Those ABOMINATIONS are PETS?!? | Fallout [29]

Ойындар

The TV show got me interested in the series so I thought I'd start from the first game and ooh (pip) boy is it hard!
#fallout #pcgaming #oldschoolgaming

Пікірлер: 5

  • @redmoonbloodmoon3161
    @redmoonbloodmoon316124 күн бұрын

    super late comment... but it can be helpful if you play this game again, and/or, for fallout 2, if you try jumping into it at some point too (as both fallout 1 and fallout 2, use the same engine and mechanics) ----------------- probably got (at least some of) this stuff figured out already, but here you go: ------------ the 'F1' key for seeing the controls screen (doesn't tell what they do though) ------------ in the game settings screen (the 'ESC' key for game menu options or press the alphabet-letter ’o’ key or press the UI button with the white-yellow circle on it: it's the button below the 'INV' button on the UI, and then choose the 'preference' option): IMPORTANT: have combat speed on fastest (it's extremely slow otherwise) you should have message speed ("text delay") on the slowest, as the dialogue popup scrolls fast (though, you can always move the mouse cursor to the top/bottom of the dialogue box to scroll back up/down, so the message speed setting isn't super important, if you don't change it to its slowest setting) have it set on 'walking' as the default (running cancels/ends being in sneak mode) ----------- hold shift key when you need to run (running cancels/ends being in sneak mode), or if you double mouse (left) click, it will run too (though it’s a bit finicky, the double left click doesn’t work that well, at least for me, anyways) (if you got the 'always run' on as the default, then it's reversed: holding shift key causes you to walk) ----------- inventory screen: 'i' key or press the 'inv' game UI button character screen: 'c' key or press the 'cha' game UI button pipboy screen (has quests, time/date, and etc info/stuff): 'p' key or press the 'pip' game UI button sleeping/resting controls: press the 'z' key or go to the pipboy screen and then press the alarm/bell icon at the top displaying the time/date in the text/message box in the lower left corner: the ’?’ key -------- end turn in combat: 'spacebar' key or press the 'turn' in the lower right corner's game UI little square box or use up all of your APs (action points) end combat: 'enter/return' key or press the 'combat' in the lower right corner's game UI little square box, note that you can’t end combat as long as you’re still detected by some hostile ------- skill usage selection: press the right red button on the game UI or press the 'S' key or directly use the specific skill via pressing the '1-8' keys (the top row of number keys) (see below) 1: sneak (toggles sneak mode on/off) 2: lockpick (unlock) 3. steal/plant 4. traps (detect trap and/or disarm trap) 5. first aid 6. doctor 7. science 8. repair ------- right click, or press the 'm' key, (keep pressing to toggle/cycle/switch through them: see below), to change mouse cursor: A. the big red outline hex pointer (movement) B. the arrow pointer (actions/commands: examine, use backpack/inventory, use skill, drop, etc etc etc) IMPORTANT (for B above): once/after on the arrow pointer, you can then hold down the left click for the different action/command icons: examine, use item, use skills, etc C. the small red target pointer (attack) ------- to enter into combat mode: get detected/seen by hostiles (automatic) or left click on the big rectangle in the middle on the bottom of the screen of the game UI or press the 'A' key ------ attack types (depends on weapon): melee: 1. swing 2. thrust 3. throw (some weapons can work as both melee and throwing) 4. aimed/targeted attack (this is the forerunner to the VATS system of later fallouts) (this can NOT be done if you chose the 'fast shot' trait) throwing: 1. swing (some weapons can work as both melee and throwing) 2. thrust (some weapons can work as both melee and throwing) 3. throw 4. aimed/targeted attack (this is the forerunner to the VATS system of later fallouts) (this can NOT be done if you chose the 'fast shot' trait) firearms: 1. single shot 2. aimed/targeted shot (this is the forerunner to the VATS system of later fallouts) (this can NOT be done if you chose the 'fast shot' trait) 3. burst shot (not every firearm can do burst shot, only some firearms got burst shot) and while not an attack type: 1. reload (to put more bullets into the gun), costs 2 AP (I think) ---------- to change attack type: right click (keep right clicking to cycle through them) on the big rectangle on the bottom of the screen of the game UI or press the 'N' key -------- to switch weapon slot: press the left red circle button on the game UI or press the 'B' key ------ important: you can either click on (right click to get the arrow pointer: hold left click and select the 'use' or 'skill icons) the target and select the item/skill to use on them, or, you can select a skill and then select a target to use the skill on, or you can click on (right click to get the arrow pointer: hold left click and select the 'use') the item and them select what target to use the item on ----- IMPORTANT: in the barter (and/or steal, I think too) screen(s), you can press the mouse cursor on the number box, and type in the amount you want (even though there’s no indication that you can do so unfortunately, I myself never knew I could do this for quite a while myself, pressing the arrow/+/- game UI buttons, gazillions of times, wasn’t fun, lol) the amount per item-unit can’t exceed ‘999’ though, so say you want to barter 1998 bottle caps: move bottle caps item-unit over to its barter/exchange box, press the mouse cursor on the number box, and type in 999, then again move the bottle caps item-unit over to its barter/exchange box, and click on the number box, and type in 999, and you’ve successfully bartered over 1,998 bottle caps bottle caps item-unit #1: 999 bottle caps item-unit #2: 999 = 1,998 bottle caps ------- companions (except for dogmeat) have infinite storage to give items to companions, use their barter screen, as they'll gladly take your items for free (if not, the item has a weird glitch to it, it happens sometimes with some items, can’t figure out exactly what causes it), lol (and this also bypasses the normal character weight restrictions that they have) to take items back from your companions: just use 'steal' on them, and steal back whatever you want ----- the dots/circles (green/red and bright/dulled) above the big box in the center of the bottom of the screen) are your APs (action points) and the vertical bar between the big box in the center of the bottom of the screen and the HP and AC boxes, is your bullet amount remaining in your gun’s magazine

