Sunday, December 11, 2011

Fallout New Vegas: Mods of the Week

I've actually taken a break from Fallout New Vegas due to the advent of multiple games (mostly Skyrim) which also explains the lack of posts recently. However, I have two mods this week for Fallout New Vegas which I think are cool.

The first mod is Macabre Production's CONELRAD, which has become a boon to my New Vegas experience. Much like the previous mod of the week (which added a custom radio station), CONELRAD adds a new radio station in your Pip-Boy. The station has 55 tracks and 29 original public service announcements, totalling to 2 hours and 44 minutes of unique content. The station also has a host, Katrina, with fully scripted dialogue. The difference between CONELRAD and the radios in Fallout New Vegas is unnoticeable; the professional quality of CONELRAD makes the station feel natural, as if it were another station Bethesda had put into the game. For those who seek a change to the iterative radios in New Vegas, I highly recommend CONELRAD. Here's the link:
http://www.newvegasnexus.com/downloads/file.php?id=35061

The second mod is one I haven't tried out yet, but it seems incredibly promising. Dynamic Modification System (DMS) was released last week and has already gathered a large fan base. DMS allows you to modify your weapons' damage. Not only can you alter the damage of weapons in the game to your liking, but the weapons from other mod packages. This fixes any balance issues with extra weapons from mods you have installed, makes your choice of weapons more extensive as you can raise the DPS of weaker weapons, or turn any weapon into an overpowered slaughter device. I will definitely give this mod a try when I get back into New Vegas. Link below:
http://www.newvegasnexus.com/downloads/file.php?id=44887

Enjoy!

Monday, November 28, 2011

Fallout 4 Speculations: 5 Cities/Regions Fallout 4 Should Visit

Finally, we have reached number one on my top five cities/regions that Fallout 4 should visit. Before I head on out, I'll briefly recap the top four. Number five was Moscow, chosen for it's unique Russian architecture and because of the limited (but vivid) scope of Metro 2033 that Bethesda could expand on. New York was number four because of it's prestige and it's potential to reach new heights for open world gaming. At number three, we had the Middle East, chosen for it's infamous deserts which provide an original twist to the post apocalyptic genre. China was number two because it has been a focus throughout the Fallout series and it contains old, rural environments as well as enormous metropolises. Number one on my countdown is:

European Commonwealth

The European Commonwealth in Fallout is equivalent to the real-life European Union. The reason I chose Europe, aside from it's rich history and art, is because it is the most plausible candidate in terms of places outside North America that would work with Fallout. I must admit that a game taking place in China or the Middle East would be very unlikely, just because there are so many factors that Bethesda would have to consider (the massive cultural differences for example). However, the European Commonwealth seems like a compromise; it is not too culturally distant from America and it would also provide an excellent change in environment. Europe's condensed size would permit the player to traverse across entire countries (just to give you an idea, France is smaller than Texas). This will allow us to see innumerable cultural landmarks, something which was absent in Fallout 3 and New Vegas. The sheer variety of European architecture would also be featured; from the Gothic-revival architecture of England to the quaint Renaissance structures of Italy (Can you even imagine a post-apocalyptic Venice?). Europe has been relatively untouched in the post apocalyptic genre, making it a prime choice for Fallout 4.

Thursday, November 24, 2011

Fallout 4 Speculations: 5 Cities/Regions Fallout 4 Should Visit

We are at number 2 on my countdown of the top five cities/regions that Fallout 4 for should visit. Before I jump into it, I'd like you to take a moment to look at the picture below and guess what country it's in.


If you guessed China, than you are correct. It's important to keep in mind that we should not see this image as a representation of China as a whole. The point I'm trying to make here is that certain areas of China already have the post apocalyptic look down, which is partly why I chose it as number two on my countdown.

China
China plays a major role in the history of Fallout. The People's Republic of China is the primary rival of the United States throughout the 21st century, and it is implied that they fired the first nukes at the United States that sparked the Great War. Vestiges of the Chinese presence can be found throughout the series; in Fallout 2 there is a major settlement of Shi in San Francisco and in Fallout 3 there are multiple Chinese soldiers and spies lingering in the wasteland, not to mention the multitude of Chinese equipment featured in all the games. With the numerous allusions to China, we are left to wonder what is the situation on the other side of the world? How has China dealt with the nuclear apocalypse? I think the heavy lore on China makes it an ideal environment in Fallout 4, whether it's just for one level or an entire game. They could use major cities like Beijing or Hong Kong, but I would love to see the beautiful and natural landscapes unique to mainland China. Imagine scaling the Great Wall, with entire sections blown apart and the enormous and misty mountain ranges extending into the foreseeable distance around you. Some of you may find the vast and arbitrary change in setting impossible, but I know at least one other massive game that turned to a China-themed environment recently- World of Warcraft with Mists of Pandaria.

