Play Fallout 1, it's slightly easier than 2 and it's what 3 was largely based off. The world of 2 is a lot more developed, society having had a chance to rebuild somewhat.
In Civ 6, you need to plan for the long haul early on. What benefits you down the road won’t be obvious on your first play-through, but try to think long-term and strategically and you’ll set yourself up for success.Pay Attention To District Bonuses. But as you grow more experienced, you’ll be able to spot major opportunities well before you can take advantage of them—a key chokepoint on the map, or a bottleneck technology that you can be the first to grab, or a resource that will give you a long-term military advantage. Civilization vi wont start. As a new player, don’t overcomplicate it—just focus on getting a lot of cities on good land (the in-game advisors will help you, but keep an eye out for hills for production, land on rivers, flood plains, natural wonders, and the like) and stay on top of technological research. Civilization 6 has a very long time scale and the urgent threats and opportunities of the early game will be long forgotten by the time the modern age rolls around.
How can i back up a ps3 bd disk. When playing really think about what you character will be. When creating a character you can make a Jack of all trades style character for your first to start off, but usually you can have a lot of funby focusing on a few attributes. Agility is very imporant for small guns and determining how much you can attack in a turn. Intelligence and Charisma (often working in unison) can get you through a lot of stuff without fighting, having no intelligence reduces you to being basically a grunting caveman. Super high or low luck can have hillarious results.
Do everything you can in each area. Especially in Fallout 2 the difficulty curve is quite steep. If you do insist on playing it before 1, skip Klamath to the Den, kill Flick the merchant and go back to Klamath, makes things a lot more easier. He's a merchant, it's no karma loss and usually has a magnum, a rifle and a shotgun or some sort of variant on that.
Fallout Series(11 posts)solved(11 posts)solved(11 posts)solved
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Ikoian
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Hello all, I'm looking to try and get into this game, but oh boy, that character creation sheet sure is intimidating! I was wondering what a good combination of stats, skills, and perks would be good for a first run.
Specifically, I'm looking for a build that allows me just enough killing power to handle anything I have to kill while still having enough utility to potentially experience some of those old school rpg quirks such as non-lethal resolutions, secrets, and hidden funny dialogue.
Specifically, I'm looking for a build that allows me just enough killing power to handle anything I have to kill while still having enough utility to potentially experience some of those old school rpg quirks such as non-lethal resolutions, secrets, and hidden funny dialogue.
This question / problem has been solved by HanSewLow
PetrusOctavianus
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If you want just a powerful character go for high Agility and Int, Gifted, Small Weapons, Speechcraft.
But it's more fun if you role play a character with both strengths and weaknesses.
But it's more fun if you role play a character with both strengths and weaknesses.
Post edited May 24, 2017 by PetrusOctavianus
HanSewLow
HanSewLow Sorry, data for given user is currently unavailable. Please, try again later. View profileView wishlistStart conversationInvite to friendsInvite to friendsAccept invitationAccept invitationPending invitation..User since {{ user.formattedDateUserJoined }} Friends since {{ user.formattedDateUserFriended }} Unblock chat User blocked This user's wishlist is not public.You can't chat with this user due to their or your privacy settings.You can't chat with this user because you have blocked him.You can't invite this user because you have blocked him.From United States
Posted May 24, 2017
I agree that tagging Speech and Small Guns makes for a powerful build. For your third tag skill, pick whatever appeals to you. Energy Weapons are a powerful late game choice. Lockpicking is useful throughout. Other skills have less utility in Fallout 1, although this is not the case in Fallout 2.
For stats, recognize that opportunities to raise them during the game are very few and far between, so your starting build is what you'll be stuck with for most of the game. That makes traits that provide stat points very powerful, hence why Gifted becomes the best trait by far. For a second trait, I usually take something like Small Frame, but you have more latitude here. Note that I tend to prefer to play ranged combat characters with good speaking skills in Fallout 1 and 2.
Stat distribution should depend on what type of character you want to play. You can consult Per Jorner's [url=http://user.tninet.se/~jyg699a/fallout.html]Fallout 1 Guide[/url] for some ideas about building different characters to see what's possible.
For stats, recognize that opportunities to raise them during the game are very few and far between, so your starting build is what you'll be stuck with for most of the game. That makes traits that provide stat points very powerful, hence why Gifted becomes the best trait by far. For a second trait, I usually take something like Small Frame, but you have more latitude here. Note that I tend to prefer to play ranged combat characters with good speaking skills in Fallout 1 and 2.
Stat distribution should depend on what type of character you want to play. You can consult Per Jorner's [url=http://user.tninet.se/~jyg699a/fallout.html]Fallout 1 Guide[/url] for some ideas about building different characters to see what's possible.
dewtech
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Str 5, Per 10, End 2, Cha 2, Int 10, Agi 10, Luck 9
Small guns, lockpick, speech
At start raise small guns later start ramping up energy weapons, about when you get to a certain base
Small guns, lockpick, speech
At start raise small guns later start ramping up energy weapons, about when you get to a certain base
PetrusOctavianus
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Fallout is one of very few CRPGs where the the 'RP' part is actually true. You can role play just about any character and the game will react to it better than just about any other CRPG.
