[RELz] FO3 Phalanx

Post » Sat May 28, 2011 1:25 am

Are there any downsides to not MU the PL .esp file?


Curious about that myself!

Also has anyone run this with fook2 1.0? If I understand correctly I should load this after fook2, as fook adds in some companions. Not sure if it messes with the companion quests though. Only thing I'd lose from Phalanx is some of the weapon switching because of the new weapons? Also, crazy question, the point lookout intergration. If we dont bring companions to point lookout do we need it? Might be an easy solution for me, as I found PL to easy just by myself :)

Anyhow sorry for all the questions!
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xx_Jess_xx
 
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Post » Sat May 28, 2011 9:25 am

Curious about that myself!

Also has anyone run this with fook2 1.0? If I understand correctly I should load this after fook2, as fook adds in some companions. Not sure if it messes with the companion quests though. Only thing I'd lose from Phalanx is some of the weapon switching because of the new weapons? Also, crazy question, the point lookout intergration. If we dont bring companions to point lookout do we need it? Might be an easy solution for me, as I found PL to easy just by myself :)

Anyhow sorry for all the questions!


If you FO3MasterUpdate the newest version of the PointLookout Integration .esp (the one in the .zip a few posts back), it makes it so that if you use the new followers-related camp site within Point Lookout, they have trouble following you away from the area. They run along a particular cell's border instead. They can run INTO the camp site area just fine, but they can't walk out normally.

It's not necessary to skip FO3MasterUpdate on the whole batch of .esps - in fact you kinda can't do that with Phalanx, it needs it for some other world areas. You'd just leave this one .esp out of this process, and then add it to the load order at the last minute.

If fook makes follower changes, you must load this pretty much after any fiook module that does that. I know that FWE just made changes to help accomodate mods like Phalanx (moved all follower changes into a module that can be unloaded if desired), but I couldn't tell you exactly how FOOK handles it. I think some people use Phalanx with Fook, though?

You wouldn't need to load the PL integration module if you didn't take followers to PL, but.... why not take them anyway, you know? If you must FO3MasterUpdate the PointLookout Integration .esp, the easier thing would be just not to go to the new follower "camp site" (its the only brand new map marker thats near the shore, in fact quite near the ferry). I'd skip going to that place instead of feel stuck with leaving followers out of the PL worldspace.

There's no downsides at all, that I can tell, of skipping MU on the PL Integration .esp.
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Tessa Mullins
 
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Post » Fri May 27, 2011 8:03 pm

Are there any downsides to not MU the PL .esp file?

During MMM testing I play PL without MU once. I don't check all possible quests, but main quests at least works fine
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herrade
 
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Post » Fri May 27, 2011 6:05 pm

Sup phalanx, My current build is a (so far) stable component of FOOKrc1/FWE_3.4/WMK/EVE/UWWUT/Phalanx/Alotta other minor stuff and a few armors with no issues ^___^ i am using FOOK/FWE higher in my LO and phalanx 2nd to last before my MMM plugins. I'm also using the Gothy Bittercup Mod and Sydney Follower Beta and all of the Phalanx functions and options and dialougue seem to be fine (I have those two companion mods before Phalanx so in theory phalanx still gets priority) The JBH Clover Overhaul does seem to cause some issues so i've left that unticked for now. hope any of this helps ( ^ -^)
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Tanika O'Connell
 
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Post » Fri May 27, 2011 6:42 pm

Sup phalanx, My current build is a (so far) stable component of FOOKrc1/FWE_3.4/WMK/EVE/UWWUT/Phalanx/Alotta other minor stuff and a few armors with no issues ^___^ i am using FOOK/FWE higher in my LO and phalanx 2nd to last before my MMM plugins. I'm also using the Gothy Bittercup Mod and Sydney Follower Beta and all of the Phalanx functions and options and dialougue seem to be fine (I have those two companion mods before Phalanx so in theory phalanx still gets priority) The JBH Clover Overhaul does seem to cause some issues so i've left that unticked for now. hope any of this helps ( ^ -^)


