain injuries that he can heal a gunshot wound to the head with no ill effects. Finally, it's hard to believe that with all the punishment the Courier takes throughout the game, the brain injuries somehow never act up again or have any effect. Via fallout.wikia.comIn the opening narration for the Old World Blues DLC, the voice describes how the scientists of the Big MT were first brought together: 'The Great War brought a new energy to Big Mountain and its scientists. Although sheltered from the frontlines, the scientists waged their own war.' It adds that they were focused 'toward one solution: winning the war.' It's impressive that the scientists accomplished that much during the Great War, especially since according to Fallout lore the Great War lasted for all of one day – October 23, 2077, during which the USA, China, and the USSR, all launched their nukes, leading to the nuclear apocalypse we all know. The narration probably meant the Resource Wars, a series of global conflicts over the last of the world's resources that led up to the Great War, but unless the Think Tank has a time machine, it's still an error.
Whole new light photography. Via lenaleestore.comThe main antagonists of Fallout 2 and 3 are the Enclave; a xenophobic and militaristic organization made of the descendants of the pre-war United States Government. They have some of the best armor and weapons in both games and face off against both the Chosen One and the Lone Wanderer, who destroy their bases at the Poseidon Energy Oil Rig and Raven Rock, respectively.
Players hoped to learn what ultimately became of this fascistic threat in New Vegas and especially Fallout 4.Unfortunately, we never really find out. While the Enclave Remnants are a faction in New Vegas, they're a minor one at best, made of elderly retired squad members. There's no trace of the Enclave in Fallout 4's Commonwealth. It's astounding to think that a massive evil fighting force just disappeared. Perhaps a future Fallout game will show us what became of the Enclave, and if they still somewhere, plotting their return. Via youtube.comAll signs indicate that pre-war civilization in Fallout was pretty awful, even before the Resource Wars, military invasions, war crimes, and finally, nuclear annihilation. Case in point: the vending machines at the Sierra Madre casino in the Dead Money DLC.
So why are these devices the perfect symbol of societal rottenness?Well you see, they're actually matter conversion devices that use Sierra Madre casino chips as base matter to convert into food, medicine, tools, or ammo. Basically, pre-war society invented the Replicators from Star Trek, and instead of using them to cure war, poverty, famine, and disease, they.
Used them as vending machines for a casino. Even more incredible, according to Dean Domino, the technology was not uncommon before the war.Pre-war civilization had unimaginable prosperity in the palm of its hand and squandered it to make money. I've got to stop before this gets too real. Via youtube.comDialogue in New Vegas makes it clear that Caesar's Legion controls large swaths of land to the East, particularly Arizona, and its capital is the city of Flagstaff.
Sadly, none of this territory appears in any Fallout games. The player spent Fallout and Fallout 2 being able to wander through NCR territory, and they control 80% of the map in New Vegas, but the only signs of Legion life we ever see are in military camps like Cottonwood Cove and Caesar's Fort.What is civilian life like in Legion-controlled territory? We only have first-hand experience from merchant Dale Barton, who only says the trade routes are safe. We only see soldiers and slaves in the Legion bases, no ordinary people living under Legion control.
Let's hope a future Fallout game gives us more of this underused faction. Via nexusmods.comThe New California Republic (NCR) is first mentioned in the ending slides for the first Fallout, and became a major faction in Fallout 2. In Fallout 3 and 4 they don't appear but are mentioned, because they don't control territory that far East. That makes sense. But fans of the series have to wonder how the largest functioning government of the Wasteland is doing these days.What happened to big cities like the Hub?
Is Shady Sands still the capital? How is Junktown doing? The Boneyard (known to us as Los Angeles) became Angel's Boneyard, and that's about all we know about it. Don't even get us started on the wars the NCR fought with the Raiders, the Enclave, the Brotherhood, the Legion, the details of which remain a mystery.
Via fallout.wikia.comDuring development, time and budget constraints forced limits on what New Vegas could do. One infamous example is the Strip, which was originally supposed to be much bigger than it was, and technical limits necessitated it also being separated into loading zones. These unfortunate cuts were not limited to New Vegas itself, but affected Freeside, too.And that's why in the slums of New Vegas, which should be teeming with pickpockets and beggars and makeshift homeless shelters, seems so empty. Varied and unique NPCs were supposed to live in Freeside, including more vagrants to show the harsh realities of life in New Vegas, and pickpockets to keep the player constantly on edge. As it stands, the slums are remarkably free of homeless people and encampments.