Wednesday, November 23, 2011

Fallout 4 Speculations: 5 Cities/Regions Fallout 4 Should Visit

Number three on my countdown of the top five cities/regions that Fallout 4 should visit:

Middle East

The Middle East is rather enigmatic in the Fallout Universe. All we know is that there was a war between the Middle East and European Commonwealth which ended when the Middle East ran out of oil. Although it would be cool to see cities like Cairo and Dubhai get the post apocalyptic treatment, what I really want is the Arabian desert milieu. I don't think we see the desert enough in video games in it's most extreme form. Of course, New Vegas and other Western-influenced games have deserts, but those are nothing compared to the vast and undulating hills of sand in the Middle East. One can argue that the Arabian desert is too empty; therefore game developers cannot procure a lot of material from that setting. What if all the people in the cities evacuated and fled to the deserts because of the nukes? I can already imagine the return to nomadism by the people, bereft of their technology, bringing about an epoch of Bedouin life once more. There will be wandering bandits, odd and mutated desert creatures (here's where radscorpions will shine), countless tent settlements and lots of camels. The Arabian desert may seem far-fetched since the series has solely remained in America, but if Bethesda truly wanted to catch us off guard, I think it would a terrific location.

Tuesday, November 22, 2011

Fallout 4 Speculations: 5 Cities/Regions Fallout 4 Should Visit

Here's number four on my countdown of the top five cities/regions that Fallout 4 should visit:

New York City
If I had to bet on the most logical setting for the next Fallout, my money would be on New York City. New York, despite being an international urban centre, has been relatively ignored in the Fallout series. All the Fallouts to date have taken place in the West, so if Bethesda were to go East, New York would be a promising candidate. It may seem cliche, but I think New York City would be a perfect playground for Bethesda to tweak and tinker with. There are numerous areas in New York that could use the post nuclear treatment; Central Park, the sewers (they would HAVE to put some mutated alligators in there) and Times Square to name a few. Another feature of New York City that Bethesda could play up are the buildings. Consider the progression of open world games: developers are constantly striving to give the players more freedom. However, one thing that still hasn't been done in a modern open world game is the freedom of entering buildings. Of course, games such as New Vegas or Red Dead Redemption generally allow the player to enter every building, but this is feasible only because they don't have many to begin with. I remember playing games like Prototype and GTA 4 and wondering: when are we going to have a game set in a major city that allows us to enter every building? I believe that New York City would be perfect if Bethesda wanted to expand the vastness of open world gaming.

Monday, November 21, 2011

Fallout 4 Speculations: 5 Cities/Regions Fallout 4 Should Visit

Since the first Fallout in 1997, the series has strictly remained in the United States. Although Bethesda never ceases to amaze us with the myriad of environments in post-apocalyptic America, one can't help but wonder if they will ever expand the Fallout mythos outside the United States. Last year, G4TV did an article about five cities outside of the United States that Fallout 4 should visit. Their choices were Tokyo, The Australian Outback, London, The Amazon and the Moon. In response to their article, I will count down my top five cities for Fallout 4 over the next several days. Here's number five:

Moscow
One of the coolest post apocalyptic environments I've ever seen is the one created in Metro 2033. For those of you who don't know, Metro 2033 is a game (which is based on the novel with the same name) that takes place in the Moscow Metro after a nuclear war. Although I haven't played the game, I've watched numerous trailers and gameplay videos and I've also read the book, and the portrayal of post-nuclear war Moscow in both is absolutely stunning. Imagine the colorful and elegant steeples, massive cuppolas, and fluted pedestals common in Russian architecture and throw a nuke in there. I'd love to see Bethesda expand on the environment created in Metro 2033, as the few glimpses you see of the surface in Metro leave you longing for more.

New Vegas: Mod of the Week

Welcome to a new weekly segment where I will be introducing a cool mod for Fallout 3, Fallout New Vegas or possibly other Bethesda games. If you have any of the Bethesda games on console, I highly recommend buying the PC version if you haven't already; I started off with New Vegas on the Xbox but I eventually got it for PC and the variety of mods has completely changed the experience. This week's mod is MyRadio which adds a custom radio station to your selection in New Vegas. It's simple to use; you just open the application and add/remove your songs you want in the radio station. The only drawbacks are that you must add a number of songs that is a multiple of five up to fifty and you can't shuffle the playlist. However, it's a good change from re-listening to the same radio stations and songs in New Vegas.


You will have to sign up for this website, but if you intend to get mods for New Vegas (which I think is necessary if you are playing the PC version), this is one of the best websites out there. To name a few, there are mods for updated texture packages, new quests and explorable areas, and extra companions with their own dialogue. There's even a mod to add Pokemon in the game.

Enjoy!

And if you're into the big band swing music of Fallout, here's a couple songs that you should add to your MyRadio library:
Just google Youtube MP3 Downloader and you can download the songs.

