The Official Fallout 3 Thread.

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DirkGently

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That command for the dev console is still there, but it probably doesn't give you the means to cast the spells. Also, I know it's a bit of nitpick, but don't call them cheats. They commands for the dev console that can be sued for a variety of purposes, useful incase your quests glitched and it needs to be fixed.
 

Amnestic

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Aug 22, 2008
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DirkGently said:
That command for the dev console is still there, but it probably doesn't give you the means to cast the spells. Also, I know it's a bit of nitpick, but don't call them cheats. They commands for the dev console that can be sued for a variety of purposes, useful incase your quests glitched and it needs to be fixed.
Things like godmode and the "all spells" thing I consider cheats. Things to fix quests/unstick yourself or to fix a glitched character I count as fixes. Both use the console but in my eyes they're different things. One is used to cheat and get an unnecessary/unfair advantage in the game you might not normally have, one is used to allow you to continue the game properly.

:)
 

DirkGently

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Amnestic said:
DirkGently said:
That command for the dev console is still there, but it probably doesn't give you the means to cast the spells. Also, I know it's a bit of nitpick, but don't call them cheats. They commands for the dev console that can be sued for a variety of purposes, useful incase your quests glitched and it needs to be fixed.
Things like godmode and the "all spells" thing I consider cheats. Things to fix quests/unstick yourself or to fix a glitched character I count as fixes. Both use the console but in my eyes they're different things. One is used to cheat and get an unnecessary/unfair advantage in the game you might not normally have, one is used to allow you to continue the game properly.

:)
Yes, but they've got valid use in testing and debugging. Just being of programming persuasion (majoring specifically in game design & programming), it's just the kind of little detail that makes my eyes bleed.
 

Jaythulhu

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Not quite. I can guarantee you that my computer has nothing to do with my issues with fallout 3.

My outdated and badly maintainned machine, as you put it, is an 8 month old system with an intel q6600, 2x 8800GTs from xfx in sli, an xfx nforce 680i mobo, 4gig of G.Skill ddr2-800 ram (timing 4-4-3-4), and a 1000W powersupply from thermaltake. I'm well aware

I've tried fresh installs of vista 64 and all of my drivers, including the latest beta nvidia drivers, and disabling/removing and all other forms of modifying ffdshow haven't worked. The patch also only corrected 3 specific crash instances.

No offense, but I was using pc's several years before you were born. My first experience was on an amstrad where i learnt to program simple games in basic. I know all about keeping a system well maintainned, even having run and later sold a successful home tech support business. Hopefully that clears up your nightmares.
 

ThaBenMan

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Mar 6, 2008
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Ok, I just completed the quest, "The Superhuman Gambit" in Canterbury Commons. But I was confused because
I first went into the Robot Repair place to find the Mechanist. After fighting through a small army of automata, I penetrated his innermost lair... to find it empty. He just wasn't there. Is this a glitch, or is that how it's supposed to be? Anyway, after that I went into the AntAgonist's tunnels and killed her. I probably would've done this anyway even if I had found the Mechanist, since he seems to be the "good guy" in this scenario, I just wanted to talk to him.
 

Zyrusticae

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Nov 10, 2008
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Jaythulhu said:
Not quite. I can guarantee you that my computer has nothing to do with my issues with fallout 3.

My outdated and badly maintainned machine, as you put it, is an 8 month old system with an intel q6600, 2x 8800GTs from xfx in sli, an xfx nforce 680i mobo, 4gig of G.Skill ddr2-800 ram (timing 4-4-3-4), and a 1000W powersupply from thermaltake. I'm well aware

I've tried fresh installs of vista 64 and all of my drivers, including the latest beta nvidia drivers, and disabling/removing and all other forms of modifying ffdshow haven't worked. The patch also only corrected 3 specific crash instances.

No offense, but I was using pc's several years before you were born. My first experience was on an amstrad where i learnt to program simple games in basic. I know all about keeping a system well maintainned, even having run and later sold a successful home tech support business. Hopefully that clears up your nightmares.
Then I have absolutely no fucking clue what the hell's going on with your game, because mine's perfectly stable.

Really, I'm totally, utterly confused. WTF?
 

Jaythulhu

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Zyrusticae said:
Then I have absolutely no fucking clue what the hell's going on with your game, because mine's perfectly stable.

Really, I'm totally, utterly confused. WTF?
Me either. I have apparently joined a club of several thousand other users of the bethesda forums who're trying everything, including .ini modification to try and solve the issues. A lot of us having issues seem to be owners of 8800s, 280s, and radeon 37xx and 4xxx cards. Vista / XP doesn't seem to make any difference. Hopefully they'll release the sdk sometime soon, then we'll get some fan-made fixes, like the stuff for oblivion that made it so much better on a vista rig.
 

waffletaco

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Sep 5, 2008
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I was thinkin about making a gunslinger-type character, but I was just wondering: what are the good 1-handed guns? I've yet to find a gun with real UMPH that's not two-handed.
Scoped .44 seems iffy to me because there's this huge scope on it and I feel the 10mm and .32 pistol are 'eh' as well. Energy/plasma pistol maybe?

