Patch 1.3 - Stat Changes - The (Ongoing) List

Post » Tue May 18, 2010 2:55 pm

So, since people are wondering about the changes from the latest patch, and it seems as though NVSE may update again tonight to the next beta, I thought it would be nice to just list what changes I have found so far. This will be in categories, so yeah.

I am comparing the new FalloutNV.esm to Weapon Mods Expanded's esp simply because well... it's quicker that way in FNVEdit. For console players, all WMX does is add weapon mods rather than changing stats, aside from a few exceptions. If anyone actually compares the two .esm's and if any of this info is wrong, let me know. I'll try to avoid any changes that seem like WMX's doing, for accuracy purposes. I really don't want to be doing this twice.

Bolded = Important stuff people want to know / may find interesting.

Guns - Weapons

  • .357 Revolver - AP Cost increased from 20 to 26.
  • .44 Revolver - AP Cost decreased from 28 to 25.
  • 10mm SMG - Health increased from 250 to 500; Spread decreased from 4.4 to 2; AP Cost increased from 20 to 22.
  • 12.7mm SMG - Health increased from 250 to 500; Mag Size increased from 15 to 21; Spread decreased from 4 to 2; Fire Rate increased from 8 to 9; AP Cost increased from 20 to 24
  • 9mm SMG - Health increased from 450 to 550; Damage (both standard and critical) increased from 11 to 14; Spread decreased from 2.2 to 1.5
  • All-American - AP Cost decreased from 20 to 13
  • Anti-Material Rifle - Spread decreased from .3 to .15; AP Cost decreased from 65 to 55; Critical Damage raised from 80 to 110
  • Assault Carbine - Health increased from 400 to 750; Damage (both standard and critical) increased from 12 to 13; Spread decreased from 1.5 to 1.2; Critical Hit Chance increased from 0.5x multiplier to 1x multiplier or in layman's terms, your crit chance is doubled.
  • Big Boomer - Given 1x Crit Chance Multiplier (Didn't crit before); Spread decreased from 6 to 3.5
  • Brush Gun - Spread increased from 0.03 to 0.06; AP Cost increased from 23 to 33; Now can only fire ~1.23 shots per second compared to ~1.85 pre-patch
  • Caravan Shotgun - Spread decreased from 4 to 2.2; AP Cost decreased from 27 to 20
  • CZ57 Avenger - Health increased from 1000 to 1600; Damage (both standard and critical) decreased from 14 to 13; Spread decreased from 1.1 to 0.55; Sight FOV decreased from 55 to 45
  • Gobi Rifle - Base Damage increased from 40 to 48; AP Cost decreased from 33 to 24; You can now fire ~2.14 shots per second compared to ~1.77 shots per second; Crit Chance Multiplier increased from 1x to 2x; Crit Damage increased from 40 to 80
  • Hunting Revolver - AP Cost decreased from 32 to 31; You can now fire 1.5 shots per second compared to ~1.22 pre-patch
  • Hunting Rifle - Damage (Standard and Critical) increased from 45 to 52; Spread decreased from .03 to .01; Crit Chance increased from 1x to 2x
  • Hunting Shotgun - Health increased from 125 to 200; AP Cost decreased from 32 to 28
  • La Longue Carabine - Spread decreased from 0.2 to 0.05; AP Cost increased from 18 to 24; Fires ~2.15 shots per second compared to ~2.31 pre-patch
  • Lever-Action Shotgun - AP Cost decreased from 30 to 25
  • Light Machine Gun - Health increased from 400 to 800; Spread decreased from 3.2 to 1.5; AP Cost decreased from 30 to 18; Given 1x Crit Chance Multiplier (Didn't crit before)
  • Lucky - Fires 2.75 shots per second compared to ~2.34 pre-patch
  • Marksman Carbine - AP Cost decreased from 20 to 14
  • Minigun - Health increased from 800 to 1200; Sight FOV decreased from 55 to 45
  • Mysterious Magnum - AP Cost decreased from 25 to 22
  • Ranger Sequoia - Sight FOV decreased from 55 to 45
  • Ratslayer - AP Cost decreased from 45 to 33; Fires 1.3 shots per seconds compared to ~1.1
  • Riot Shotgun - Health increased from 150 to 175; AP Cost decreased from 30 to 17; Spread decreased from 3.5 to 2.5
  • Sawed-Off Shotgun - Given 1x Crit Chance Multiplier; Spread decreased from 7 to 4
  • Service Rifle - Damage decreased from 20 to 18; AP Cost decreased from 22 to 15; Fires 4.2 shots per second compared to 2.3 pre-patch
  • Silenced .22 Pistol - Limb Damage Multiplier increased from 0.8x to 1x; Crit damage increased from 9 to 18; Crit Chance increased from 1x to 3x
  • Silenced .22 SMG - Health increased from 500 to 1000; AP Cost increased from 18 to 19; Limb Damage Multiplier increased from 0.8x to 1x; Crit damage increased from 6 to 20; Crit Chance increased from 1x to 3x
  • Sniper Rifle - Damage (Both standard and critical) increased form 42 to 45; Crit Chance increased from 1x to 2x; AP Cost decreased from 38 to 27; Fires ~1.93 shots per second compared to ~1.61 shots pre-patch
  • That Gun - Value decreased from 2000 to 1750; Health decreased from 250 to 225; Weight increased from 4 to 5; Damage increased from 22 to 30; Crit Damage increased from 18 to 30; Fires 3 shots per second compared to 3.75 pre-patch
  • Trail Carbine - Damage (standard and critical) increased from 45 to 48; Spread increased from .035 to .06; AP Cost increased from 21 to 29; Fires ~1.54 shots per second compared to ~1.85 shots pre-patch
  • Vance's 9mm SMG - Health increased from 600 to 750; Damage (standard and critical) increased from 13 to 17