Wow that's interesting - - - for the record, if you feel like posting the pertinant parts of your load order, that would be great, I think. People do seem to keep coming back asking about fwe+fook+Hell-I-Donno. hehe.
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courtnay
 
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Post » Fri May 27, 2011 9:22 pm

Yeah totally, i've been studying and learning since the in and outs of modding for bethesda games since oblivion =3 Anyways here's what we got:

Fallout3.esm
Unofficial Fallout 3 Patch.esm
CRAFT.esm
CALIBR.esm
FACE2.esm
BrokenSteel.esm
Anchorage.esm
ThePitt.esm
PointLookout.esm
Zeta.esm
Mothership Crew.esm
FO3 Wanderers Edition - Main File.esm
FOOK2 - Main.esm
Mart's Mutant Mod.esm
StreetLights.esm
FortFreeway.esm
FOOK2 - [[censored]] World And Neighbourhood Kit.esm
FOOK2 - [DIK] DLC Improvement Kit.esm
Enhanced Weather - Rain and Snow.esm
SPECIAL Extended.esm
dD-Reduced Gore Force.esp
dD-More Gore.esp
dD-More Gore-BrokenSteel.esp
dD-More Gore-PointLookout.esp
dD-More Gore-The Pitt.esp
dD-More Gore-Zeta.esp
CASM.esp
Owned!.esp
RecieveTenpennySuite.esp
Suite-Suite.esp
Meresti Metro Station Entrance.esp
WasteWearGloves.esp
MegatonContracts.esp
Unofficial Fallout 3 Patch - Broken Steel.esp
Unofficial Fallout 3 Patch - Operation Anchorage.esp
Unofficial Fallout 3 Patch - The Pitt.esp
Unofficial Fallout 3 Patch - Point Lookout.esp
Unofficial Fallout 3 Patch - Mothership Zeta.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - UFP Support.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
FOOK2 - Main.esp
FOOK2 - [DIK] DLC Improvement Kit.esp
UWWUT.esp
UWWUT - Broken Steel Addon.esp
UWWUT - The Pitt Addon.esp
EVE Operation Anchorage.esp
EVE Beta_0.9.3.esp
FO3 Wanderers Edition - FOOK Support.esp
FWE - FOOK DLC Support.esp
FOOK+FWE+EVE+UWWUT.esp
FOOK2 - Mothership Zeta.esp
Megaton Outskirts.esp
Megaton Closes.esp
Megaton Walkway.esp
JHB House Robots Can Repair.esp
Wadsworth- Eyebot.esp
megalight.esp
Tailor Maid.esp
Tailor Maid Brokensteel.esp
Tailor Maid Anchorage.esp
Tailor Maid PITT.esp
Tailor Maid ZETA.esp
Tailor Maid Black Retex.esp
Realistic Interior Lighting.esp
Realistic Interior Lighting - OA.esp
Realistic Interior Lighting - BS.esp
XFO_Pacing_Epic.esp
CRAFT - Activation Perk.esp
Project Beauty.esp
CP - FACE2_PB -2- [FOOK2+MMM] Raiders.esp
CP - FACE2_PB -3- [FOOK2+MMM] Regulators.esp
CP - FACE2_PB -4- [FOOK2+MMM] Talon Company.esp
CP - FACE2_PB -6- [FOOK2] DLC Broken Steel.esp
CP - FACE2_PB -5- [FOOK2] DLC The Pitt.esp
