Username:
B
I
U
S
"
url
img
#
code
sup
sub
font
size
color
smiley
embarassed
thumbsup
happy
Huh?
Angry
Roll Eyes
Undecided
Lips Sealed
Kiss
Cry
Grin
Wink
Tongue
Shocked
Cheesy
Smiley
Sad
<- 12
--
--
List results:
Search options:
Use \ before commas in usernames
If you'd be willing to use one of the mods from NMA that fixes the game, you could stream it.  I was able to stream it off a GOG install + Fallout fixit patch with OBS.

However, depending on what your goals are with running the game, or submitting it to SDA, then I can understand not wanting to mod it at all.
Edit history:
Cursedgamer11: 2015-03-07 07:31:42 pm
Quote from Mishrak:
If you'd be willing to use one of the mods from NMA that fixes the game, you could stream it.  I was able to stream it off a GOG install + Fallout fixit patch with OBS.

However, depending on what your goals are with running the game, or submitting it to SDA, then I can understand not wanting to mod it at all.


Yeah I kind of want to keep it as is. I'll try and find a way to stream it.
Update on the route. Don't fight Garl, buy Tandi from him. Or intimidate him. Fighting one-on-one is too risky.
I dunno why you would want to mess around with heavy handed. Go with Fast Shot, because it's a good upside and the downside doesn't matter, and Gifted, because it is just plain OP.

One thing I would suggest is having high luck, giving you the chance of picking up an alien blaster or limited edition BB gun early in the game. Also, according to the wiki, if you have 9 or 10 luck there is a 50% chance that the raiders will think you are Garl's father, who Garl murdered to become leader. I dunno how useful that is though.
I'll give gifted a chance then! ^^ Also, luck is not that okay for me, because I don't want to have to rely on in to get the alien blaster or bb gun. You also need 9-10 intelligence. But I'd much rather put those points onto Agility, or Intelligence, or perception. Possibly so that when combat starts I move first. Thank you for the suggestion though.
If you want to stream it, there was a DOS version of Fallout, so you might be able to play it through DOSbox. I have this version here
http://www.amazon.co.uk/Fallout-White-Label-Range-PC/dp/B00005B0YR/ref=sr_1_58?s=videogames&ie=UTF8&qid=1425997505&sr=1-58&keywords=fallout
and that has a DOS installer.
Quote from Cursedgamer11:
Update on the route. Don't fight Garl, buy Tandi from him. Or intimidate him. Fighting one-on-one is too risky.


Since you need a bloodbath anyway in order to free the slaves, it may be better to do the quests in Junktown before rescuing Tandi. That way, you will have Tycho and Dogmeat assisting, which makes the fight a lot easier, and the gang should go down much faster, compensating for the time you spend travelling. One thing I would caution against is starting the fight by shooting Garl, since the slaves will flee the room and Ian is likely to kill one while aiming at a raider coming in. If you start the fight in the entrance, one raider I think will fire at Tandi, but she should survive a while. Or you could go in the back way and start shit there, which is probably the best way, but I haven't tried it.

Also, I think you can probably treat Endurance as a dump stat and set it down to 2. The only interesting thing it governs is hit points, and in a well optimised speed run you should kill things pretty fast and only take significant damage from a lucky critical. At any rate, you'll want it to be a multiple of 2, because you get one hit point per level for every two points spent. You can upgrade it at the Brotherhood of Steel base, but you'll be about halfway through the game at that point and there will be far less benefit from increasing the hitpoints you get on level up.