Guns - Ammunition
  • 10mm - Normal Value raised from 1 to 2; HP Value raised from 2 to 5; JHP Value raised from 1 to 3
  • 12.7mm - Hollow Point - Value raised from 4 to 7
  • 12 Gauge - Bean Bag - Value increased from 2 to 3
  • 12 Gauge - Coin Shot - Given 1.3x DAM and -2 DT Bonus
  • 12 and 20 Gauge - Normal - Given 1.2x DAM; 12 Gauge Value increased from 1 to 2
  • 12 and 20 Gauge - Magnum - DAM increased from 1.15x to 1.3x; Given -2 DT bonus; 20 Gauge value decreased from 3 to 2
  • 20 Gauge - Slug - Value decreased from 2 to 1
  • .223 Round - -DT Bonus Removed; Given a Value of 1 (No longer a boxed item)
  • .308 Round - Normal Value increased from 3 to 4; AP and HP Values increased from 5 to 9
  • .308 Round - JSP - DAM decreased from 1.5x to 1.3x; Given CND decay increase of 1.5x
  • .357 Magnum - Normal Value increased from 1 to 2; HP and JFP Values increased from 2 to 3
  • .38 Special - Given a Value of 1 (No longer a boxed item)
  • .44 Magnum - Normal Value increased from 2 to 3; HP Value increased from 3 to 7; SWC Value increased from 3 to 4
  • .44 Special - Given a Value of 2 (No longer a boxed item)
  • .45-70 Gov't - Normal Value increased from 3 to 4; HP Value increased from 5 to 8; SWC Value decreased from 7 to 5
  • .50 MG - AP Value increased from 10 to 14; Incendiary Value increased from 15 to 18
  • 5.56mm - Normal Value increased from 1 to 2; AP and HP values increased from 2 to 4
  • 5mm - AP and HP Values increased from 2 to 3; Given: -10 DT for standard and surplus rounds; -25 DT for AP rounds
  • 9mm - HP and +P Values increased from 2 to 3


Energy Weapons - Weapons

  • Gatling Laser - Damage (both standard and critical) increased from 7 to 10; Spread decreased from 1.3 to 0.5
  • Pew Pew - Mag Size decreased from 30 to 10; Ammo consumed per shot decreased from 15 to 5
  • Tesla Cannon - Base damage increased from 40 to 80; Crit Damage increased from 30 to 40; Mag Size decreased from 40 to 20; Ammo Consumption decreased from 40 to 5; Sight FOV decreased from 55 to 40; Fires ~1.34 shots per second (This didn't matter pre-patch that much aside from delay to reload); You can now get disintegrate your enemies; Obtained Kill Impulse of 40; Obtained DoT of 20 DAM over 2 seconds
  • Tesla-Beaton Prototype - Base damage increased from 55 to 90; Mag Size decreased from 45 to 24; Ammo Consumption decreased from 45 to 6; Sight FOV decreased from 55 to 40; Fires ~1.34 shots per second (Same thing as Tesla Cannon); Crit Damage decreased from 55 to 45; You can now get disintegrate your enemies; Obtained Kill Impulse of 50; Obtained DoT of 25 DAM over 2 seconds/