CP - FACE2_PB -7- [FOOK2] DIK.esp
FACE2 -2- [DLC PL+Riven's Eyescapes] Eyelashes.esp
WeaponModKits.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - PointLookout.esp
WeaponModKits - Zeta.esp
WeaponModKits - FWE Master Release.esp
WeaponModKits - FOOK.esp
UWWUT - WMK Addon.esp
DCInteriors_Mason.esp
DCInteriors_Georgtown.esp
DCInteriors_SewardSq.esp
SPECIAL Extension - Health.esp
SPECIAL Extension - Mobility.esp
SPECIAL Extension - Gun Accuracy.esp
WastelandMastery.esp
QZ Perks Pack 1.esp
UPP - Experience Perks.esp
UPP - Pack 1.esp
UPP - Pack 2.esp
UPP - Quest Perks.esp
UPP - Original Perks.esp
Dree Perks.esp
Dree Perks Anchorage.esp
Dree Perks Pitts.esp
Dree Perks Point Lookout.esp
Dree Perks Mothership Zeta.esp
Combat Style Perks.esp
goat_perks.esp
PreWar Book Titles and Perks.esp
MTC Wasteland Travellers.esp
bridge update.esp
Trophies - Megaton.esp
Trophies- Tenpenny.esp
SD Theme Swap.esp
Dogmeat_outfits.esp
ArlingtonDefenses.esp
CanterburyCommonsEmbiggened.esp
vault92 fix.esp
Rude Awakening.esp
Rude Awakening - MMM.esp
collectionagent_improved.esp
Devour Gore.esp
RealPhysicsWithCarExplosions.esp
Burnification.esp
EulogysPadV1_PITT.esp
TinkerSuit.esp
Gantz stuff.esp
HEV power armor.esp
3EFdrgplate.esp
japanese_armor_set.esp
Cryo Weapons - No Lists.esp
Salvagable cars.esp
SuperSledge (non-replacer).esp
CALIBR Ammo Schematics - CRAFT.esp
BetterBrahmin.esp
Start_Energy_Weapon.esp
WSG Improved.esp
Outcast Scribes03.esp
v1_OutcastFIstrongerDefence).esp
doctorli_glasses.esp
NecronomiconExMortis 5.5.esp
telescope_quest_fdt.esp
ComboHeadgear.esp
ComboHeadgearOA.esp
ComboHeadgearPITT.esp
BoogeymansHoodALTcombo.esp
7_HolsterForHandGunsV1_1.esp
NAPA.esp
ExtraPostersbyAutan.esp
FruitTrees.esp
kikaiEquipment.esp
Monster_Costumes.esp
sunglassescollection.esp
BM12PungaGardenPurchasable.esp
FootballGear.esp
shield.esp
Stealthboy Recon Armor - CRAFT.esp
DeadlyTurrets.esp
Sydney Follower.esp
bittercup_comp.esp
Phalanx-MainFollowerModule.esp
CP - FACE2_PB -8- [FOOK2] Phalanx Fix.esp
Vanity Camera Mod.esp
Comp_dont_steal_xp_hereticus.esp
GNRKarmaFix.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - FWE Master Release.esp
Mart's Mutant Mod - Feral Ghoul Rampage.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Natural Selection.esp
UpgradedCaravanMerchants.esp
Arwen_SmarterAI.esp
Arwen_Stealth.esp
FOOK+FWE+PB+MMM.esp
Enhanced Weather - Rain and Snow in Fallout.esp
Enhanced Weather - Rainbows.esp
TheOutbreak - WMS Vanilla Combo Pack - C6H.esp
DarNifiedUIF3.esp
WINRAR.esp