Thirdly, killing all the radscorpions is unnecessary. At the entrance to the cave, there is a section of cave wall that 'seems weaker than the rest', when you look at it. If you drop dynamite there (which you can find in Vault 15) you can cause a cave in to destroy the nest. You will need to get at least one tail though, and my recommendation is to clear out the 2-3 radscorpions in the south section and get the ammo.
Wow. Yeah that does seem like a good idea. All of them do. I never thought about those things thank you. I'll try them out. And thank you as well. I didn't think anybody would be that interested in routing this category.
Edit history:
BadJim: 2015-03-22 09:19:20 am
Another idea - Start with your Agility at 7 instead of going any higher. This might strike you as absurd, even heresy. However, most guns need 4AP with fast shot, which means that once you have fired twice you will have exhausted the 8AP you get and your turn will immediately end. With 9-10AP, you will fire the same number of shots and have to manually click on the end turn button or walk off those extra AP.

Not all decent weapons work like that, but the progression from 10mm pistol to hunting rifle to .223 pistol is a sensible one, and each of those weapons have 4AP shots. The plasma rifle is just generally awkward in this regard, because you will then have the turbo upgrade, your agility upgrade at the brotherhood and the bonus rate of fire perks and later Action boy, maintaining a weapon cost that evenly divides your available AP will be tricky and probably not worth it.

You can get into the brotherhood early BTW. Doing the thieves guild quest in the Hub will give you an electronic lock pick, which can be used on the Brotherhood front door. The guards will completely fail to do their job and rarely (though sometimes) react to you getting in that way. Once inside, everyone will assume you actually did the Glow quest and you get all the perks of membership. This is handy because hiking to the Glow takes a lot of in game time, and you must get the water chip from Necropolis before 25 March or the supermutants will kill everyone so you won't get the good ending.

Also, there is a drug called Psycho that can make you nearly invincible. It grants 50% damage resistance, which is added to the damage resistance you get on armour. With the metal armour you get from Garl, you can get 80% damage resistance, or 90% if you get the Toughness perk. Damage resistance is capped at 90% but that's still enough to turn many encounters that are suicidal at low levels into a joke.
Quote from BadJim:
You can get into the brotherhood early BTW. Doing the thieves guild quest in the Hub will give you an electronic lock pick, which can be used on the Brotherhood front door. The guards will completely fail to do their job and rarely (though sometimes) react to you getting in that way. Once inside, everyone will assume you actually did the Glow quest and you get all the perks of membership. This is handy because hiking to the Glow takes a lot of in game time, and you must get the water chip from Necropolis before 25 March or the supermutants will kill everyone so you won't get the good ending.


That's a problem there, since this will be an all quests run. We'd still have to complete the glow quest, also because there's a quest the takes place inside The Glow. I don't know if our companions are affected by radiation though.

Anyway, you brought up some very valid points, here's my view on the new route then:

- Beginning
- Shadey Sands 1st visit
- Recruit Ian, get ammo and rope, help farmer
- Radscorpian Caves (kill them all for the exp.)
- Give tail to Razlo
- Heal sick man
- Vault 15
- Shadey Sands 2
- Junktown quests
- The Hub for electronic Lockpick
- Brotherhood
- Necropolis
- Finish Hub quests
- Raiders
- Return Tandi
- Vault 15 quests
- Return Water Chip
- Go to the Glow
- Glow Quests
- Brotherhood quests
- Military Base
- Boneyard quests
- Cathedral
Quote from Cursedgamer11:
- Radscorpian Caves (kill them all for the exp.)


I really don't think you need the XP. You only need to level speech to get through Junktown and you don't need many points for that if you tag it. Once you finish Junktown, you can then do the Raiders. I didn't notice any skill problems when I played through.

A golden principle of speedrunning is to avoid doing anything you don't have to do.

