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The Fallout 3 topic 
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As usual I'm late to the game :wink:

Does anyone have a fix for the random freezes? I'm loving the game but when you have to re-start the game 3-4 times a night it gets very old fast :?

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Tue Jul 07, 2009 3:10 pm
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Felix Rex
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Sorry man, I had no issues with mine besides the occasional crash.


Tue Jul 07, 2009 7:47 pm
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tyranus wrote:
As usual I'm late to the game :wink:

Does anyone have a fix for the random freezes? I'm loving the game but when you have to re-start the game 3-4 times a night it gets very old fast :?


Good to see you again BJ! :) I countered the random freezes at first by putting the game into windowed mode (takes away some of the immersion to be playing with the windows outlines at the edge of your screen but hey...)...no crashes anymore.

The first patch fixed most of them in full-screen mode later too, for me anyway.

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Wed Jul 08, 2009 6:19 am
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Mothership Zeta dated for august 3rd.

Quote:
Fallout 3: Game of the Year edition, which will package all five expansions with the original game. The edition will cost $50 for the PC and $60 on the Xbox 360 when it ships in October


http://www.gamespot.com/news/6213363.ht ... op;title;3

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Wed Jul 15, 2009 1:21 am
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Felix Rex
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Yea, I'm waiting for the $10 expansion pack that has all the expansions. :roll:


Wed Jul 15, 2009 6:22 am
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Me too. :lol:

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Wed Jul 15, 2009 6:36 am
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This is very cool: a "movie" based on the Fallout 3 engine

http://www.rockpapershotgun.com/2009/10 ... machinima/

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Wed Oct 07, 2009 4:42 am
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And here it is. GOTY package.


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Sat Dec 19, 2009 10:20 am
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Felix Rex
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Yea, saw that. Not interested, since I own the game... I don't own it in a Stream version either... something tells me I'm done with FO3.

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Sat Dec 19, 2009 5:29 pm
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I don't think I'm done with it - I just want to buy the DLC without having to purchase the entire game all over again. Which is probably still some time away, sigh.

It's still more expensive to buy this than the 2 retail copies of the 4 DLC expansions (2 X 2), who are at 19€ each. So for anyone who already owns F3 this doesn't make any sense, which is shrewd of Bethesda but really very fucked up for us, because the DLC isn't fucking worth 40€.

You know what? I'd really love to play the DLC and might do so one day, but these pricing schemes are really putting me off. And that can never be the point of marketing. A company like Valve will have me buy almost all of their products at full price on release, virtually blindly, and that is solely because I love what they do marketing-wise. Bethesda is almost the opposite of this, even though I like their games a lot.

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Sun Dec 20, 2009 9:42 am
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Post Re: The Fallout 3 topic
Derfinho, this might be the thing that turns you into a Fallout 3 player:

http://www.fallout3nexus.com/downloads/file.php?id=2761

Fallout Wanderer's Edition. The goals and features...


Quote:
------------------------
OVERALL GOALS
------------------------



Richer character development + RPG experience where SPECIAL, skill, and Perk choices matter more
Faster paced and more unforgiving combat for an enhanced FPS experience
Greatly improved the "survival" aspect of the game, including injuries, loot rarity, and daily needs
New equipment and a complete rebalance of all weapons, armor, and other gear
Improvements to the diversity, character, and behavior of many actors, factions, and creatures
Overall a more immersive game experience
In-game "Control Panel" and optional modules allow you to configure FWE to your preferred playstyle
Compatiblity support for other popular mods including MMM, WMK, EVE, Project Beauty, and FOOK

------------------------
CHARACTER
------------------------



Built-in alternative start option
Slower experience, leveling, and pacing choices (configurable)
SPECIALS's made more important to your character's skills and abilities
Adjusted carrying weight capacity (configurable)
Major rebalance of existing perks and new FWE-specific perks
Tagged skills are more important
Reduced skill points overall (configurable)
Skills matter more to your performance in most situations (configurable)
Adjusted bobblehead bonuses and functionality (configurable)
Additional lockpicking + hacking choices (bypassing terminals, explosive entries)
Sneaking made more realistic and challenging (configurable)
Improvement to the karma system
Changed health formulas for the player for better balance (configurable)
Improved barter settings for a more balanced economy (configurable)
Skill books now provide unique perks instead of skill points