Perhaps I should roleplay someone who always uses the 10mm that Amata gave because of sentimental value. It certainly would ramp up the difficulty by using a peashooter like that as opposed to sexy rifles and such. 10mm is probably a harder run than non-sneaky unarmed.
 

Jaythulhu

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I think an uzi type thing is the best 1-hand gun i've come across, though i haven't gotten much done yet.
 

GloatingSwine

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ThaBenMan said:
Ok, I just completed the quest, "The Superhuman Gambit" in Canterbury Commons. But I was confused because
I first went into the Robot Repair place to find the Mechanist. After fighting through a small army of automata, I penetrated his innermost lair... to find it empty. He just wasn't there. Is this a glitch, or is that how it's supposed to be? Anyway, after that I went into the AntAgonist's tunnels and killed her. I probably would've done this anyway even if I had found the Mechanist, since he seems to be the "good guy" in this scenario, I just wanted to talk to him.
If you go to the Machinist's Lair before going to Canterbury Commons, he's not there. He'll go back there after the showdown that introduces the quest. You can go back and talk to him and get him to give up his silly suit. You can solve the whole quest with dialogue that way, though you might need the Lady Killer perk to talk the AntAgonist around.
 

GloatingSwine

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waffletaco said:
I was thinkin about making a gunslinger-type character, but I was just wondering: what are the good 1-handed guns? I've yet to find a gun with real UMPH that's not two-handed.
Scoped .44 seems iffy to me because there's this huge scope on it and I feel the 10mm and .32 pistol are 'eh' as well. Energy/plasma pistol maybe?
Plasma pistols are good. Plenty of ammo around for them (same as laser pistols), and easy enough to repair thanks to some late game enemies carrying them. You won't see them until late in the game though. Laser pistols themselves are a little better than the standard 10mm pistol, and have a refreshingly large magazine as well (30 shots, IIRC)

Early on, 10mm SMGs are good, and there's a special one you can get from an NPC if she has an "accident", but they can chew up ammo pretty fast.
 

GyroCaptain

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GloatingSwine said:
ThaBenMan said:
Ok, I just completed the quest, "The Superhuman Gambit" in Canterbury Commons. But I was confused because
I first went into the Robot Repair place to find the Mechanist. After fighting through a small army of automata, I penetrated his innermost lair... to find it empty. He just wasn't there. Is this a glitch, or is that how it's supposed to be? Anyway, after that I went into the AntAgonist's tunnels and killed her. I probably would've done this anyway even if I had found the Mechanist, since he seems to be the "good guy" in this scenario, I just wanted to talk to him.

If you go to the Machinist's Lair before going to Canterbury Commons, he's not there. He'll go back there after the showdown that introduces the quest. You can go back and talk to him and get him to give up his silly suit. You can solve the whole quest with dialogue that way, though you might need the Lady Killer perk to talk the AntAgonist around.
There's another thing, and that is that the main level has two gates into the "Lair" and one of them is separate from the other. To actually meet the Mechanist you have to unlock the elevator and not go around the stairs.
 

Zombie_King

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GloatingSwine said:
waffletaco said:
I was thinkin about making a gunslinger-type character, but I was just wondering: what are the good 1-handed guns? I've yet to find a gun with real UMPH that's not two-handed.
Scoped .44 seems iffy to me because there's this huge scope on it and I feel the 10mm and .32 pistol are 'eh' as well. Energy/plasma pistol maybe?
Plasma pistols are good. Plenty of ammo around for them (same as laser pistols), and easy enough to repair thanks to some late game enemies carrying them. You won't see them until late in the game though. Laser pistols themselves are a little better than the standard 10mm pistol, and have a refreshingly large magazine as well (30 shots, IIRC)

Early on, 10mm SMGs are good, and there's a special one you can get from an NPC if she has an "accident", but they can chew up ammo pretty fast.
Assault Rifle will crush the SMG any day of the week. It does more damage, and in the Wastes, more damage outweighs more ammo. Plus, Super Mutants almost always carry Assault Rifle, Chinese Assault Rifles or Hunting Rifles.

Anyways, waffletaco, if you can find a laser pistol you'd be in for some fun. It does require two categories to put points into (Small Guns and Energy Weapons) but for the most part it's better than the regular 10mm. If you can find a Plasma Pistol that'd be even better, but I really didn't see too many until the Enclave started showing up, i.e. 3/4's way through. An Alien Blaster tops 'em all, although that'd require a bit of exploration. It's...

...North of the MDPL Radio Station in a shack. There's an Alien Cruiser with the gun in it. I haven't discovered it though, this is copied from this GamFAQs guide.

EDIT:

GyroCaptain said:
There's another thing, and that is that the main level has two gates into the "Lair" and one of them is separate from the other. To actually meet the Mechanist you have to unlock the elevator and not go around the stairs.
Or put tons of points into Lockpick and break into his lair.
 