Energy Weapons - Ammunition
  • EC Pack - MC and OC Values increased from 1 to 2
  • Energy Cell - OC Value increased from 2 to 3
  • MC Cell - MC Value decreased from 8 to 5


Explosives - Weapons

  • Annabelle - Damage increased from 20 to 150 (This is direct hit damage); Spread decreased from .4 to .02; Sight FOV decreased from 55 to 40
  • Fat Man - Damage Increased from 10 to 400 (This is direct hit damage); Spread decreased from 2 to .5; Sight FOV decreased from 55 to 40
  • Grenade Launcher - Spread decreased from 1 to .7
  • Grenade Machinegun - Health increased from 200 to 400; Given 5 Damage (Direct Hit)
  • Mercy - Health increased from 200 to 500; Given 5 Damage (Direct Hit)
  • Missile Launcher - Damage increased from 20 to 125 (Direct Hit); Spread decreased from .5 to .3; Sight FOV decreased from 55 to 40
  • Thump-Thump - Spread increased from .5 to .8


Note: Direct Hit Damage for Ranged Explosive Weapons does not function correctly. Therefore, the only damage you will get is based on the damage of the corresponding projectile. This applies only outside of VATS.

Explosives - Ammunition

  • 25 mm Grenade - Damage increased from 35 to 50; Value increased from 2 to 8
  • 25 mm Grenade HE - Damage increased from 35 to 50
  • 40 mm Grenade - Damage increased from 50 to 100; Value increased from 5 to 12
  • 40 mm Grenade Incendiary - Damage increased from 35 to 75; Value increased from 8 to 18
  • Dynamite - Damage Radius increased from 300 to 750 (OH MY, IT MAY BE USEFUL NOW!)
  • Frag Grenade - Damage increased from 75 to 125
  • Holy Frag Grenade - Damage increased from 500 to 800
  • Mini Nuke - Damage increased from 325 to 600; Weight decreased from 5 to 3
  • Missile - Damage Radius decreased from 1300 to 1000; Weight decreased from 3 to 1.5
  • Missile HE - Damage Radius increased from 1500 to 1700; Value increased from 100 to 150; Weight decreased from 3 to 1.5
  • Missile HV - Value increased from 100 to 150; Weight decreased from 3 to 1.5
  • Plasma Grenade - Damage increased from 150 to 225


Melee / Unarmed Weapons

  • Chainsaw - Damage decreased from 100 to 80
  • Ripper - Damage increased from 30 to 50
  • Chainsaw, Ripper, Thermic Lance - Ignore DT / DR
  • Mantis Gauntlet, Cram Opener - Ignore DT / DR Removed


Weapon Modification Kits

  • .44 Revolver - Values Before - 250; New Values: Heavy Frame - 1000; Scope - 1100
  • 10mm Pistol - Values Before - 250; New Values: Extended Mags / Silencer - 750; Laser Sight - 650
  • 10mm SMG - Values Before - 250; New Values: Extended Mags - 1000; Recoil Comp. - 1100
  • 12.7mm - Values Before - 100; New Values: Pistol Silencer - 1750; SMG Silencer - 2750
  • 9mm SMG - Values Before - 500; New Values: Drums - 800; Light Bolt - 850
  • Assault Carbine - Extended Mags - Before - 300; After - 1300
  • Brush Gun - Forged Receiver - Before - 700; After - 1750
  • Cowboy Repeater - Custom Action / Long Tube: Before - 250; After - 850 and 750 | Maple Stock: Before - 100; After - 675
  • Fat Man - Little Boy Kit - Before - 100; After - 2500
  • Flamer - Expanded Tanks - Before - 250; After - 1300
  • Gatling Laser - Values Before - 250; New Values: CF Frame - 2200; Focus Optics - 3000
  • Grenade MG - High-Speed Kit - Before - 250; After - 3500
  • Grenade Rifle - Long Barrel - Before - 250; After - 700
  • Hunting Rifle - Values Before - 250; New Values: Custom Action - 1200; Extended Mag -1600; Scope - 1300
  • Hunting Shotgun - Values Before - 250; New Values: Choke - 1500; Long Tube - 1750
  • Laser RCW - Recycler - Before - 750; After - 1900
  • Laser Rifle - Values Before - 250; New Values - Beam Splitter - 650; Focus Optics - 900; Scope - 850
  • LMG - Expanded Drums - Before - 250; After - 3200
  • Minigun - High-Speed Motor - Before - 250; After - 2750
  • Missile Launcher - Guidance System - Before 250; After - 1500
  • Plasma Caster - HS Electrode - Before - 250; After - 2500
  • Plasma Rifle - Mag. Accelerator - Before - 250; After - 800
  • Silenced .22 SMG - Drums - Before - 850; After - 1100
  • Sniper Rifle - Carbon Fiber Parts: Before - 1000; After - 1500 | Silencer: Before - 250; After - 1800
  • Service Rifle - Forged Receiver: Before - 250; After - 650 | Springs: Before - 100; After - 850
  • Trail Carbine - Scope - Before - 250; After - 1500