Saturday, November 19, 2011

Spike TV VGAs

Spike TV's video game awards will broadcast on December 12th, 2011. Here are Bethesda's nominations:

Game of the Year: Skyrim
Studio of the Year: Bethesda, Skyrim
Best Shooter: RAGE
Best RPG: Skyrim
Best Graphics: RAGE
Best DLC: Fallout: New Vegas- Old World Blues
Trailer of the Year: Skyrim, Prey 2

Voting has already started on the website. Normally, I don't vote go through the trouble of voting, but it's a surprisingly simple process (you don't need to sign up, you just click vote and move to the next category). Send Bethesda your support! And while your at it, vote Mass Effect 3 for most anticipated game.

Link to the votes:

Fallout Three: Years Later

Fallout 3: Years Later
It has now been many years since the game Fallout 3 was released and as far my opinion goes it is still one of the best post-nuclear game ever. Even with Fallout: New Vegas out I still credit it with being the “True Original” when it comes to its Genre. Fallout 3 marked the transition between turn-based top-down shooters to true 3-D marvels that wowed us at every corner. I still hold true to my statement when I say, “ I would still pay ten bucks if they made another Add-on for Fallout 3. In fact I remember when I got my new computer because my last one could not handle Fallout 3's graphics. I was playing it and I loved it, I will never forget the first time seeing the daylight outside the vault, or Blowing up Megaton, or running frantic through Raven Rock as the Enclave chased my player. Come to think of it he wasn’t just a player he was part of me I modeled him after myself and even adjusted his stats with my own personal strengths and weaknesses. Fallout 3 brought the complete package to the table and the DLC really knocked it out of the ballpark. I loved them all but I will never forget blowing up the Adams Air Force base crawler with a volley of missiles from space. These are some of my reasons I believe that Fallout 3, even with many years since its release is still a great game. Don't forget to check out my Fallout-Themed blog

Dead Money Summary

You've heard of the Sierra Madre Casino. We all have, the legend, the curses. Foolishness about it lying in the middle of the City of the Dead, buried beneath a blood-red cloud. A bright, shining monument luring treasure hunters to their doom...
”—Father Elijah, Dead Money intro
Dead Money is the first add-on for Fallout: New Vegas, developed by Obsidian Entertainment and published by Bethesda Softworks.
Contents
Release
A timed exclusive,Dead Money was released on December 21, 2010 for Xbox 360 and was later released for PC and PlayStation 3 on February 22, 2011.
Plot
Dead Money is set in the Sierra Madre, an opulent and extravagant resort that was to be the greatest casino in the west, except that it never opened. Bombs fell before the gala opening, and the Sierra Madre froze in time, its state of the art security system locking the place up tight. Nothing could get in, and none of the guests could escape. The security holograms then activated and the once glorious event turned into a slaughter. After many years the climate control and air conditioning systems within the facility began to spit strange toxins into the surrounding city, causing a red cloud to form over the area - which proved lethal to anyone who tried to explore the city. Only a mysterious group called the ghost people survived to call the city home, trapped inside what appear to be Hazmat suits, they wander the streets never speaking to their victims, only capturing them alive and dragging them away to the depths of the city deep within the Cloud.
And so the Sierra Madre faded from memory, only occasionally being seen in posters across the wastes, until it took on mythic ghost story status, a supposed "City of Gold" in the Wasteland where all the treasures of the Old World were rumored to be held. It was kept alive as a late-night saloon story by prospectors who'd claimed to have found maps leading there and were willing to part with the map for a few caps. Or a drink. Or a warm place to sleep.
The Sierra Madre is a mythical place in the wastes, with travelers risking their lives to find it. Only one man truly "found" it and lived. After the fall of HELIOS One, Father Elijah of the Mojave Brotherhood of Steel set out to find new weapons to eradicate the NCR, and in the process he found the Sierra Madre.

