I just started playing the Fallouts!

Post » Tue May 17, 2011 10:10 am

Some times you can get away with having a lot of str too. You can kick open some doors.
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Brandon Bernardi
 
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Post » Tue May 17, 2011 7:19 am

I thought that was only in Fallout 2 along with using explosives to blow open certain doors?

Could be wrong though.
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Naughty not Nice
 
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Post » Tue May 17, 2011 5:13 am

I thought that was only in Fallout 2 along with using explosives to blow open certain doors?

Could be wrong though.

Might be, as I said I haven't played FO1 in a long time, so memory is a bit blurred as to what mechanics things are in 2 and not 1.
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emily grieve
 
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Post » Tue May 17, 2011 7:30 am


One question I had - I leveled up to 2, and according to my character screen, I'm supposed to have 39 hit points now, but I only have 34 . Do I have to use a stimpak to get those extra five points? If so, I'll wait until I really need it.

You can sleep it (press Z, wont work everywhere and theres a location or two where you'd be stupid to try it), or you can use the first and and doctor skills (click on the skilldex button, the skill to use, and then you).
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Shaylee Shaw
 
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Post » Tue May 17, 2011 9:30 am

Hey everyone i got a question. Can you ever bring up your specials in F1 or F2?
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Arrogant SId
 
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Post » Tue May 17, 2011 2:51 pm

Hey everyone i got a question. Can you ever bring up your specials in F1 or F2?


Yes, with Intense Training perks in both games, and implants in Fallout 2.
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Bird
 
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Post » Tue May 17, 2011 2:12 am

Yes, with Intense Training perks in both games, and implants in Fallout 2.


you mean "gain x" where x is the stat! Example:
http://bulbage.com/pics/fallout2/perks/gain_charisma.jpg


:P
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Sian Ennis
 
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Post » Tue May 17, 2011 8:32 am

you mean "gain x" where x is the stat! Example:
http://bulbage.com/pics/fallout2/perks/gain_charisma.jpg


:P


It's called Intense Training in Fallout 2 at least. For example, Intense Training: Intelligence.
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Eire Charlotta
 
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Post » Tue May 17, 2011 12:29 pm

It's called Intense Training in Fallout 2 at least. For example, Intense Training: Intelligence.

Nope, still called, "Gain" in FO2

http://bulbage.com/fallout2.html

:D

Intense training is pure FO3 terminology, I don't know if it is different wording for other language versions however but for the english version it is still Gain.
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Quick draw II
 
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Post » Tue May 17, 2011 1:03 am

Nope, still called, "Gain" in FO2

http://bulbage.com/fallout2.html

:D

Intense training is pure FO3 terminology, I don't know if it is different wording for other language versions however but for the english version it is still Gain.


You're right, I just checked the wiki. I thought it was called intense training in Fallout 2 as well.
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Brentleah Jeffs
 
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Post » Tue May 17, 2011 2:51 am

Thanks you guys for answering. It helped me out.
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Rinceoir
 
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Post » Tue May 17, 2011 4:53 am

Thanks you guys for answering. It helped me out.

Ssswhat us Dino's are here for! :P
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lilmissparty
 
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Post » Tue May 17, 2011 2:27 am

Ssswhat us Dino's are here for! :P

I might soooon become one. Im really rather enjoying the game actually.
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neil slattery
 
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Post » Tue May 17, 2011 3:53 pm

Hey everyone its me again. I have a question about the companions

1. How many can i get right now i have ian, tycho, dogmeat(i thinkt thats his name), and kajia lady.

2. Do i always have to barter with them in able for them to carry stuff. Its not like in F3 or FNV where i can use them like pack bramin and not have to exchange something in return to take form them?

3. How many is to many?
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Dalley hussain
 
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Post » Tue May 17, 2011 7:08 am

Hey everyone its me again. I have a question about the companions

1. How many can i get right now i have ian, tycho, dogmeat(i thinkt thats his name), and kajia lady.

2. Do i always have to barter with them in able for them to carry stuff. Its not like in F3 or FNV where i can use them like pack bramin and not have to exchange something in return to take form them?

3. How many is to many?


1. I think that's all of 'em.

2. Well yeah. The only thing which annoyed me about F1, you can only barter-steal equipment with them. :(
(it's fixed in Fallout 2 though)

3. Well... I gotta say that 2 humanoids and 1 dog is enough, since they tend to get in your way sometimes making you stuck(again, Fallout 2 fixes this issue with the "push away" command).
Keep Tycho with a sniper rifle especially. He is a really good sharpshooter.

In case you are lost, feel free using this http://user.tninet.se/~jyg699a/fallout.html. It helped me a lot!
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Heather Dawson
 
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Post » Tue May 17, 2011 1:12 pm

1. I think that's all of 'em.

2. Well yeah. The only thing which annoyed me about F1, you can only barter-steal equipment with them. :(
(it's fixed in Fallout 2 though)

3. Well... I gotta say that 2 humanoids and 1 dog is enough, since they tend to get in your way sometimes making you stuck(again, Fallout 2 fixes this issue with the "push away" command).
Keep Tycho with a sniper rifle especially. He is a really good sharpshooter.