Glossary:

  • Sight FOV - The degrees in which your field of view be when you zoom in with a non-scoped weapon. The lower the #, the more your view will zoom in.
  • Kill Impulse - The amount at which your target gets pushed back when you use that weapon on them.


Hopefully that's all. Again, if there's any mistakes, or missing information. let me know.
User avatar
louise hamilton
 
Posts: 3412
Joined: Wed Jun 07, 2006 9:16 am

Post » Tue May 18, 2010 7:57 pm

Thank you for the specific numbers, Skyline. This will help me re-do my own weapons-affecting mod to reflect patch changes I want/don't want etc.
User avatar
Jose ordaz
 
Posts: 3552
Joined: Mon Aug 27, 2007 10:14 pm

Post » Wed May 19, 2010 12:12 am

THANK YOU!!!!!!!! :celebration:
User avatar
Tanya Parra
 
Posts: 3435
Joined: Fri Jul 28, 2006 5:15 am

Post » Tue May 18, 2010 10:57 pm

Good list! You can always expand out the FalloutNV.esm to see everything. Also, there have been a lot of changes to explosives. You have to check under the Explosives tab to find them.

The 40mm Grenade dmg is up to 100(from 40). Frag Grenade at 125 (was 75), Mininuke is now 600. Some nice buffs. Still not sure if they fixed the direct hit bug with Explosives
User avatar
Jade Muggeridge
 
Posts: 3439
Joined: Mon Nov 20, 2006 6:51 pm

Post » Tue May 18, 2010 7:48 pm

Wait a minute, was there a health increase for the 10mm SMG? I had a full condition 10mm SMG equipped pre-patch; now that I've loaded the save, it was less than 50%! The two SMGs I had in stash seemed to have their health bars shortened too, which may mean a general health increase (same HP showing up as a shorter bar).
User avatar
Rudy Paint fingers
 
Posts: 3416
Joined: Sun Nov 11, 2007 1:52 am

Post » Wed May 19, 2010 2:49 am

The service rifle actually looks viable now. I'm hoping that Legion Recruit with lawn mower blade lashed to carved wood handle vs NCR FNG with semi-auto rifle will actually play out as it should (IE: NCR FNG winning).

Golem: Yes, the 10mm SMG got a max condition boost, as well as a spread reduction. All the full-auto guns got similar tweeks.

Also, you missed the Hunting Rifle. Understandable, since WMX doesn't touch it as it already has a full complement of mods.

Its damage is now 52 (up from 45), and its min spread is now 0.01 (0.03 before).

.308 JSP rounds (Hand Loader .308s) now do 1.3x damage instead of 1.5x, and now also do 1.5x wear on your gun.
User avatar
mike
 
Posts: 3432
Joined: Fri Jul 27, 2007 6:51 pm

Post » Tue May 18, 2010 2:16 pm

Good list! You can always expand out the FalloutNV.esm to see everything. Also, there have been a lot of changes to explosives. You have to check under the Explosives tab to find them.

The 40mm Grenade dmg is up to 100(from 40). Frag Grenade at 125 (was 75), Mininuke is now 600. Some nice buffs. Still not sure if they fixed the direct hit bug with Explosives


Thanks for the heads up. I wanted to avoid comparing the two .esm's because well... it would take too much scrolling haha. I'll try to update the explosives category some more now.