Sunday, November 13, 2011

Skyrim First Impressions


          Bethesda's long awaited sequel to Oblivion came out yesterday. The fifth game in the Elder Scrolls series takes place in Skyrim, a mountainous and snowy province in northern Tamriel. My only experience with Elder Scrolls before Skyrim was in Oblivion which I played for half an hour before stopping. Having played Oblivion four years after it was released in 2006, I just felt it was outdated especially compared to Fallout 3 and New Vegas. So when I started my chapter in Skyrim, I didn't know what to expect. 
          I am currently eight hours into the game. And I must admit it is fun.
          The massive world and amount of shit to do is staggering. This is uncommon in all of Bethesda's games, but I definitely feel a difference in terms of scale in Skyrim than in Fallout 3 for example. First of all, they have condensed all side quests into a tab called Miscelleneous similar to Dragon Age 2, and that tab is always filled with at least five random quests. That's not including the secondary quests and the main quests which accumulates to a multitude of missions to choose from. This leads to alot of traveling which is nothing like the "wasteland wandering" I was used to from Fallout. Traveling in this game is a genuine pleasure as the world is full of life. To name a few, I've run into bandits, faction patrols, various wild animals, and giants. The landscape is also beautiful and ever-changing. Although Skyrim retains the essence of a cold and unforgiving province, it's topography is shockingly rich with detail. Despite looking similar, no two areas will ever feel the same because Bethesda has meticulously defined every feature in each region. Just to give you an idea how detailed the world is: you know those books you always found in Fallout? Well in Skyrim, you can find numerous books lying around and you can actually read them.
          Combat is plain awesome. Bethesda eliminated the class system which really gives you a sense of building your character. When you use a specific type of attack (melee, magic or archery), you build up levels in the school of your attack. For example if I frequently use a healing spell, I level up my healing or if I use a two handed weapon, I gain levels in two handed wielding. Leveling up your skills in a field makes that field more potent and allows you to spend level points in its talent tree. To buy a talent in the Destruction line to increase my shock damage, I am required to have a skill level of thirty in Destruction (which I level by blasting enemies with spells) and to spend a level point which I get each time I level up. Without the limitations of a class system, you are free to approach any fight differently and also combine aspects of each school of combat. I can snipe an enemy with my bow, than switch to a fireball in one hand and a dagger in the other for medium/short range combat. Your attacks also have clear effects on the enemies. Each arrow you fire at them protrudes from their body and a charged melee attack will knock them back. My personal favourite are lightning spells, as there's nothing more satisfying than sending a monster flying ten feet in the air from a lightning bolt. Every fight feel distinct and encourages creative or strategic approaches. I think it says alot about a game when you are enjoying random brawls on the side of the road with trash mobs. 
          I have one problem with the game so far. And its that punching a chicken shouldn't cause an entire city to attack you. But aside from that, this game has exceeded my expectations. As a person who entered Skryim as a foreigner to the Elder Scrolls series, this game makes me want to go back to the older games and learn more about the rich world. Skyrim is absolutely brilliant and I highly recommend it.

Saturday, November 5, 2011

Vaults

A Vault is a type of subterranean installation designed by Vault-Tec. Officially, they were designed for the sole purpose of sheltering up to one thousand dwellers from a nuclear holocaust. But in reality, they were used as a secret experiment for the government.
Background
Commissioned by the United States government as part of "Project Safehouse", Vault-Tec built 122[1] vaults across the country. However, when the storm of nuclear war came in 2077, the vaults were sealed without many of their dwellers due to the "Cry Wolf" effect training drills had on the populace.
The first vault was built in Los Angeles, intended to demonstrate the viability of such a facility. The demonstration vault was built beneath the city, within its limits. Unlike other vaults, it wasn't part of the experiment. Most vaults were completed by 2063, except for Vault 13 and Vault 112. Vault 112 was the last Vault to be completed, in June of 2074.
Overview
The vaults were one of the most expensive shelters in the pre-War world. According to the Vault Dweller's Survival Guide for Vault 13 (otherwise known as the Fallout manual), the intended budget for that particular installation was $400 billion dollars, and by the end of its construction reached $645 billion (although it should be mentioned that prices in the Fallout setting are highly inflated; there are advertisements for vehicles in Fallout 3 loading screen slides for "'Only' $1,000,000,"). The vaults were located in various locations, and little information is available as to why those particular sites were chosen.
Each vault was designed to hold one thousand occupants at any given time, although hot-bunking was required at maximum capacity, and equipped with all facilities and supplies needed by them to survive in isolation for the designated time. According to the Vault 101 PA System, the life support system could work for over 900 years without failure. The facilities and supplies for Vault 13 included complete construction equipment, hydro-agricultural farms, a water purification system, defensive weaponry to equip 10 men, communication systems and surface monitors, social, and entertainment files (for total duration). Waste management was conducted by burning trash on scheduled "burning days". Larger incinerator receptacles were used for the destruction of human corpses. In addition, some vaults received one or two G.E.C.K.s, intended to help the inhabitants create a viable civilization in the post-nuclear world after the All Clear signal is sent.
Different types of power sources were utilized for the vaults. Vault 13 relied primarily on geothermal energy, with backup power available from a General Atomics nuclear power generator, enough to sustain the vault for two hundred years. Vault 8 on the other hand, relied on an inefficient nuclear reactor,[2] which, while enough for Vault City to emerge, could only support a relatively small, highly advanced settlement, and in 2241 was nearing its capacity, after which further growth would be impossible.
All vault dwellers wear blue-and-yellow jumpsuits, although the design varied between different vaults. The typical vault dweller living in a properly maintained vault could expect to live an average of 92.3 years.[3]
Needless to say, most vaults in the experiment failed and had results completely different than those advertised. Many who exited successful vaults seem to suffer from xenophobia (fear of strangers) and/or agoraphobia (fear of open places); notable examples would be Michael Angelo, who doesn't dare leave the Strip even for inspiration, the Boomers who shoot artillery at anything that comes close to them, and the Vault 101 citizens, who still don't exit the vault even after the Lone Wanderer opens its door. Notable exceptions would be the Vault Dweller, the Lone Wanderer, Butch DeLoria, and Doc Mitchell.
Layout
The vaults are all very similar in their basic functions, but sometimes were constructed according to different designs. The vaults of the West Coast differ from those constructed in the vicinity of Washington, DC and the Mojave area.
It should be noted that due to scaling, the size of vaults in games shouldn't be taken at face value. None of the explorable vaults in the games have enough space or facilities to actually house 1000 people (or rather 500, as hot-bunking is used at maximum capacity). However, many doors within in-game vaults are inaccessible, which allows for the possibility that the vault is far larger than the areas the player can access.