On that note, I would also avoid looting too much. You will need 20K for operations. Also, 750 for upgraded power armour, 2k for the water merchants, maybe 200 for the guy in the crash house. It may be a good idea to buy a stack of +repair +science books and read them. It may even be a good idea to read +outdoorsman magazines, since they reduce the hostile random encounters. You may also want to buy two RadX. I think that's all the expenses. We should work out a few key items in the Glow that we can grab for loot. Getting two sets of power armour will help, as the spare is worth 12.5K. The Brotherhood combat armour is worth 4.8K. Maxson will offer you a variety of weapons, the rocket launcher being worth 2.3K. The challenge with the power armour is finding someone to sell it to, we might have to find someone with 12.5K worth of 1K-2K items who won't completely rip us off.
Edit history:
BadJim: 2015-03-30 05:51:02 pm
BadJim: 2015-03-30 05:50:43 pm
I think I have found someone who won't rip us off. Zack, in the Gun Runner Fortress in the Boneyard. He has a huge array of weapons, and unlike the greedy Hub vendors, will let you have them for reasonable prices. He is especially reasonable when you kill the deathclaws, and it is quite easy to swindle him. He also has a decent amount of gold, and you will visit the Fortress late game anyway for quests. Therefore the main expense, the surgery, should pay for itself and we only need to loot a little bit for the smaller expenses. Another valuable item I didn't mention is the .223 pistol, which is worth 3.5K and should be obsolete when we reach the gun runners.

One last thing, junk. Two quests need junk, and it is actually interchangeable. You can use junk from the Necropolis sewer to fix the hydroponic farms or use the junk from the deathclaw warehouse to fix the water pump. There is also a third bit of junk in a crate in the east corner of Jakes shop in the Hub, which can be freely looted. That allows us to skip collecting the junk in the sewers and/or fix the hydroponic farms and upgrade our power armour and plasma rifle before clearing out the deathclaw nest. The wiki also claims there is junk in the radscorpion cave but I haven't been able to find it.

PS Your buddies are radiation proof.
Quote from BadJim:
I think I have found someone who won't rip us off. Zack, in the Gun Runner Fortress in the Boneyard. He has a huge array of weapons, and unlike the greedy Hub vendors, will let you have them for reasonable prices. He is especially reasonable when you kill the deathclaws, and it is quite easy to swindle him. He also has a decent amount of gold, and you will visit the Fortress late game anyway for quests. Therefore the main expense, the surgery, should pay for itself and we only need to loot a little bit for the smaller expenses. Another valuable item I didn't mention is the .223 pistol, which is worth 3.5K and should be obsolete when we reach the gun runners.

One last thing, junk. Two quests need junk, and it is actually interchangeable. You can use junk from the Necropolis sewer to fix the hydroponic farms or use the junk from the deathclaw warehouse to fix the water pump. There is also a third bit of junk in a crate in the east corner of Jakes shop in the Hub, which can be freely looted. That allows us to skip collecting the junk in the sewers and/or fix the hydroponic farms and upgrade our power armour and plasma rifle before clearing out the deathclaw nest. The wiki also claims there is junk in the radscorpion cave but I haven't been able to find it.

PS Your buddies are radiation proof.
Edit history:
HawK-EyE: 2015-05-22 02:03:25 pm
HawK-EyE: 2015-05-22 02:02:53 pm
Are you still working on this ? Keep us informed, this is a VERY interesting run.
I am sorry I have not been working on this game. I have no good reasons for it. I just got done with the semester, and now it's summer. The brutally honest reason why I have not been posting on this thread was because I felt like I was barely doing any work and I was ashamed to even be a part of routing it, for I didn't put in nearly the amount of research or time into playing this game that is necessary for routing it. I was lazy, and I wasn't even thinking. I was relying on other people to make the decisions on the route and I wasn't even giving it a chance. I'm sorry for my previous actions and I promise I'll never let that happen again.

Now then, onto the good stuff.

Quote from BadJim:
On that note, I would also avoid looting too much. You will need 20K for operations. Also, 750 for upgraded power armour, 2k for the water merchants, maybe 200 for the guy in the crash house. It may be a good idea to buy a stack of +repair +science books and read them. It may even be a good idea to read +outdoorsman magazines, since they reduce the hostile random encounters. You may also want to buy two RadX. I think that's all the expenses. We should work out a few key items in the Glow that we can grab for loot. Getting two sets of power armour will help, as the spare is worth 12.5K. The Brotherhood combat armour is worth 4.8K. Maxson will offer you a variety of weapons, the rocket launcher being worth 2.3K. The challenge with the power armour is finding someone to sell it to, we might have to find someone with 12.5K worth of 1K-2K items who won't completely rip us off.