Total active plugins: 184
Total plugins: 196

hehehe ^___^;;; so yeah I'm pretty sure the LO is in a decent loading order, in terms of what mods load first then take priority somewhere in the list. So far though i've only done 2 playthroughs, one via the "vanilla" vault start, and one with the Alternate start path via FWE and had no hiccups. other than the initial steps into the wates since all the DLCs/FOOK and FWE options popping up all over the place @__@
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Allison C
 
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Post » Sat May 28, 2011 9:54 am

holy [censored], thats a lot of mods.

ANYWAY, I have a way worked out to where you can run FO3MasterUpdate against your entire mod list and it won't break Phalanx' Point Lookout navmesh changes.

New files are here:

http://www.finhosting.fi/~fallout/downloads/development/FO3-Phalanx-Update-1.03.zip

This includes replacements for mainfollowermodule, Phalanx-PointLookout-Integration, and a new file named Phalanx-PointLookout-Navmesh.esm.
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ANaIs GRelot
 
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Post » Fri May 27, 2011 10:27 pm

holy [censored], thats a lot of mods.

ANYWAY, I have a way worked out to where you can run FO3MasterUpdate against your entire mod list and it won't break Phalanx' Point Lookout navmesh changes.

New files are here:

http://www.finhosting.fi/~fallout/downloads/development/FO3-Phalanx-Update-1.03.zip

This includes replacements for mainfollowermodule, Phalanx-PointLookout-Integration, and a new file named Phalanx-PointLookout-Navmesh.esm.


Um, I had to update this .zip just now, I had accidently left a master out of one of the files. You know how the GECK tears the .esp masters out of your compatibility .esps and you have to add it back every time... yeah.
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Kaylee Campbell
 
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Post » Sat May 28, 2011 4:08 am

Um, I had to update this .zip just now, I had accidently left a master out of one of the files. You know how the GECK tears the .esp masters out of your compatibility .esps and you have to add it back every time... yeah.


Neat, just figured I'd drop by this thread to see if there were any updates. Also I love the mod compatability check you do. Kept me from making a couple silly mistakes in my load order.

I can hardly wait til my character is of high enough level to start the new quests you put in!
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RAww DInsaww
 
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Post » Sat May 28, 2011 9:48 am

Um, I had to update this .zip just now, I had accidently left a master out of one of the files. You know how the GECK tears the .esp masters out of your compatibility .esps and you have to add it back every time... yeah.

If esp masters masterupdated- then no.
Thanks for the update!
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herrade
 
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Post » Sat May 28, 2011 6:34 am

Does Sharing and Caring Companions have compatibility problems with Phalanx, because I want to put some particular people in that prison in Phalanx HQ...
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Doniesha World
 
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Post » Sat May 28, 2011 10:37 am

Neat, just figured I'd drop by this thread to see if there were any updates. Also I love the mod compatability check you do. Kept me from making a couple silly mistakes in my load order.


Before I put that in, you can only imagine the number of questions I got from people who were having various mods break Phalanx by overwriting follower resources. Sometimes it seemed like every other mod author gets the idea of making like, one or two changes to the followers, or something, and sending their mod out the door like that.

I can hardly wait til my character is of high enough level to start the new quests you put in!


You know what they say about "watch what you ask for.. " hehe.

I've only gotten feedback from a couple people about the fights in the current Phalanx quests. Basically - - they are so hard that it's quite possible to have followers die in the course of them, and if you don't take the fight 100% seriously, you'll die too. In my testing, one of the fights usually kills me if I'm not quick on the stims and doing the fight like I really mean to win.

Does Sharing and Caring Companions have compatibility problems with Phalanx, because I want to put some particular people in that prison in Phalanx HQ...


I'm told that as long as you don't use the Sharing&Caring menu options to do anything to the Phalanx-controlled followers, it's fine. But on the flip side, if you do, you hose them.
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JeSsy ArEllano
 
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Post » Fri May 27, 2011 8:23 pm

This has been updated to version 1.03.

Differences being:

- PointLookout-Integration now has a player-ownable "camp site" - look for the map marker when you get there, it's near the shoreline.

- Followers-Stim-You behavior has had major fixes made

- Retreat group-command is stronger

- Deisha's individual dismiss command within the player-ownable base is fixed

- The run into and out of the player-owned base is shorter.

- probably a few other things I can't remember right now.


COMPARED TO THE LAST 1.03 VERSION THAT WAS RELEASED AS DEV VERSION:

There's a small navmesh change that should help prevent RL-3 from getting stuck in a certain spot within the point lookout "campsite" area.
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DAVId Bryant
 
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Post » Fri May 27, 2011 8:42 pm

One wee suggestion, its not a problem with your mod, I noticed this behavior even in vanilla fallout.