So it would be a bit of a shame to just power play it with a min-maxed character, IMO.
So it would be a bit of a shame to just power play it with a min-maxed character, IMO.
Matewis
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There's some good info about how the stats and skills work here
https://www.gog.com/forum/fallout_series/about_to_play_fallout_2_for_the_first_time_tips/page1
https://www.gog.com/forum/fallout_series/about_to_play_fallout_2_for_the_first_time_tips/page1
Post edited May 24, 2017 by Matewis
HertogJan
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dewtech: Str 5, Per 10, End 2, Cha 2, Int 10, Agi 10, Luck 9
Small guns, lockpick, speech
At start raise small guns later start ramping up energy weapons, about when you get to a certain base
Putting 10 in any stat at character creation is a waste of points as you can get a +1 for all during the game. Small guns, lockpick, speech
At start raise small guns later start ramping up energy weapons, about when you get to a certain base
With endurance and agility you want to end up at an even stat. Endurance asap as it determines the health points you get at leveling.
If it's your first playthrough, start with a small guns build:
ST 5, PE 7, EN 4, CH 1, IN 8, AG 9, LK 7.
Traits: Finesse and Small Frame.
If you take the Gifted trait instead of SF, you'll get an additional 6 stat points compared to the above:
ST 5, PE 9, EN 4, CH 2, IN 9, AG 9, LK 9.
Tagged skills: Small guns (150-180), Speech (min. 100), Lockpick (min.100)
You can increase Small Guns, First Aid, Outdoorsman, Science and Repair by buying books in 1 of the towns. Unfortunately SG is the skill you'll need to use a lot with this build.
Perks: lvl 3 Awareness, lvl 6 More criticals, lvl 9 Bonus rate of fire, lvl 12 Better criticals, lvl 15 Action Boy, lvl 18 Sniper, lvl 21 AB
This will allow you to switch to energy weapons should you want to.
Post edited May 24, 2017 by HertogJan
Dedee
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dewtech: Str 5, Per 10, End 2, Cha 2, Int 10, Agi 10, Luck 9
Small guns, lockpick, speech
At start raise small guns later start ramping up energy weapons, about when you get to a certain base
HertogJan: Putting 10 in any stat at character creation is a waste of points as you can get a +1 for all during the game. Except Luck IIRC.Small guns, lockpick, speech
At start raise small guns later start ramping up energy weapons, about when you get to a certain base
kmonster
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Luck can be raised by 1 in the game too (even by 2 with exploits).
burn
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Fallout 2 First Gun Control
HertogJan: Putting 10 in any stat at character creation is a waste of points as you can get a +1 for all during the game.
except that would be at the end of gameFallout 2 First Gun Show
kmonster
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It's not worth starting with more than 6 Luck, the benefits are minimal (only +1% critical chance per point of luck), 6 luck is enough for taking the better criticals feat and even with lower luck there are still very useful feats like action boy you can take.
For first time play I recommend starting with 6 strength and avoiding small frame since low carrying capacity is a pain if you don't know what to keep and you'll have to drag along other party members and circumvent their carrying capacity limits.
For first time play I recommend starting with 6 strength and avoiding small frame since low carrying capacity is a pain if you don't know what to keep and you'll have to drag along other party members and circumvent their carrying capacity limits.
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Fallout Series(11 posts)solved(11 posts)solved(11 posts)solved
Yeah, you read that right. I should be ashamed of myself for not playing these sooner.
I'm playing Fallout and my custom-built character is up to Level 4. I concentrated the majority of my points on intelligence, and as a result get some added skill points at the end of every level.
So far I've put my 'Small Guns' skill up to 105% and for my two default skills, I chose Science and Repair. I've also been beefing up my First Aid and Doctor skills.
What stuff should I do, or look for, etc.?
Tips/tricks/etc. would be nice - ROT13 spoilers if you feel necessary.
I'm playing Fallout and my custom-built character is up to Level 4. I concentrated the majority of my points on intelligence, and as a result get some added skill points at the end of every level.
So far I've put my 'Small Guns' skill up to 105% and for my two default skills, I chose Science and Repair. I've also been beefing up my First Aid and Doctor skills.
What stuff should I do, or look for, etc.?
Tips/tricks/etc. would be nice - ROT13 spoilers if you feel necessary.
Created a plugin with FO4Edit. The purpose of this mod is to combine the assets of the two largest weapon packs, while ensuring they are compatible, feel balanced, and show up at vendors and on enemies. In addition to create a more dynamic and realistic fallout world where your loadout matters heavily on what you can take on.
This is a work in progress mod and more planned features will be implemented over time if life allows. If you find any bugs please feel free to report them. Any feedback is appreciated and if you like the mod give it a thumbs up. or endorsement I think what it is.
