>>313184
>PLAYAN
Fallout: Tale of Two Wastelands. I started playing last week, but I went into the game proper this week. I did a whole lot of side quests mostly(focusing on finishing one mod in particular) and I only got as far as GNR with the main quest, I haven't talked with Dr. Li yet. I focused on getting gear and companions, not to mention money and experience first, as the game is considerably harder than the last several 3D titles: it combines the balanced mechanics of New Vegas with the unpredictability of Fallout 3, you never know what could be around the next corner and you have to get as much done quickly as possible before you reach higher levels and tougher enemies start spawning in. Thankfully, the build I have been running for all these games is still powerful, melee/unarmed takes care of most enemies and since I am in the Capital Wasteland, I have my Dart Gun back. It works a little differently, the darts aren't poisoned by default so I have to craft poisons meant for melee weapons(one poison works for 20 darts). Of course, since the New Vegas poisons require Mojave exclusive components, I had to add in several poisons which use different components that are more common in DC, like the "COVID vaccine" that gives enemies clots and can be made by combining several potent chems at the same time. Grenades are a godsend, but with how much fighting there is, there are not nearly enough of them, however I am not bothered by the new DT on enemies like Enclave/Mercs/Super Mutants/Robots since melee/unarmed usually goes right thru their armor, I also added a Cattle Prod early on into the game to make knockouts viable in combat and it's working out quite well on tougher opponents(Super Mutant Behemoth at GNR was knocked out and beaten to death with my Brass Knuckles since it has basically no stamina, so it just lay there for a good portion of the fight). Armor wise, Tactical Armor(kevlar suits, military uniforms, ghillie suits, riot armor ect.) is very common in DC since there is Talon Mercs everywhere and I modded to game to have them prefer this kind of armor. I got this nice COD Juggernaut Armor(Reinforced variant) from one, which counts as heavy armor but it gives +1 Strength and DR on top of good DT. Now, for my other playthrus, I ran with light armor so I could close my distance faster and be better at stealth, heavy armor makes that harder so I am going to go with a tank run this time around, just for a change of pace.
Thankfully, since I can have as many companions as I want, Leadership builds are definitely possible in this game. I planned to have 5 companions, as per Fallout 2 cap, 3 in DC and then 2 more in Mojave(same ones from my New California playthru). Clover came back from my Fallout 3 playthru and I got Malibu from a mod, I'm interested in keeping a non-combatant companion along that gives passive diplomatic bonuses with her perk so I also got a mod that adds Cherry as a companion. This idea dates back all the way from my Fallout Tactics playthru, where likewise a companion that was useless in combat somehow was useful and survived all the way to the end of the playthru, in London I also had a similar companion in the form of Archie who couldn't fight but could pick locks for me(no investment in that perk tree needed). Since 5 combat ready companions were more than enough to serve as a mobile firing squad in New California, I decided to give a diplomatic companion a try once again. So far, even with just 3 of them they're more than enough to kill most enemies before I get to them in my slowass Juggernaut armor, and those that survive the gunfire are much weaker by the time I do the punching. So far it works, I will have to see where this goes since I am now at a high enough level to see Deathclaws regularly spawn in the wasteland, up to 3 at a time(these are NV Deathclaws, not the weak ones from Fallout 3, and Dart Gun no longer cripples them so things get interesting when they are around), not only that but in a moment I will start seeing Albino Radscorpions and Feral Ghoul Reavers, might be time to start getting work done on the main quest so I can move on to Mojave chapter where I won't have to deal with them.
As for the mod I was talking about, I am finishing up "Quo Vagis". It is an adult mod for Fallout 3, ported over into TTW, that is surprisingly well written and lore friendly. It not only makes Canterbury Commons a location worth visiting now but it also injects some much needed sleaze into the game, "tastefully" like in Fallout 2 in a way that made sense for the setting rather than turning the game into a hentai gooner fest like you would see from amateur porn game designers. The premise is simple, you get to run a brothel in Cantenbury, the quest is focused on exploring the wastes for places to put up posters and in search for models, essentially every female NPC can be asked to pose nude for a magazine(3 models per magazine, 12 magazines in total, 36 naked NPCs to complete the quest). Asking women to pose is done thru speech checks(which are back to being percentage based for this mod, but they are based around their relationship with the player and reputation of brothel, meaning that raising your fame by hiring celebrities and doing quests for said NPCs you're asking to pose nude makes it much easier to convince them), which is right up my character's alley since he is a charismatic diplomat. Very good game design right there, it allows non-combatant characters to earn good amount of money without much fighting, and any character that does a lot of questing and exploring gets rewarded as well, going to a town means more than a quest and a shop since now it also introduces a whole set of women you can convince to pose for the magazine as well. The entire way thru you're earning money and upgrading the brothel organically(more posters means more workers, more workers means more money), there is also the main questline which is how I got Malibu as a companion. She's similar to Cass in New Vegas in a sense that she will not follow evil characters, but I actually forgot how much more indepth she is scripted in the mod, she will not only leave if you have bad karma but also if you earn enough in her presence, meaning that the typical stealing, murdering and enslaving is now completely off the table. Likewise, I can't complete several quests, such as "Strictly Business" since I cannot enslave NPCs or "Tenpenny Tower" since I am not helping out those brain shufflers. I don't know if it's intentional or not, but the mod author actually recreated having to walk on eggshells to not make a woman upset if you want to keep her around rather well, she will even leave the player if you have any sexual encounters with the mod NPCs if you start a relationship with her(and you will want to do that if you want to become a CEO of the brothel proper). I planned to do yet another evil playthru, but it looks like for now, I will actually try playing the good guy for once to see what it's like, that should make for a rather interesting run and interactions. Anyways, I completed the New Vegas sequel to this mod, "Coito Ergo Sum" during my New California playthru and once I make it to the Mojave chapter, I will likely do so again since it's also a well designed and lore friendly mod that integrates mechanically into New Vegas just as well as Quo Vagis with Fallout 3, so this entire questline is just part 1 of what's to come.
>WATCHAN
Nothing
>LISTENAN
Fallout tunes(Kiss to Build a Dream On, Maybe ect.)
>READAN
/v/
>EATAN
Watermelon, snacks
>DRINKAN
Water, Ginger Beer from fridge once I'm done here.
>FAPPAN
already did
>FEELAN
A little sick actually, I think I may have caught something from a family member. Probably nothing.