Entrance

The entrance houses the Vault's only connection to the outside world - the airlock (with the exception of Vault 19 and Vault 87). A Vault computer It is closed from the inside by a reinforced high-security door and from the outside by a massive, gear-shaped, four-foot thick vault door, which Three Dog claims "weighs, like, thirteen tons". For most vaults this the only means of entering or leaving. (Only Vault 87 and Vault 19 had any other entrances.) Most vaults have consoles located on both the inside and outside, either of which requires a security code to open the outer door. These codes are usually only known to a handful of people within the facility so as to prevent unauthorized exits.
The automated narrator in Washington DC's Museum of Technology states that the vault doors had a projected 2% failure rate in case of a direct hit by a nuclear missile. The only known vault to have been hit by a nuclear weapon is Vault 87, and according to the logs of its overseer, that blast damaged the door beyond repair. This could have been merely a "lucky shot" falling within the 2% failure, but it seems more likely that Vault-Tec's strength projections were incorrect or exaggerated.
Vault 15 townmap Most vaults use a Seal-N-Safe Vault Door Model No. 343[4] to secure the airlock. Some older vaults (such as Vault 101) use a different, cruder blast door model. Vault 8, the control vault, had also a second, much larger, blast door built, securing the entry hallway leading to the entrance to the vault.
The entrance level also houses the Emergency Medical Lab complete with an Auto-Doc. A vault medic was required to be present at the EML 24 hours a day. The lab had the equipment to treat nearly all injuries and illnesses, ranging from simple bruises to irradiation.

Living Quarters

Standard pre-War design of the living quarters was that of a single room with a sanitary annex. Vault 13 had one hundred living quarters, and at maximum capacity, ten people would be assigned to a single living quarter, in a hot- bunking system. A standard level had 20,000 square feet of usable area.
The lights in the vaults used Simu-Sun technology, making it feel just like the outdoors, with only a fraction of a sunburn risk. The lights in Vault 101 were kept on all the time to prevent a radroach infestation.
New Entertainertrons were used to play holotapes, and used as a slide projector in the classroom of Vault 101.

Command Center

Vault 13 Overseer Command Post A Secret Vault Command Post Heart of the vault, the command center was where the overseer's seat was located. The operations center, apart from the seat of power, included the computer lab, where the water purification system was located, and an armory, where the vault's weapons, ammunitions and armor were stockpiled. A security guard was posted in the command center at all times, to ensure that the armaments were properly secured and handed out only to people possessing the proper clearance from the overseer.
Apart from that, the level also contained the computer core (with the vault's AI monitoring the shelter 24/7), housing data processing units, a library playing an important role in educating vault dwellers, a common meeting room, and the primary store room, where the most important supplies would be stored.
The overseer is also able to see anyone inside the vault with the Eye-on-You cameras.
Equipped with dual 5mm miniguns in some vaults, the overseer's command post can be considered the last line of defense in case vault security is breached.
In the Secret Vault, there are several command posts for the various sections. The command posts mainly contain buttons to control things like locking of doors and laser protection.

Differences

  • Vault 29 (Van Buren) was outfitted with a ZAX AI, which replaced the Overseer.
  • Vault 12 had its Overseer's room sealed due to the fact that the main door of the vault was doomed never to close.
  • East Coast vaults and Mojave vaults (3, 11, 19, 21, 22, 34, 87, 92, 101, 106, 108, 112) use a different, older door mechanism (as evidenced by extensive rusting and meager safety precautions). These vaults employ an opening mechanism that is contained entirely within the vault itself, pulling the door inwards and simply rolling it to one side. The doors seen on West Coast vaults, however, pull the seal outwards and use an external clamp to slide it aside.
  • East Coast and Mojave vaults lack storage rooms in the overseer's office; they are instead located near the Atrium.
  • Vault 0 and the Secret Vault had an entirely different layout than other vaults.