Via fallout.wikia.comSeeing as how human civilization has been destroyed and the world is an irradiated hellscape, the Great War is the central historical event of the Fallout Universe. The conflict lasted just two hours. Since most records have been lost, the question was raised by fans: who shot first? Contradictory information has surfaced from the Fallout Bible and other sources, and it's been variably stated it was the United States, the Enclave, aliens, or even Vault-tec itself to fulfill their vision of an apocalypse.
Via mashthosebuttons.comWeapon degradation is a controversial mechanic in video games. It's often added to increase gameplay difficulty and make players still feel vulnerable after they've gotten the Killgun 9000 or whatever. However, the rate at which firearms degrade in Fallout: New Vegas is massively exaggerated, even for an irradiated world.In fact, some weapons in the game are only able to fire 100 or so rounds before they break.
This doesn't make sense even with pre-war weapons being centuries old. In real life, even cheap guns can fire thousands of rounds before they even need a cleaning, much less break completely. High-quality firearms can fire over ten thousand rounds. You might think that it's still justified because Fallout's guns have been around for longer, but people have dug up guns buried for over a century and successfully fired them hundreds of time.
Via reddit.comThe gang of raiders known as the Great Khans are one of the few factions to survive the Wasteland until Fallout: New Vegas. They've been with us since the first Fallout, when they terrorized the small community of Shady Sands and were just called the 'Khans.' Though they might be nothing more than a pack of chem-dealing Mongol warrior wannabes, you have to admit their longevity is impressive.But do the Khans live beyond Fallout: New Vegas? Well, it doesn't look good for them. Most endings have them outright annihilated by the NCR, Legion, or other factions. You can also choose to wipe them out yourself.
But another path where you convince Papa Khan that they should claim their own legacy gives them a 'ride off into the sunset' ending where their fate is left ambiguous. Time will tell if one of the most long-lived factions in the Wasteland lives to make Psycho another day. Via gamepedia.comWhen you first enter the Lucky 38, your goal is to head up to the two-level circular penthouse so your Courier can finally 'meet' Mr. House for the first time. However, there's a bump in the road: Victor explains that companions are not allowed to visit the penthouse. They can't go in the Cocktail Lounge either, and will be left waiting in the previous room. That's a bit classist, don't you think?Well, here's the bizarre part: this remains the case with the penthouse even if you dispose of or incapacitate Mr.
Same with the Cocktail Lounge. Your followers will remain wherever the Courier left them (usually in the casino level or the Presidential Suite if you're staying there), idling away their time in 'wait' mode. Clearly, your character gets a little conceited in House's place. We can't have 'the help' dirtying up the place, now can we? Via funnyjunk.comSeveral characters in New Vegas imply that relationships between men are accepted, or even the norm, in Caesar's Legion. It seems counter-intuitive, but Major Knight of the NCR remarks how, while they're more accepting back West, the Legion is strangely more accepting of 'friendships' as he calls them. Cass also alludes to this fact.
However, Jimmy claims first-hand experience that such relationships are punishable by death in the Legion. It's never made clear how the two claims can be reconciled. Via fallout.wikia.comVault 11 is probably the most horrifying of the Vault-tec shelters. Like many others, it was a social experiment. In this one, the inhabitants were told they must sacrifice one of their own each year, and if they refused all the vault dwellers would meet their end. This awful practice continued until there were only five dwellers left. In an act of defiance, they refused to sacrifice any more of their residents, only to discover there never was any danger and the vault was unlocked the whole time.After learning the terrible truth, the five survivors discussed ending their misery to prevent the outside world from learning but were not in agreement.
The Courier finds an audio log detailing the argument between the five, which ends in a shootout. Four bodies are found near the entrance to the vault. The log is ambiguous as to the fate of the fifth. Via youtube.comIn Fallout: New Vegas, the Mojave chapter of the Brotherhood of Steel is in serious trouble. They've been trying to contact the BoS headquarters in the Capital Wasteland, but haven't been getting responses. Given that the NCR and the Brotherhood have been at war, it's possible that all the chapters in NCR territory have been wiped out, and it's stated that the Mojave chapter is probably one of the last remaining chapters in the West.What accounts for the wildly different attitudes of the BoS?
They went from being the good guys in Fallout 3 to being xenophobic cultists in New Vegas. Don't get us started on 4, where they're so bad it's ridiculous. Isolation perhaps? Or maybe more and more members are realizing their withholding of technology is counter-productive?