I agree with what you're saying, let me explain why. I agree because a lot of the items dropped by enemies hold almost no worth and are barely used by our character. (i.e. throwing knives, shotgun, 9mm, etc.) However, stuff like ammo and health items should definitely be looted due to necessity and safety.

Quote from BadJim:
I think I have found someone who won't rip us off. Zack, in the Gun Runner Fortress in the Boneyard. He has a huge array of weapons, and unlike the greedy Hub vendors, will let you have them for reasonable prices. He is especially reasonable when you kill the deathclaws, and it is quite easy to swindle him. He also has a decent amount of gold, and you will visit the Fortress late game anyway for quests. Therefore the main expense, the surgery, should pay for itself and we only need to loot a little bit for the smaller expenses. Another valuable item I didn't mention is the .223 pistol, which is worth 3.5K and should be obsolete when we reach the gun runners.

One last thing, junk. Two quests need junk, and it is actually interchangeable. You can use junk from the Necropolis sewer to fix the hydroponic farms or use the junk from the deathclaw warehouse to fix the water pump. There is also a third bit of junk in a crate in the east corner of Jakes shop in the Hub, which can be freely looted. That allows us to skip collecting the junk in the sewers and/or fix the hydroponic farms and upgrade our power armour and plasma rifle before clearing out the deathclaw nest. The wiki also claims there is junk in the radscorpion cave but I haven't been able to find it.

PS Your buddies are radiation proof.


Awesome! That'll be really good for the glow, plus the smaller expenses should be easy to cover. As for junk, I can confirm there is none in the Radscorpion cave. However, that's awesome that you found a third source for it.

As for the route, I am planning on changing it a lot in the near future, but not right now. I'm sorry yet again for my inactivity, as well as my laziness. I promise to try and change that behavior so that it never happens again.
Edit history:
Cursedgamer11: 2015-05-29 11:50:38 am
Cursedgamer11: 2015-05-29 11:50:20 am
Cursedgamer11: 2015-05-28 12:41:26 pm
Cursedgamer11: 2015-05-28 10:38:39 am
Quote from Cursedgamer11:
- Beginning
- Shadey Sands 1st visit
- Recruit Ian, get ammo and rope, help farmer
- Radscorpian Caves (kill them all for the exp.)
- Give tail to Razlo
- Heal sick man

- Vault 15
- Shadey Sands 2
- Junktown quests
- The Hub for electronic Lockpick
- Brotherhood
- Necropolis
- Finish Hub quests
- Raiders
- Return Tandi
- [s]Vault 15 quests[\s]
- Return Water Chip
- Go to the Glow
- Glow Quests
- Brotherhood quests
- Military Base
- Boneyard quests
- Cathedral


So while I was playing I came up with a new route that would save time and dialogue. My one fear is Necropolis because we'd be going there underleveled and with sub-par equipment, against super-mutants with heavy machine guns and the one with a flamer. The mutant with the flamer is also super deadly due to the amount of damage he can deal in one turn. Thankfully we will have the hunting rifle. Also, we can not help the farmer if we do not have a science skill high enough. If this is the case, we can exit vault 13 then wait a day, then enter again and use the computers on the bottom floor for free experience. Anyway, here's my new view of the route.

- Exit Vault 13
- Shady Sands 1
- Recruit Ian, loot ammo, help farmer if possible.
- Vault 15
- Hunting Rifle, Leather Armor, TNT, Stimpacks if needed
- Junktown
- Save Killian, Recruit Dogmeat & Tycho, Save Trish & Saul's relationship, Bust Gizmo, Bust the Skulls, Save Sinthia
- Necropolis
- The Hub
-

(WIP)