Bad news though, I can't give any updates to the ammunition changes. Reason being is that they do not show up in FNVEdit and therefore need the GECK.. which is broken atm.

Wait a minute, was there a health increase for the 10mm SMG? I had a full condition 10mm SMG equipped pre-patch; now that I've loaded the save, it was less than 50%! The two SMGs I had in stash seemed to have their health bars shortened too, which may mean a general health increase (same HP showing up as a shorter bar).


Again that can be an error attributed to me being blind and not being able to realize that WMX changed it. I did my best to avoid those changes. Right now, I am comparing the two .esm's, so I'll update it if need-be.

Re-read your post and yeah, that seems to be the case.

Re-re-read your post and the OP I had and well.. now I have no idea. I'll look into it.
User avatar
ZANEY82
 
Posts: 3314
Joined: Mon Dec 18, 2006 3:10 am

Post » Wed May 19, 2010 3:28 am

The service rifle actually looks viable now.

I've just tested it. The service rifle is a true, very deadly semi-auto now. Once you get your first one at the Mojave Outpost and some AP ammo, you can eat Giant Radscorpions for breakfast.

Golem: Yes, the 10mm SMG got a max condition boost, as well as a spread reduction. All the full-auto guns got similar tweeks.

But how much HP did it gain? I don't see it in the list.
User avatar
Adrian Morales
 
Posts: 3474
Joined: Fri Aug 10, 2007 3:19 am

Post » Tue May 18, 2010 8:03 pm

But how much HP did it gain? I don't see it in the list.


Missed it. Same as 12.7mm - 250 HP to 500 HP.
User avatar
Jessie Rae Brouillette
 
Posts: 3469
Joined: Mon Dec 11, 2006 9:50 am

Post » Tue May 18, 2010 8:41 pm

does splash damage work now?
User avatar
~Amy~
 
Posts: 3478
Joined: Sat Aug 12, 2006 5:38 am

Post » Tue May 18, 2010 4:20 pm

does splash damage work now?


According to the patch notes, it should work.

On FNVEdit, it shows the correct entry point and value to multiply to make it work where as pre-patch it showed nothing.
User avatar
City Swagga
 
Posts: 3498
Joined: Sat May 12, 2007 1:04 am

Post » Tue May 18, 2010 6:58 pm

Has the AER14 Prototype really gone from 20 to 13 AP? That's whoaa.

Also the La Longue Carabine used to be 0.2 spread not 0.02

Also recall that the patch notes mentioned about reducing spread on shotguns?
User avatar
Jamie Lee
 
Posts: 3415
Joined: Sun Jun 17, 2007 9:15 am

Post » Tue May 18, 2010 3:35 pm

Has the AER14 Prototype really gone from 20 to 13 AP? That's whoaa.

Also the La Longue Carabine used to be 0.2 spread not 0.02

Also recall that the patch notes mentioned about reducing spread on shotguns?


No it hasn't. That information is inaccurate. It is still 20.

Yes, the spread on several shotguns has been reduced.
User avatar
Vincent Joe
 
Posts: 3370
Joined: Wed Sep 26, 2007 1:13 pm

Post » Tue May 18, 2010 6:10 pm

Sky, La Longue Carabine is actually decrease from 0.16 to 0.05
User avatar
Sebrina Johnstone
 
Posts: 3456
Joined: Sat Jun 24, 2006 12:58 pm

Post » Wed May 19, 2010 6:21 am

No it hasn't. That information is inaccurate. It is still 20.

Yes, the spread on several shotguns has been reduced.


Weird. It was showing up as 13 on mine while WMX was showing 20... I'll double check on this.

Edit: Yep, my mistake. Must of assumed it was both as I was looking at the All-American, which has the correct AP change.

As for the shotguns... I was actually worried that WMX had changed them to accommodate for the gauge mod. Correctly looking into those now.

Sky, La Longue Carabine is actually decrease from 0.16 to 0.05


I'll get on it. Again, report any errors.

Edit on this: Umm.. The old FalloutNV.esm shows a spread of 0.2, not 0.16. Sure about that? The 0.05 part for the current patch is correct.