The current status of BoS remains murky. Via fallout.wikia.comThe Yes Man ending acts as both an alternate ending for players who prefer to become the ruler of New Vegas themselves, and a fail-safe to ensure the player can't break the game.
With Yes Man around, no matter what you do or who sleeps with the fishes at the end of your game, it's still winnable. Yes Man's ominous ending dialogue about becoming 'more assertive' was interpreted by some as a betrayal, but the developers clarified it meant he would only take orders from the Courier. Via wampragos.deviantart.comIt's the biggest unanswered question of Fallout: New Vegas: which of the four endings is canon?
Players were hoping to get answers as to who ruled New Vegas in Fallout 4, but almost no references to the Mojave were included in the latest game. All these years later and the fate of Vegas is still unknown.Chances are the writers wouldn't favor the Legion or Mr. House, and the game seems to steer you toward the NCR. But it's also stated that the NCR aren't the straightforward good guys they were in Fallout 1 and 2, and have become just like the corrupt, war-like U.S. They idolize. If you play your cards right the Yes Man ending can work out, and this would give a fresh canvas for future stories. Where did Vegas and the Courier end up?
Hopefully, the answer will come in a future Fallout game. TheGamer – Privacy PolicyWe respect your privacy and we are committed to safeguarding your privacy while online at oursite. Norton antivirus not opening. The following discloses the information gathering and dissemination practices for this Website.This Privacy Policy was last updated on May 10, 2018. Legal OwnershipTheGamer (the “Website”) is owned and operated by Valnet inc. (“us” or “we”), a corporationincorporated under the laws of Canada, having its head office at 7405 Transcanada Highway,Suite 100, Saint Laurent, Quebec H4T 1Z2. Personal Data CollectedWhen you visit our Website, we collect certain information related to your device, such as yourIP address, what pages you visit on our Website, whether you were referred to by anotherwebsite, and at what time you accessed our Website.We do not collect any other type of personal data.
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Hello,I'm currently working on a player house and just needed to check a couple of things:1) All containers are of types with respawn unticked. Is there anything else I need to do to ensure nothing in the house automatically gets reset after 3 days?2) I notice some vanilla homes set the door to a lock level of 255?
What purpose does this serve?3) All items in the house have no ownership - I notice in some vanilla homes the bed is set to the player but not in all of them - does this make any difference?Thanks for readingPosts: 3430 Joined: Sat Aug 11, 2007 9:01 am. Hello,I'm currently working on a player house and just needed to check a couple of things:1) All containers are of types with respawn unticked. Is there anything else I need to do to ensure nothing in the house automatically gets reset after 3 days?2) I notice some vanilla homes set the door to a lock level of 255? What purpose does this serve?3) All items in the house have no ownership - I notice in some vanilla homes the bed is set to the player but not in all of them - does this make any difference?Thanks for readingYour container type should be whatever's 'empty'. I'm not sure how the beds work ownership wise in NV specifically (ie: if it is different), but I would wanna make an encounter zone for that house and set its owner to player anyhow.Doesn't lock 255 mean it requires key and cnanot be picked?GECK WIKI may have some details that you want to know, such as about locks and ownership.Posts: 3546 Joined: Tue Mar 20, 2007 11:33 am. Thanks for the answersYup, 255 is needs a key.
I think what threw me on it was I was looking at an interior door and wondering why it would have a lock level when a key would have been needed to get in but then I figured that linked doors share the same lock level.The bed ownership thing is odd - in FO3 Bethesda made the beds in the player houses owned by the player but Obsidian didn't. I'm guessing that doesn't make a difference then.All storage containers are either empty and ones that have anything in them have been set up by me with the odd item placed in them - all are set with respawn unticked so they should all be good.Hopefully that should be it - just need to add some polish to the house now, little extras that make it look lived in, sort the navmesh then on to the exterior.Posts: 3398 Joined: Wed Jun 21, 2006 2:40 pmDisplay posts from previous: Sort.
For player housing in, see.For player housing in, see.This page lists all player character housing in.Ownable housing. in. If a reputation of Accepted is held with Novac, the key can be obtained for free from either Jeannie May Crawford or at the (should she be dead).
If your reputation is neutral with Novac the key can be purchased for 100. and penthouse in the casino. Given to the Courier by after the first time they have spoken with him (Note: If Benny was killed prior to speaking to Mr. House, it will be required to give him the in order to receive the suite.