  • @redmoonbloodmoon3161

    @redmoonbloodmoon3161

    24 күн бұрын

    continued... ----------------------------- during combat: sequence determines the turn order of all characters/npcs/monsters/etc: highest sequence to lowest sequence who ever initiates the combat mode and combat, goes first (if you get detected, the detector goes first, otherwise you go first), and then sequence is applied (unless you're no longer detected, allowing you to get to go first again, by ending combat mode and then re-entering combat mode, without getting detected, if able, this can be keep being repeated) going into the inventory screen costs 4 AP, unless you got the quick pockets perk (each quick pockets perk, reduces the cost by 1 AP), once in the inventory screen, you can do as much as you want (no AP cost per individual action once in the inventory screen, you can keep using stimpaks until healed, reload your guns, and/or whatever else you want/need to do, for an example) you can kill all hostiles, but combat doesn't end automatically, so you'll have to manually end combat, don't shoot the "civilians/neutrals/non-hostiles", lol just because it shows a target as red, doesn't mean its hostile... so be careful... sometimes you can do the 'end turn' (or use up all your AP) and combat will end, but not always.... ------- criticals: criticals can happen on their own (using single shot or burst shot), but they're more likely to happen if you use the targeted/aimed shot positive criticals: x2 damage x3 damage x4 damage (eyes only) instant kill crippled (leg/arm only) blinded (eyes only) knocked out (temporary coma/unconscious: lose turn/s, and lose APs for the turn when you wake up and get back up) knocked down (lose APs to get back up for just that turn) ignores armor negative criticals: (too lazy) ---- targeted/aimed attack/shot: the 'torso/body' is the same as doing a single/normal shot/attack, you'll notice it has the same percent chance, the 'torso/body' body slot is the default shot/attack location the other body slot choices have lower percent chances, but that means they have better chance of doing the greater/better criticals and have a higher chance of them occurring (if you can hit the target) ------- accuracy factors: skill level for firearms only: PE/PER (perception) stat distance (all weapons are most accurate right next to target: no penalty for far distance weapons shooting target right in front of them, but the farther distance weapons can shoot from farther away without any or with less penalty than the shorter distance weapons) light/darkness level various perks and/or traits ----- the 3 hidden 'ignores defense' ability weapons: 1. power fist (unarmed) 2. .223 pistol (small guns) 3. ripper (melee) (there's other powerful/useful weapons too, along with doing criticals with any weapon, but these will always work well against the more armored targets) ----- the sledge hammer and super sledge both do knock-back ------- spear, sledge hammer, super sledge, and maybe a few more melee weapons have a 2-tile reach, and I think the accuracy is the same for either 1-tile or 2-tiles, and am not sure if any of these can hit 2 enemies (an enemy on 1st tile and an enemy on 2nd tile behind it) or not (too lazy to test it) -------- the "flamer" (flame thrower, big guns, fire-arm) also hits like 2-3 tiles, and it might do more damage at 2-3 tiles away compared to being right in their face (1 tile away), as the sole exception in terms of distance ---- damage types: 1. normal/physical (all weapons except what's listed below under the other damage types) 2. fire (flamer: flame thrower, maybe: motolov cocktail: this might be explosive instead, not sure) (deathclaws are the least resistant to fire damage, out of all of the other damage types) 3. explosive (rocket launcher, frag grenade, dynamite, plastic explosives, maybe: motolov cocktail: this might be fire instead, not sure) 4. electrical (cattle prod and alien blaster) (electrical works well against everything, but is especially powerful against machines/robots) 5. laser (laser pistol, gatling laser, laser rifle) (laser doesn't do well against the highly resisted power-armor/metal/tesla armored targets, but I think it works well against unarmored super mutants, maybe deathclaws, and etc creatures) 6. plasma (plasma pistol, plasma rifle, turbo plasma rifle, plasma grenade) (plasma works well against everything) 7. EMP: this damage type only damages robots/machines and nothing else (pulse grenade), so it's different from the electrical damage type, which does damage everything ------- max clvl (character level): 21 // (but most people first time blind or casual playing will usually finish the game at ~ clvls 12-15, as you really got to grind and know the game well, to get to the max clvl of 21) max skill level: 200 // (in fallout 2, it's 300) max stat level: 10 max perks (without the 'skilled' trait): 7 (clvls: 3, 6, 9, 12, 15, 18, 21) max perks (with the 'skilled' trait): 5 (clvls: 4, 8, 12, 16, 20)

  • @LoafsAdventures

    @LoafsAdventures

    24 күн бұрын

    I appreciate your help and thank you for writing everything down, but I cannot express enough thanks for telling me about the caps thing!!! I have spent so much time going up and down with that counter while I could have just typed the amount... again, thank you 😁 Also I am playing using the Fallout1in2 mod so I assume there's some little differences because of that, like, you said companions have infinite storage while mine actually have a max carrying capacity, or the caps cannot exceed 999 but here they can... but yeah aside from a couple of things everything else is really on point and great advice, thanks 😉

  • @kolap1

    @kolap1

    18 күн бұрын

    @@LoafsAdventures Yes. Due to Fallout 2 mod companions have carry limit when giving them items. There's still way to make them mules. If you kick them from party temporally you can sell them anything without a weight limit. Then pick them back. Only drawback is that overweight reduce their combat AP down.

  • @LoafsAdventures

    @LoafsAdventures

    17 күн бұрын

    I see! Thanks 😉

Келесі