GyroCaptain

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Jan 7, 2008
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GloatingSwine said:
waffletaco said:
I was thinkin about making a gunslinger-type character, but I was just wondering: what are the good 1-handed guns? I've yet to find a gun with real UMPH that's not two-handed.
Scoped .44 seems iffy to me because there's this huge scope on it and I feel the 10mm and .32 pistol are 'eh' as well. Energy/plasma pistol maybe?
Plasma pistols are good. Plenty of ammo around for them (same as laser pistols), and easy enough to repair thanks to some late game enemies carrying them. You won't see them until late in the game though. Laser pistols themselves are a little better than the standard 10mm pistol, and have a refreshingly large magazine as well (30 shots, IIRC)

Early on, 10mm SMGs are good, and there's a special one you can get from an NPC if she has an "accident", but they can chew up ammo pretty fast.
\
My character ignored energy weapons until late in the game, but my experience led me to prefer the 2-handed weapons ten to one. With the 10mm SMG, the special variant doesn't even require murder, the NPC bearing it is almost too dumb to live, and by late game as long as you're using VATS you shouldn't have trouble finding ammo. While the scoped .44 is powerful against individual enemies in VATS, any time there's a crowd the rate of fire's just too low. Plus which, I was using Lincoln's Repeater (same ammo) and found the ammo dried up about halfway through the game.
 

GyroCaptain

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Zombie_King said:
GyroCaptain said:
There's another thing, and that is that the main level has two gates into the "Lair" and one of them is separate from the other. To actually meet the Mechanist you have to unlock the elevator and not go around the stairs.
Or put tons of points into Lockpick and break into his lair.
...Which is actually what I did, not bothering to search around for the means to unlock it.
 

GloatingSwine

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Zombie_King said:
Assault Rifle will crush the SMG any day of the week. It does more damage, and in the Wastes, more damage outweighs more ammo. Plus, Super Mutants almost always carry Assault Rifle, Chinese Assault Rifles or Hunting Rifles.
Sydney's Ultra SMG outdamages every standard assault rifle, has a larger magazine, and a higher rate of fire. The only "small guns" weapon I've found that tops it for sheer stopping power is the Combat Shotgun (my personal favourite deathclaw face remover).

Also, the question asked was specifically for one handed weapons, because Fallout 3 is pretty easy anyway, so if you want to build a character around theme rather than utility you quite easily can.
 

DirkGently

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Oct 22, 2008
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ThaBenMan said:
Ok, I just completed the quest, "The Superhuman Gambit" in Canterbury Commons. But I was confused because
I first went into the Robot Repair place to find the Mechanist. After fighting through a small army of automata, I penetrated his innermost lair... to find it empty. He just wasn't there. Is this a glitch, or is that how it's supposed to be? Anyway, after that I went into the AntAgonist's tunnels and killed her. I probably would've done this anyway even if I had found the Mechanist, since he seems to be the "good guy" in this scenario, I just wanted to talk to him.
The secret entrance inside his area had me confused as balls at first. That quest was a lot of fun. Especially nuking EVERYTHING with pulse grenades
 

ThaBenMan

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Mar 6, 2008
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GyroCaptain said:
GloatingSwine said:
ThaBenMan said:
Ok, I just completed the quest, "The Superhuman Gambit" in Canterbury Commons. But I was confused because
I first went into the Robot Repair place to find the Mechanist. After fighting through a small army of automata, I penetrated his innermost lair... to find it empty. He just wasn't there. Is this a glitch, or is that how it's supposed to be? Anyway, after that I went into the AntAgonist's tunnels and killed her. I probably would've done this anyway even if I had found the Mechanist, since he seems to be the "good guy" in this scenario, I just wanted to talk to him.

If you go to the Machinist's Lair before going to Canterbury Commons, he's not there. He'll go back there after the showdown that introduces the quest. You can go back and talk to him and get him to give up his silly suit. You can solve the whole quest with dialogue that way, though you might need the Lady Killer perk to talk the AntAgonist around.
There's another thing, and that is that the main level has two gates into the "Lair" and one of them is separate from the other. To actually meet the Mechanist you have to unlock the elevator and not go around the stairs.
I went looking for him only after I accepted the quest. I looked at a walkthrough and I think my problem is
I have to activate a coffee maker to reveal a hidden room in the "Forge". I feel really dumb now.

I think the locked elevator and the other door go to the same place, it's just that if you can unlock the elevator you can bypass having to fight a bunch of robots.
 

ThaBenMan

Mandalorian Buddha
Mar 6, 2008
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DirkGently said:
The secret entrance inside his area had me confused as balls at first. That quest was a lot of fun. Especially nuking EVERYTHING with pulse grenades
It was pretty fun, it just kind of sucked that I was bad with grenades. In VATS, it was weird, because I would usually have like a 75% chance of hitting a robot with a pulse grenade, but then it would always overshoot and do no damage. It was easier to just do it manually.
 

DirkGently

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Oct 22, 2008
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ThaBenMan said:
DirkGently said:
The secret entrance inside his area had me confused as balls at first. That quest was a lot of fun. Especially nuking EVERYTHING with pulse grenades
It was pretty fun, it just kind of sucked that I was bad with grenades. In VATS, it was weird, because I would usually have like a 75% chance of hitting a robot with a pulse grenade, but then it would always overshoot and do no damage. It was easier to just do it manually.
Yeah, if you get it to about 30 points you should be fine though.