I got the gist of the explosive ammunition changes up. Gotta say, Holy Frag Grenades are pretty Holy now.
User avatar
Alberto Aguilera
 
Posts: 3472
Joined: Wed Aug 29, 2007 12:42 am

Post » Wed May 19, 2010 6:47 am

I'm just going to admit it right up front: I feel *really* stupid for asking this question.

Okay, now the question.

WTF is the C257 Avenger?
User avatar
flora
 
Posts: 3479
Joined: Fri Jun 23, 2006 1:48 am

Post » Tue May 18, 2010 11:06 pm

WTF is the C257 Avenger?


It's that red minigun you pick at the northeast-east-butt end of the map in an area full of centuars and radiation.

Edit: And I spelled it wrong. Geez.. it's CZ, not C2. >_> Have I mentioned I'm going crazy from staring at the .esm's?
User avatar
Kelly James
 
Posts: 3266
Joined: Wed Oct 04, 2006 7:33 pm

Post » Tue May 18, 2010 7:17 pm

It's that red minigun you pick at the northeast-east-butt end of the map in an area full of centuars and radiation.


Double stupidity on my part. JC I can't believe I've never picked up that weapon. Yikes.

And, by the way, *thank you*!
User avatar
Sabrina garzotto
 
Posts: 3384
Joined: Fri Dec 29, 2006 4:58 pm

Post » Tue May 18, 2010 11:01 pm

Thanks for looking up all the info for us.

Anything look different about the 12.7mm pistol and Laser Pistol? I was suprised in the Laser buff patch that the Laser Pistol was still 12 DMG instead of getting the same buff the other energy weapons seemed to have gotten.
User avatar
Farrah Lee
 
Posts: 3488
Joined: Fri Aug 17, 2007 10:32 pm

Post » Wed May 19, 2010 5:34 am

Double stupidity on my part. JC I can't believe I've never picked up that weapon. Yikes.


Read my edit. My fault on that really, really bad error.

Thanks for looking up all the info for us.

Anything look different about the 12.7mm pistol and Laser Pistol? I was suprised in the Laser buff patch that the Laser Pistol was still 12 DMG instead of getting the same buff the other energy weapons seemed to have gotten.


If a weapon isn't shown on the list, it didn't receive any changes that I've noticed. That is subjected to change at any time, pending on errors I've made.
User avatar
Damian Parsons
 
Posts: 3375
Joined: Wed Nov 07, 2007 6:48 am

Post » Wed May 19, 2010 1:56 am

Hunting Rifle Crti chance increased
User avatar
Campbell
 
Posts: 3262
Joined: Tue Jun 05, 2007 8:54 am

Post » Wed May 19, 2010 12:03 am

Hunting Rifle Crti chance increased


Noted, Found, Added.

I've also added the Shotgun Spreads.
User avatar
+++CAZZY
 
Posts: 3403
Joined: Wed Sep 13, 2006 1:04 pm

Post » Wed May 19, 2010 3:39 am

How does That Gun handle against Deathclaws and Cazadors now? Or should I stick with good old Sequoia?
User avatar
anna ley
 
Posts: 3382
Joined: Fri Jul 07, 2006 2:04 am

Post » Wed May 19, 2010 8:00 am

Well, get signed into steam... tried to play the game and its totally thrashed. It crashes at the very first screen. Thought it might be a bad save, so tried to do one earlier CRASH... and so I said okay.... went to play Fallout 3 ... CRASH and it has nothing to do with steam and isnt anywhere around where the vegas files are.... Sooooooo any ideas? Guess can try start a new game but why is it affecting Fallout 3??
User avatar
Carys
 
Posts: 3369
Joined: Wed Aug 23, 2006 11:15 pm

Post » Wed May 19, 2010 12:03 am

How does That Gun handle against Deathclaws and Cazadors now? Or should I stick with good old Sequoia?


For Cazadors, I would think That Gun, based on the adjustments is better worth it. The faster you shoot at Cazadors, the better. Deathclaws well.. up to you. Give it a try though.

-----------

Oh boy... there seems to be melee weapon damage changes... Someone on the Nexus chat just asked about the Chainsaw. Looked it up. It went from 100 damage to 80. That better be the only one...
User avatar
Stace
 
Posts: 3455
Joined: Sun Jun 18, 2006 2:52 pm

Next

Return to Fallout: New Vegas