Fallout 3 Stealthboy locations

1  The RobCo Stealth Boy 3001 is a personal stealth device worn on one's wrist. It generates a modulating field that transmits the reflected light from one side of an object to the other, making a person much harder to notice (but not completely invisible).
Locations
All random-loot safes will have a chance of containing a Stealth Boy.
Broadcast tower LP8Inside the sewer chamber behind the broadcast tower.
1Mason Dixon SalvageCan be found in a locker in the southern shack.
1Hamilton's HideawayIts found on the shelf in the weapons cache.
1Fort ConstantineIn the launch control bunker, on a desk in the living quarters, next to a radio and a pre-War book.
1Farragut West Metro StationIn an office.
1Tepid SewersWhen you first enter to subway. Deal with 3 raiders (1 behind sandbags, other 2 in corridor); enter the corridor, go ahead to the main room. The Stealth Boy will be in the floor safe between 2 beds.
3Museum of TechnologyOn displays. One in the atrium, two more on the upper level.
1AntAgonizer's LairCanterbury Tunnels toward AntAgonizer's Lair, on a shelf near a mined hallway.
3Broken BowIn Pinkerton's workshop there are three of them.
1VAPL-84 Power StationIn the VAPL-84 Power Station.
1Tenpenny TowerYou find one in your suites safe.
1National ArchivesIn the sub-basement in the generator room behind a very hard locked gate.
1Museum of HistoryIn Ahzrukhal's safe in The Ninth Circle in Underworld
1Greener Pastures DisposalIn the back end of a truck in the southwest near a dead scientist.
1VAPL-58 power stationInside the VAPL-58 Power Station on one of the control panels in back.
1Super-Duper MartIn the northeast corner of the Super-Duper Mart, behind the counter.
1MegatonInside the Megaton armory.
1Vault 108In Vault 108's entrance hall on a table next to a broken computer.
1County sewer mainlineIn Gallo's storage closet under an overturned crate.
2Bethesda ruinsTwo in the Bethesda Ruins West, one on the lower floor in a crate next to the water fountain, and another upstairs on the table.
1Bethesda UnderworksIn a skeleton's hand in the central storage room.
1Vault 92In the Overseer's Office of Vault 92, sitting in the center of the desk.
1Vault 101During the Trouble on the Homefront quest, look on the body of Steve Armstrong, found in Vault 101's entrance.
1Georgetown EastLa Maison Beauregard at Georgetown East, upstairs on the pool table.
1GeorgetownNortheast of the DCTA Tunnel 014-B Potomac, upstairs of a building housing super mutants.
1Jalbert Brothers Waste DisposalIn the northern shack of the Wasteland Gypsy Village buildings.
1Dupont StationIn the middle of the three abandoned houses guarded by raiders. The Stealth Boy is on the floor next to the shelf case.
1Rockbreaker's Last GasIn the Abandoned shack on the cliff west of Rockbreaker's Last Gas. It is in a hole in the first locker.
1Arlington LibraryIn the Talon Company camp south of Arlington Library, on the top of a round table on the highest level.
1MegatonAlmost directly south of Megaton, in a hollowed out boulder among the rocks bordering the town, along with a .308 sniper rifle (See hollowed-out rock).
6Canterbury CommonsSix are given when a total of 700 caps (or 350 with the Master Trader perk) are invested in Crazy Wolfgang's caravan at Canterbury Commons. You must speak to Crazy Wolfgang to receive the 6 Stealth Boys.
1Rivet CityAt the entrance to Rivet City, run to the right of Harkness, and when you land on the area under the platform that him and the entrance are on, turn around and run in the opposite direction (Away from the direction of the broken bow) and there's one in a little alcove.
1MDPL-05 power stationDirectly east of the MDPL-05 Power Station floating inside a boat by a dock with raiders.
1Paradise FallsIn Paradise Falls inside a wardrobe in the main building.
1MinefieldOutside the Gibson house
1GrayditchIn the Outpost in Grayditch.
2Chryslus BuildingOn top of a table, next to a telephone, in one of the rooms without a ceiling in the Lower offices. The other one is on top of the large safe in the basement.
4RobCo FacilityFound in the offices and cafeteria. 1 on a desk in an office cubicle in the room at the back where the D.C. Journal of Internal Medicine is, 1 in the mainframe room, 1 on a bookshelf in the room where Nikola Tesla and You is found, 1 found in a cubicle left of the entrance in the northwestern most room of the Factory Floor.
3Arlington LibraryOne, on a table in area overlooking the lobby. One in an ammunition box to the right of the entrance. There is also one in a safe, in the media archives area.
1Hubris ComicsIn the Hubris comics utility tunnel, located on the floor by the northern wall of the northern room, along with the body of its previous user. At the four-way intersection, turn north, then east to reach the room.
1Abandoned car fortIn the same spot as the D.C. Journal of Internal Medicine. If the corpse is present, you may need to move it to reveal the Stealth Boy.
5Franklin Metro UtilityAccessed through Falls Church/Mason Dst Metro.