In case you are lost, feel free using this http://user.tninet.se/~jyg699a/fallout.html. It helped me a lot!

Thank you for your help. Ill ask more questions on here when i need to. :)
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Javier Borjas
 
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Post » Tue May 17, 2011 12:44 pm

Hey everyone its me again. I have a question about the companions

1. How many can i get right now i have ian, tycho, dogmeat(i thinkt thats his name), and kajia lady.

2. Do i always have to barter with them in able for them to carry stuff. Its not like in F3 or FNV where i can use them like pack bramin and not have to exchange something in return to take form them?

3. How many is to many?


1. Funny, I have the same gang tagging along with me, except for the lady (first playthrough as well for me).

2. Use Steal on them instead of Bartering with them. They haven't gone hostile on me yet, and I've already lost track of how many times I've pickpocketed poor Ian just to trade stuff with him. :D (One note - inventory management is a major PITA in this game. I'm glad it's better in Fallout 2.)

3. So far I'm happy with my gang at the size it is.

One other thing that's helped me out when they get me stuck is to talk to them, discuss their tactics, and tell them to move away from me. They usually wander off and then you're unstuck.
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Ryan Lutz
 
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Post » Tue May 17, 2011 9:22 am

You were originally never meant to have companions in Fallout 1, but it was hastily added in anyways, which is why the companion handling system is so clumsy. To give them stuff, you use Steal. It was made so that they will never notice it.
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Emmie Cate
 
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Post » Tue May 17, 2011 3:04 pm

You were originally never meant to have companions in Fallout 1, but it was hastily added in anyways, which is why the companion handling system is so clumsy. To give them stuff, you use Steal. It was made so that they will never notice it.

Thank you so much this will help with my weight problems
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Alyce Argabright
 
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Post » Tue May 17, 2011 12:11 am

Al right i got another question

Im level 8 or 9.

And im debating about choosing Dodger, Strong back, smoothtalker, or switft learner...what should i choose?
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Mark
 
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Post » Tue May 17, 2011 9:59 am

Al right i got another question

Im level 8 or 9.

And im debating about choosing Dodger, Strong back, smoothtalker, or switft learner...what should i choose?

Dodger (+5 to AC) - Presuming a critter doesnt have a >95% chance to hit you, you're reducing its chance to hit you by 5%. I personally don't find this to be any use.
Strong Back (+50Lbs carry weight) - Very goodperk. Unless you'e got a crazy high strength, you will see a benefit from this.
Smoothtalker (+1 IN for Talk options) - Maybe if your IN is about 4 or 5..... But it seems a waste of a Perk to me.
Swift Learner (+5% XP gain) - its the perk that keeps on Giving!

I'd say go for either Swift Learner, or Strong Back... I'd put Swift learner above strong back because if you get Swift learner now, and want strong back later you won't need to awit as long as doing it the other way around.
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Aliish Sheldonn
 
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Post » Tue May 17, 2011 2:49 pm

Dodger (+5 to AC) - Presuming a critter doesnt have a >95% chance to hit you, you're reducing its chance to hit you by 5%. I personally don't find this to be any use.
Strong Back (+50Lbs carry weight) - Very goodperk. Unless you'e got a crazy high strength, you will see a benefit from this.
Smoothtalker (+1 IN for Talk options) - Maybe if your IN is about 4 or 5..... But it seems a waste of a Perk to me.
Swift Learner (+5% XP gain) - its the perk that keeps on Giving!

I'd say go for either Swift Learner, or Strong Back... I'd put Swift learner above strong back because if you get Swift learner now, and want strong back later you won't need to awit as long as doing it the other way around.

Yah it sounded like dodger was a good perk. But i have 2 strong backs already i think ill go for the swift learner. And btw when do you get perks every 2 levels or something?
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Kahli St Dennis
 
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Post » Tue May 17, 2011 9:59 am

Yah it sounded like dodger was a good perk. But i have 2 strong backs already i think ill go for the swift learner. And btw when do you get perks every 2 levels or something?


Every three levels for regular every 4 with the trait skilled I think it is
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Alexx Peace
 
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Post » Tue May 17, 2011 3:48 pm

Every three levels for regular every 4 with the trait skilled I think it is

Ok cool thanks
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Lizzie
 
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Post » Tue May 17, 2011 10:54 am

Sometimes the only time you can give a companion items is through barter. Say they are overloaded or you get back a message there is no more room in their inventory for more stuff. Just use barter to get around that. I also use that to give them power armor so I don't have to grab all their stuff before I give them it. To be able to barter with your companion in F2 have them wait.
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daniel royle
 
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