RL-3 sometimes takes his sweet time in selecting a weapon. For example a super mutant will charge him and he keeps changing his mind on if to use the flamer or plasma weapon(Him switching weapons takes awhile, darn animation speed!). Figured I'd mention this incase you open him up for any tweaking. Other then that RL-3 performs rather well! I love the secondary storage module. He paid himself off fairly quickly.
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maria Dwyer
 
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Post » Sat May 28, 2011 2:43 am

One wee suggestion, its not a problem with your mod, I noticed this behavior even in vanilla fallout.

RL-3 sometimes takes his sweet time in selecting a weapon. For example a super mutant will charge him and he keeps changing his mind on if to use the flamer or plasma weapon(Him switching weapons takes awhile, darn animation speed!). Figured I'd mention this incase you open him up for any tweaking. Other then that RL-3 performs rather well! I love the secondary storage module. He paid himself off fairly quickly.


I noticed this behavior in Fawkes, too. It's quite ugly and messes up the effectiveness.

I'm not managing them at all, right now. This is all Fallout3.exe at work. :/ . That's really unfortunate.

I think it would be sorta-easy to force-manage RL-3 since it only carries 2 weapons. I could also try editing RL3's weapons directly to clean up his behavior, since playable-weapon-mods are not gonna be touching RL3's node-type weapons, I hope.

Fawkes on the other hand... bah. He's not well set up for it, as I intended him to be a strong unarmed character, and there's a bug in the game which my scripts can only detect by noting the follower being unarmed.

bah :(

If I get an edited version of RL-3 up, would you be willing to try it for me and tell me your sense on how well the fix is working?
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Jamie Lee
 
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Post » Fri May 27, 2011 9:15 pm

If I get an edited version of RL-3 up, would you be willing to try it for me and tell me your sense on how well the fix is working?


Sure thing. He is the only companion I use. I might pick up star later, simply to survive the "take it back" quest. With fook/mmm/hard difficulty that mission is painful :)
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Frank Firefly
 
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Post » Sat May 28, 2011 4:46 am

Sure thing. He is the only companion I use. I might pick up star later, simply to survive the "take it back" quest. With fook/mmm/hard difficulty that mission is painful :)


Perfect. Sec and I'll have something up.

This will be a new Phalanx-MainFollowerModule.esp.

EDIT: Unfortunately this cannot work as a fast fix, his 2 weapons are already very differentiated. it's going to take full management for this to work, and that won't be an instant thing to make.
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Chelsea Head
 
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Post » Sat May 28, 2011 8:05 am

Perfect. Sec and I'll have something up.

This will be a new Phalanx-MainFollowerModule.esp.

EDIT: Unfortunately this cannot work as a fast fix, his 2 weapons are already very differentiated. it's going to take full management for this to work, and that won't be an instant thing to make.


No worries! Thanks for trying.
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Ria dell
 
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Post » Fri May 27, 2011 10:21 pm

I noticed this behavior in Fawkes, too. It's quite ugly and messes up the effectiveness.

I think it would be sorta-easy to force-manage RL-3 since it only carries 2 weapons. I could also try editing RL3's weapons directly to clean up his behavior, since playable-weapon-mods are not gonna be touching RL3's node-type weapons, I hope.



If you did this, I would be perfectly satisfied if RL-3 never used that flamer again. Only really useful against lower lvl enemies anyways, imoho.
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claire ley
 
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Post » Sat May 28, 2011 8:23 am

If you did this, I would be perfectly satisfied if RL-3 never used that flamer again. Only really useful against lower lvl enemies anyways, imoho.


that flamer seems to be a turd.

It does 24 dps according to the game's calculations. Regular flamer does 64.