Dead Money DLC

You've heard of the Sierra Madre Casino. We all have, the legend, the curses. Foolishness about it lying in the middle of the City of the Dead, buried beneath a blood-red cloud. A bright, shining monument luring treasure hunters to their doom...
”—Father Elijah, Dead Money intro
Dead Money is the first add-on for Fallout: New Vegas, developed by Obsidian Entertainment and published by Bethesda Softworks.

Release
A timed exclusive,Dead Money was released on December 21, 2010 for Xbox 360 and was later released for PC and PlayStation 3 on February 22, 2011.
Plot
Dead Money is set in the Sierra Madre, an opulent and extravagant resort that was to be the greatest casino in the west, except that it never opened. Bombs fell before the gala opening, and the Sierra Madre froze in time, its state of the art security system locking the place up tight. Nothing could get in, and none of the guests could escape. The security holograms then activated and the once glorious event turned into a slaughter. After many years the climate control and air conditioning systems within the facility began to spit strange toxins into the surrounding city, causing a red cloud to form over the area - which proved lethal to anyone who tried to explore the city. Only a mysterious group called the ghost people survived to call the city home, trapped inside what appear to be Hazmat suits, they wander the streets never speaking to their victims, only capturing them alive and dragging them away to the depths of the city deep within the Cloud.
And so the Sierra Madre faded from memory, only occasionally being seen in posters across the wastes, until it took on mythic ghost story status, a supposed "City of Gold" in the Wasteland where all the treasures of the Old World were rumored to be held. It was kept alive as a late-night saloon story by prospectors who'd claimed to have found maps leading there and were willing to part with the map for a few caps. Or a drink. Or a warm place to sleep.
The Sierra Madre is a mythical place in the wastes, with travelers risking their lives to find it. Only one man truly "found" it and lived. After the fall of HELIOS One, Father Elijah of the Mojave Brotherhood of Steel set out to find new weapons to eradicate the NCR, and in the process he found the Sierra Madre.

Knightkin

the nightkin were an elite warrior caste in the Master's super mutant army and the apex of his creation of super mutants. When the Master's super mutant army was defeated in 2162, many began wandering the Wasteland or banded together into groups of varying sizes and with varying ends. In 2281, many are now either with Tabitha, Marcus, or Davison, with the last group desperately seeking for more Stealth Boys.
Overview
They are superior to their fellow super mutants in terms of both intellect and skill, as the FEV-II dipping has not damaged their intelligence. While in the Master's Army, they had access to superior weapons and armor, including the use of Stealth Boys. Prolonged use of these devices led to a permanent alteration of the pigment in their skin. Instead of the usual dull green, their skin is pale blue.
The nightkin often use their equipped Stealth Boys to sneak-attack those who cross their path, remaining invisible until they come out and fight, sometimes even remaining invisible then. However, prolonged use of Stealth Boys has damaged their sanity, with them becoming incredibly aggressive, paranoid, and in some cases severely delusional. As Marcus explains, they "hate to be seen". The cause of their paranoia is schizophrenia developed from constant use of the Stealth Boys, because of this they can become very angered when stared at for a long amount of time.
Background

Fallout

Nightkin can be found in the upper levels of the Cathedral, as well as inside the Mariposa Military Base, and in random patrol encounters in the cells around the base. After the Master's fall, many surviving Unity super mutants had become a chaotic wasteland wandering force, set on to destroy everything it encountered. They are superior to other super mutants in skill, equipment, and weaponry. Many of the nightkin are equipped with cloaking devices, such as Stealth Boys. The only gaming effect of this is to give them a slight ethereal look, as it does not affect the player's chance of hitting them.

Fallout: Brotherhood of Steel

FOBoSLogo.png
The following is based on Fallout: Brotherhood of Steel and has not been confirmed by canon sources.
After the death of the Master, parts of the super mutant army gathered and formed a new faction, led by Attis. Many years after their regrouping, these mutants captured the Secret Vault in order to use the FEV reserves stored inside. Attis' goal was to continue the Master's plan. His army had an elite unit of nightkin, much improved in skill, and equipped with high-tech stealth suits to enhance their abilities. These suits served the same function as Stealth Boys. These suits probably originated from, or were made in the Secret Vault.
FOBoSLogo.png
End of information based on Fallout: Brotherhood of Steel.