------------------------
COMBAT
------------------------



Greatly increased the global damage multiplier for damage taken and dealt (configurable)
Significantly lessened the effect of auto-aim
Adjusted the weapon spread (accuracy formula) for better gameplay (configurable)
Unarmed skill provides a "dodge" bonus when wearing lighter armors
Implemented body-part location based damage specific to each NPC/creature type
Reduced limb explosion + dismemberment rates
VATS balancing, including increased player damage and adjusted hit %
Optional VATS real-time and half-time modules
Movement speed increased
Backwards movement speed dependent on agility
Integrated Bullet time feature that consumes AP's (configurable)
Integrated Sprinting feature that uses AP's (configurable)
Adjusted Action Point pool size and recharge rates (configurable))
Built-in FPS-style grenade hotkey mod (configurable)
More realistic falling damage (configurable)
Greatly increased velocity and range of projectiles


------------------------
EQUIPMENT
------------------------



Over 30 new weapons added from prior fallout games and to the gameworld
Over a dozen new armors added, appropriate to the fallout setting
Missing unique weapons + armor added to the wasteland
Complete rebalance of all weapons, all weapons now have a viable purpose
Complete rebalance of all explosives for greater stopping power and realism

Explosions and super sledges now have a knockdown effect
Complete rebalance of all armor for greater range of viable armor choices
Power armor overhaul, making PA potentially more powerful but more difficult to acquire
Power armor + recon armor helmets have night vision capabilities

Weight of armor is reduced when equipped
Adjusted weapon and armor wear rates (configurable)
Weapons more likely to jam on reload or firing when in poor condition
Greatly expanded the repair parts lists for fixing weapons + armor

Added many new CRAFT'able items to the workbench
Ammo is significantly more rare (configurable)
Ammo now has weight so you can't carry mountains of it around (configurable)
Rebalanced the value and weight of misc items
Optional worn weapon's module makes good condition weapons much rarer
New portable lab kits and infirmaries for sale
New bedroll, water purifier, and portable grills for sale

------------------------
SURVIVAL
------------------------



Over 40 new chems and drugs added to the gameworld in vendor and loot lists
Significantly increased the negative effects of crippled limbs
New healing system (Triage) for fixing crippled body parts (configurable)
Stimpaks and other drugs are much more rare (configurable)

Complete rebalance of all drug and chem effects. Chems how have weight.
Stimpaks heal over time instead of instantly
Morphine and certain other drugs allow you to temporarily ignore crippled effects.
Radiation is much more dangerous and accumulates faster (configurable)

Sleeping recovers health/condition depending on time spent sleeping (configurable)
Built-in Primary Needs feature, requiring you to eat, drink, and sleep on a regular basis (configurable)
New drug visual effects (configurable)

------------------------
ACTORS
------------------------



Improved enemy AI and combat performance
Complete overhaul of faction equipment lists for greater faction diversity and character

Most creatures have one or more perks, making them tougher and more dangerous
Improved the survivability and look of trade caravans
Optional enhanced follower module adds multi-follower support and expands their functionality
Most repair vendors have a higher repair skill
Tweaked NPC/Creature health formulas and base health

------------------------
IMMERSION
------------------------



Many standard containers now respawn across the wastes
Slower timescale (configurable)
Increased the global respawn timer to 7.5 days (configurable)
Vendors respawn independently of the global respawn timer (configurable)
Fast travel can be disabled (configurable)
Optional fast travel alternative system, including a new fast-travel motorcycle and travel caravans
Built-in weapon scanner mod to display accurate weapon stats in the pip-boy (configurable)
Skill books don't "disappear" after being read
New bobblehead stand and fully havoc'd bobbleheads
Tracers removed from most projectiles (optional)
Improved the balance and of range of choices for the outcast tech quest reward quest


Re: the motorcycle that can be used for fast travel...it uses fuel and needs to be kept in working order (so you'll need fuel and parts).

Sound tempting? :P

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Tue Mar 02, 2010 7:03 am
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Post Re: The Fallout 3 topic
...


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Tue Mar 02, 2010 7:41 am
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Post Re: The Fallout 3 topic
Is it a coincidence that that graph looks like a twisted sort of broken boner?

Good to see it piqued your interested in any case. Sounded like something for you. :)

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Tue Mar 02, 2010 8:15 am
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Post Re: The Fallout 3 topic
Gave the mod a whirl and was loving it. One of the minimods which is awesome involves making combat much more deadly for all. Like 2-3 shots of crappy 5mm ammo is enough to kill someone now, so combat is now down to skill, not HP.

Unfortunately, i found that shotgun ammo does absolutely dick all damage even to the face from a range of 10cm. It's a definite game killer unless I find a fix.

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"Well a very, very hevate, ah, heavy duh burtation tonight. We had a very derrist derrison, bite, let's go ahead and terrist teysond those fullabit who have the pit." - Serene Branson


Tue Mar 02, 2010 2:43 pm
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Post Re: The Fallout 3 topic
Given the amount of room for customization in the rest of the mod that surely can't be too hard to adjust? Can't you just drop a line on a modding forum somewhere?

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Wed Mar 03, 2010 3:42 am
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