Future additions include; introduce the best features of each mod into one plugin, for example,MF weapons can 'Shock' an enemy down temporarily when shot. (Implemented in 1.1.0)
Update 1.2.0
Mod is back updated to the latest of Weaponsmith Extended 2.4 v9 and Modern Firearms 2.5 1.4.
Improved leveled lists to include less powerful guns at start of game and more variety on enemies. Also updated Realistic Ballistics to the new improvements and latest New Calibers patch (download link below).
Update 1.1.0
New update is out. Took a while to finish this as I needed to modify every single weapon of WSE2 but I think you guys will like the results.
This update introduces the shock effect from Modern Firearms onto every gun in the mods and vanilla weapons. I also tested compatibility with my other mod 'Realistic Ballistics'. Works perfectly and while not required I highly recommend it as it changes the experience in fallout completely and goes well with this mod.
*Added Shock knock down effect for all weapons. Effect is based on weapon type and caliber. For example a .50BMG will likely knock an enemy down with a shot to the chest while a 9mm pistol or smg may require a good spray.
*Tweaked weapon balance
*Compatible with Realistic Ballistics New Calibers
Installation
Simply drop the esp into your Fallout 4 data folder or install via NMM.
Requires the mods listed below to function. Contains no external mod assets.
Upgrading 1.1.0 to 1.2.0.
Because of all the new weapons, I strongly recommend you uninstall both WSE2 and Modern Firearms, make a new save. Followed by installing WSE2, testing in game that it is working, then installing Modern Firearms 2.5 1.4 and this patch. (Note you will lose all your weapons by doing so but that's the best method to upgrade to the latest version of WSE2 and MF anyways.)
Load order should look like this:
Modern Firearms.esp
Weaponsmith Extended 2.esp
NewCalibers_ModernFirearms.esp
WE2MFCombine.esp
Weapons of Fate.esp (optional)
WOF_NCPatch.esp (optional)
RAO - MF Patch.esp (optional)
Requires the following mods to be installed
Weaponsmith Extended 2 (Latest 2.4v9) and all respective mods associated with its install
Modern Firearms (2.5 1.4)
New Calibers for Modern Firearms and Modern Sidearms
Recommended mods:
Weapons of Fate| Realistic Ballistics New Calibers (WOF and New Calibers Merge)
Reverb and Ambiance Overhaul | Reverb and Ambiance Overhaul - Modern Firearms Patch
Modern Firearms Weapon Sound Replacer (2.0)
War Of The Commonwealth (recommend adding weaponsmith patch)
Extended weapon mods
This is a work in progress mod and more planned features will be implemented over time if life allows. If you find any bugs please feel free to report them. Any feedback is appreciated and if you like the mod give it a thumbs up. or endorsement I think what it is.
Future additions include; introduce the best features of each mod into one plugin, for example,
Update 1.2.0
Mod is back updated to the latest of Weaponsmith Extended 2.4 v9 and Modern Firearms 2.5 1.4.
Improved leveled lists to include less powerful guns at start of game and more variety on enemies. Also updated Realistic Ballistics to the new improvements and latest New Calibers patch (download link below).
Update 1.1.0
New update is out. Took a while to finish this as I needed to modify every single weapon of WSE2 but I think you guys will like the results.
This update introduces the shock effect from Modern Firearms onto every gun in the mods and vanilla weapons. I also tested compatibility with my other mod 'Realistic Ballistics'. Works perfectly and while not required I highly recommend it as it changes the experience in fallout completely and goes well with this mod.
*Added Shock knock down effect for all weapons. Effect is based on weapon type and caliber. For example a .50BMG will likely knock an enemy down with a shot to the chest while a 9mm pistol or smg may require a good spray.
*Tweaked weapon balance
*Compatible with Realistic Ballistics New Calibers
Installation
Simply drop the esp into your Fallout 4 data folder or install via NMM.
Requires the mods listed below to function. Contains no external mod assets.
Upgrading 1.1.0 to 1.2.0.
Because of all the new weapons, I strongly recommend you uninstall both WSE2 and Modern Firearms, make a new save. Followed by installing WSE2, testing in game that it is working, then installing Modern Firearms 2.5 1.4 and this patch. (Note you will lose all your weapons by doing so but that's the best method to upgrade to the latest version of WSE2 and MF anyways.)
Load order should look like this:
Modern Firearms.esp
Weaponsmith Extended 2.esp
NewCalibers_ModernFirearms.esp
WE2MFCombine.esp
Weapons of Fate.esp (optional)
WOF_NCPatch.esp (optional)
RAO - MF Patch.esp (optional)
Requires the following mods to be installed
Weaponsmith Extended 2 (Latest 2.4v9) and all respective mods associated with its install
Modern Firearms (2.5 1.4)
New Calibers for Modern Firearms and Modern Sidearms
Recommended mods:
Weapons of Fate| Realistic Ballistics New Calibers (WOF and New Calibers Merge)
Reverb and Ambiance Overhaul | Reverb and Ambiance Overhaul - Modern Firearms Patch
Modern Firearms Weapon Sound Replacer (2.0)
War Of The Commonwealth (recommend adding weaponsmith patch)
Extended weapon mods