Fallout: New Vegas

A nightkin as seen in Fallout: New Vegas Some of the nightkin appear in the Mojave Wasteland, very often suffering from severe psychological damage brought on by prolonged Stealth Boy use. They wear the same clothes as regular super mutants, but many of them also wear hoods and stop signs strapped to their forearms as makeshift shields. They are often found wielding rebar clubs, miniguns, incinerators, super sledges or, in the case of nightkin masters, bumper swords. They are slightly more articulate in their speech and are believed to be a stronger and more intelligent version of first generation super mutants, according to Black Mountain Radio. They are weaker than standard super mutants, however, as a result of their use of Stealth Boys.
There are some scattered in the waste in places such as Black Rock cavern.
Those nightkin under the banner of Tabitha harbor an 'isolationist' ideology, openly warning humans to stay away from Black Mountain and even commenting on the dangers of "the dreaded battle cattle" and "two-headed bear people", a reference to the animal mascots on the flags of Caesar's Legion and the New California Republic, respectively. A nightkin camping on the outskirts of Novac kills one of Dusty McBride's brahmin every night around midnight, mistaking the message entirely. He can be found during the day, cloaked behind a boulder across the road and to the west of town. Here, he can be heard complaining about his constant insomnia and trying to silence noises in his head that he believes come from the brahmin. Despite their phobia, some nightkin have become Antlerists, and take orders from their god, Antler, an inanimate brahmin skull located in the basement of the REPCONN Test Site.
The companion, Lily, is a nightkin and a former soldier in the Master's army.
Nightkin play an important part in the quest Come Fly With Me. The Courier is sent by Jason Bright, the founder of the Bright Brotherhood, to take care of "demons" that are infesting the basement level of the REPCONN rocket testing facility.
Similar to the super mutant in Fallout 3, nightkin will attack ghouls.
At Brooks Tumbleweed Ranch a nightkin will appear next to you and start chat. He will offer to sell the player wind-brahmin for all their caps. If the offer is declined, he will turn hostile and proceed to attack the player. If the player accepts the offer without asking about the price, no caps will be removed, and the nightkin will give a free Stealth Boy instead. Another Stealth Boy will be in his inventory available for pick-pocketing.
Another nightkin, Dog and his "human" personality God, appears in the add-on Dead Money. Although he does not use Stealth Boys, he is still a formidable fighter.
Notes
  • The mutant commando advanced character class from the canceled Fallout d20 was based on the nightkin.
  • In Fallout: New Vegas, the nightkin are suffering from schizophrenia, partially due to the fact that overuse of Stealth Boys over a prolonged amount of time has been proven to cause mental problems in nightkin. This theory was tested and proven by Doctor Henry. Also, because they are so used to being invisible, they hate being looked at.
  • Nightkin seem to have a strange fascination with brahmin; Davison worships a brahmin skull, a nightkin kills Dusty McBride's brahmin under the impression that the brahmin are keeping him awake, the heads of a brahmin are mounted on the wall in Black Mountain Radio station and another nightkin attempts to sell travelers wind-brahmin.
  • Boone's Spotter perk does not work with cloaked nightkin.
  • ED-E's Enhanced Sensors perk can detect cloaked nightkin.
  • In Fallout: New Vegas, nightkin have the perks Toughness and Ninja.
  • V.A.T.S. can target nightkin even while they are cloaked but this is not a bug. It may be because of V.A.T.S.'s ability to detect lifeforms no matter if its cloaked or not.
  • It's possible the master kept them mentally stable with his psychic powers up until his death caused by the vault dweller.

Friday, October 28, 2011

Summer Sale was a Hit

Almost all released Fallout games are currently available at discounted prices as part of the current "Steam Summer Camp Sale" (June 30 - July 10). In particular, the prices are:

Gun Runners' Arsenal Weapons and Ammo


Fallout Nv: Gun Runners Arsenal

With Lonesome road being released on September 20th and Gun Runners Arsenal being released on the 27th many people are preparing for their last trudge through the wasteland and stocking up their money ready to pay for them. Gun Runners Arsenal will give us many new weapons across the wasteland and I will list them below.

Ammo

  • 12 Ga. Dragon’s Breath
  • Hive Missiles
  • 40mm plasma grenade
  • 25mm plasma grenade

Weapons

 Bozar (Fallout: New Vegas)
 Esther
 Katana (Fallout: New Vegas)
 MFC cluster mine
 Nuka Breaker
 Smitty Special

Here are the new achievements that are to be will be accompanied with them.


Name
Requirement
Achievement points
Trophy type
Image
Up to the Challenge
Completed any three Gun Runners' Arsenal (GRA) one star (*) Challenges.

Bronze

Combat Veteran
Completed any three Gun Runners' Arsenal (GRA) two star (**) Challenges.

Silver

Pros Only
Completed any three Gun Runners' Arsenal (GRA) three star (***) Challenges.

Gold

Master of the Arsenal
Caused 10,000 damage with Gun Runners' Arsenal (GRA) Weapons.

Silver

Curios and Relics
Caused 10,000 damage with unique Mojave Wasteland weapons.

Bronze



Fallout Online

Fallout online

Fallout online, code names v13 is a MMORPG that is being developed by bethesda. Problems did occur and there is an ongoing lawsuit between Interplay and Bethesda, but don't worry this WILL not affect fallout 4, the next fallout game for the consoles. Bethesda has stated that they will remain in the country because they like to be able to scope out the areas they are describing. They do not want to have to translate all the words into english. This Aside, fallout online will take place in  the west coast region of a vault city that was not destroyed.  The game will extend from Seattle to the coasts of Baja. The game has a release date of around 2012 to 2013.