This is the only place companions can be sent to specifically aside from their home locations. It is also possible to sleep and safely store items in the penthouse, located on the top floor of the Lucky 38 where the one meets and speaks with Mr. The penthouse comes with a view, and is much brighter and even more spacious than the presidential suite, but comes with fewer containers.
Apart from DLC Housing, this is the only home which you are able to upgrade. You can get 2 master wardrobes, 2 guest wardrobes, a refrigerator, workbench, 2 work bench chests, Sunset Sarsaparilla machine, 2 weapon lockers, and more. in. The quest needs to be completed to gain access to this suite.
There is also a available if one earns enough chips at the casino. Entering the room will complete the unmarked quest. Note that the Chairmen will barge into this room frequently and may pick up any food items left lying around. One may also steal Benny's suite, located on the same floor as the high-roller suite's. This room also comes with a small radio and a 'secret exit' to the sub-basement, which may not actually function.
Unlike the High-Roller suite, the Chairmen will never enter this room. in the.
The Bon Vivant suite is won if one should win 11,250 chips at the Ultra-Luxe casino. The room is located among the other Ultra-Luxe hotel rooms, and is similar to them in appearance. The room contains two beds, as well as two wardrobes and a suitcase for containers, a small bathroom and a toilet and sink with zero rads. The containers will not reset, and are 'safe', but remain marked red for stealing, as do all items within the suite. This is not to be confused with the Ultra-Luxe penthouse located in the short hallway behind the reception desk. Although the penthouse is considered very large and fancy, and although a key may be found from, it is not possible to sleep there and all containers are marked as stealing.
Fallout New Vegas Console Commands
It is guarded by two men who may become hostile once in sight. It is not possible to gain ownership of the penthouse except through modding or console commands. The current elder will award the key upon completion of. It has a reloading bench, a workbench and a Brotherhood of Steel guard/repairman named. There is a bug where items left on shelves or anywhere in the room may fall through the floor and appear on the top floor. The key will be awarded by once the Courier has gained an 'Idolized' reputation with the Followers of the Apocalypse and accepted her offer to join them.
It holds one of the four copies of the. The fridges are constantly restocked with food and thus not safe storage. The key is given by with a reputation of Liked with the Legion. It is visited by a Legion officer who will occasionally give items related to stealth, most notably. In addition, one may find on the 3 beds: centurion armor and a chainsaw, Praetorian guard armor with 2 and the unique, and on the final bed is a sniper rifle with another set of Legion armor.
The Courier needs to either complete the quest, or kill. The room has no safe storage containers regardless of how the key is obtained.
It is in the mountains southeast from junction 15 railway. Deathclaws gather nearby, so be careful on the first approach. Colonel at awards the key after earning a reputation of Liked with the NCR. The safehouse contains NCR Ranger combat armor at low condition, an assault carbine at low condition, and some surplus 5mm ammo. It is only available upon completion of. Must be dismissed before it can be entered, but it can essentially be to, even if over-encumbered.
When fully upgraded, it contains a,. Is also a merchant and a repairman.Notes. As noted above, the Dino Dee-Lite motel room in Novac must be rented if you do not own the key. Jeannie May Crawford (proprietress of the Dino Dee-lite Inn) rents it for 100. Unless you have become 'Accepted' by Novac, in which case she offers it for free., the gift shop manager of, located in the, will rent out a room to the player.
The cost starts at 100 caps, but she will give increasing discounts as you deliver her Vault suits. If the player passes a speech check, gains rep with the Strip, or brings Sarah enough Vault suits, she will offer the room at 40 caps. If the player brings more Vault suits to her, she will offer the room at 10 caps. Upon giving her enough Vault suits, the room will become free and she will have sex with you if asked. Having sex with her is the only way the room provides a well rested bonus. If a player's outdoor housing has unsafe containers, a determined player can drag to their player housing.
The containers will only reset to their original locations (not reset their contents), this only occurs if the player leaves them unattended for a long period of time (6+ real life hours) without interacting with them (including bumping into them). If you use an outside area as your home (e.g. Lone Wolf Radio, Scavenger's Platform) you run the risk of your loosely stored equipment getting lost/clipped into the scenery.
The only safe storage is containers that can't be moved by the Courier. On the other hand, if the house is in an enclosed area that lies behind a loading screen it should be safe to do things like dropping guns onto tables.Incidental housingIn addition to housing considered 'owned,' many locations can serve as viable safehouses.
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