I can't compare RL3's plasma pistol directly to a regular one, it's not the same sorta thing.

I'm kinda meaning for RL-3 to not do great damage, though. I wanted him to be good surviveability/great storage/crap-for-DPS.
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Kanaoka
 
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Post » Fri May 27, 2011 7:58 pm

I can't compare RL3's plasma pistol directly to a regular one, it's not the same sorta thing.

I'm kinda meaning for RL-3 to not do great damage, though. I wanted him to be good surviveability/great storage/crap-for-DPS.


I am fairly happy with his damage as of level 11. Can't speak of higher levels as I am not there yet. How is his damage handled? If I recall right as of last patch the ignore damage resistance is bugged. Does this effect him as well? I am not sure because he isnt using standard weaponry :)
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Beulah Bell
 
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Post » Sat May 28, 2011 10:37 am

I am fairly happy with his damage as of level 11. Can't speak of higher levels as I am not there yet. How is his damage handled? If I recall right as of last patch the ignore damage resistance is bugged. Does this effect him as well? I am not sure because he isnt using standard weaponry :)


I'm not sure what you mean about the ignore damage resistance thingie being bugged and how it might effect RL-3.

In my games, compared to my other followers (and very much compared to me), RL-3 doesn't do a whole lot of damage against enemies.

As of this second, RL-3 is using two follower-specific embedded weapons, they are pretty weak, and I haven't changed them from the default.
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ZANEY82
 
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Post » Sat May 28, 2011 10:08 am

holy [censored], thats a lot of mods.

ANYWAY, I have a way worked out to where you can run FO3MasterUpdate against your entire mod list and it won't break Phalanx' Point Lookout navmesh changes.

New files are here:

http://www.finhosting.fi/~fallout/downloads/development/FO3-Phalanx-Update-1.03.zip

This includes replacements for mainfollowermodule, Phalanx-PointLookout-Integration, and a new file named Phalanx-PointLookout-Navmesh.esm.



hehe, yeah mods make the game, seriously. i did note last night though, that loading the mod Dogmeat Outfits, which seems to only change his textures, loaded before phalanx had no affect, but afterwards only showed his scarf, when he is supposed to have a scarf and a doggie vault 101 outfit. i actually dig just the scarf and all his commands and group commands work ^__^ i am so loving having TWO dogs on my side atm =3
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Emmanuel Morales
 
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Post » Sat May 28, 2011 10:39 am

The evil-robot I made may not be coming through as hard-to-kill as I meant it to because of weapons mods which create custom weapons with the damage configured recklessly high.

Electric Messiah described killing the thing with 3-4 sniped shots, which was not at ALL as it was designed. It turned out that he had a mod sniper rifle which was unbalanced for the game, doing almost 2x the damage of the regular one. That's a BIG number for the game balance, guys, not trivial at all.

If mod designers make weapons that leave the game balance completely behind, I can't code for that or stop it. It's hard enough to deal with when the DLCs introduce weapons which are generally overpowered, but I'm at least capable of working with those through scripting tricks and compatibility .esps. I can't catch a weapon which an independent mod designer made and gave double damage while allowing the ones that are balanced to work as intended.

It makes me feel disappointed because the great FUN of this thing is how dangerous it is. Someone who can get it dead in 3-4 shots is being robbed of the fun I intended and may not think of it at the time, since they are so used to using that custom, overpowered weapon.

I should mention that Pitt and Zeta weapons are not handled at this point - - if there are overpowered weapons introduced in those DLCs, they aren't meant to be usable against this bot.
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Shannon Lockwood
 
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Post » Sat May 28, 2011 3:19 am

It makes me feel disappointed because the great FUN of this thing is how dangerous it is. Someone who can get it dead in 3-4 shots is being robbed of the fun I intended and may not think of it at the time, since they are so used to using that custom, overpowered weapon.

Don't experience such feelings, please- it is up to each gamer to enjoy the game or not.
You make all what was possible
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Melanie
 
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