Heh, half the speed of light. Assuming the projectile weighs in at 2g (a light .22 rimfire), that would mean (newtonian physics, of course) a kinetic energy of a little over 5 Megatons of TNT.
How much damage did the modder say it did?
Heh, half the speed of light. Assuming the projectile weighs in at 2g (a light .22 rimfire), that would mean (newtonian physics, of course) a kinetic energy of a little over 5 Megatons of TNT.
How much damage did the modder say it did?
As far as I can tell it doesn’t say how much damage it does. In the older Fallout games it was easily a one shot kill from range though. In Fallout Tactics I used to equip all of my small gun specialists with them toward the end of the game and use them as snipers.
Has anyone tried any of the mods out there yet? Anyone know what all is involved in putting mods into the game at this point? I know that someone developed a mod utility tool in Oblivion, but I don’t think there is one out yet for Fallout.
-XT
Oblivion shipped with the ability to install/remove mods.
The way my friend was describing it, this was a 3rd party tool that let you change load order and do some kind of check to ensure that multiple mods didn’t have major conflicts. Maybe she was talking about what shipped with the game though and I just misunderstood.
Looking at all the mods out already (even before the SDK ships) I’m pretty excited about the future of this game. If I were going to be in town the next two weeks (or if I had a laptop capable of playing this thing) I think I’d try out both the M88 and level cap mod to see how they work.
-XT
BTW, found another mod concerning the songs on GNR. You can replace them with songs off your MP3 players with this one, for the poster who didn’t like the 50’s retro music.
(yeah, I should be working, but my plane leaves at 5am tomorrow morning and I’m militantly disinterested in working today)
-XT
I just finished Tranquility Lane, which was pretty damn entertaining, btw. Anyways, I was trying to find all the Bobbleheads before I continued. How do I open Raven’s Ridge? Do I have to wait until I reach a certain point in the story line?
It was called something pretty simple like Oblivion Mod Manager otherwise Oblivion just loaded them in the order you installed them (or maybe by the dates on the mods? something like that). As far as I know there’s nothing like that for Fallout 3 but you can bet there will be after a few more mods come out.
This.You get abducted and taken inside.
Ok, is the modding thing just for PCs or does such a practice exist for the 360?
Well, the mod page I linked too is for PC only. No idea if you can mod the 360 version of the game. I doubt it, but really have no idea.
-XT
The mod scene on consoles is very limited. Mostly only official releases from the company, like downloadable songs for Rock Band or new maps for Call of Duty 4.
Unreal Tournament 3 is one of the few exceptions, users can make custom maps that are compatible with the PS3.
On the bright side, according to this, official content for Fallout will be available for download from Bethesda in January, February and March…and it looks like it will be both for the 360 and PC.
-XT
Yeah, that was mentioned back on page 12. ![]()
:smack: Sorry…I must have missed that one. It got ME all excited when I read it…
-XT
No worries. It was pretty easy to miss.
Total tangent, but I have the posts-per-page set to maximum, and I’m loving it. This just became a 4 page thread for me. Makes searching for posts in a thread a heck of a lot easier. 
Um, no, it simply doesn’t. Straight off those lists, I believe Fallout 2 still has the edge once you remove the extraneous links, but it’s in the low single-digit range. If you start counting the multiple upgrades of the same weapons as the Fallout 2 list does (Assault Rifle/Assault Rifle (Exp. Mag.), Flare/Flare (lit), etc.), F3 wins out handily.
There are a very basic set of guns, and then named variations.
There were several types of shotguns, for instance, in Fallout 2. There is one in Fallout 3. There are several types of assault rifles in Fallout 2. There are two in Fallout 2.
Fallout 3 does not have the variation. It simply doesn’t.
There were a variety of pistols in the earlier fallout games too (I miss the .45). There was a variety of submachine guns as well (like the Thompson). Mostly the variety (from memory) differences were with small guns…most of the big guns were about the same (though I recall two variants of mini-gun that chambered different rounds…and of course there was the very cool .50 cal machine gun which chambered standard .50 cal and .50 cal DU).
My hope is that once the GECK is available we’ll see a lot more of those weapons (and different calibers of ammo) available. It’s obvious that even before the GECK has shipped people are already putting new weapons and ammo in the game (like that M88 I linked to earlier)…and there are some attempts to put in small arms variants as well (like a couple versions of the Desert Eagle pistol, AK47’s, etc).
-XT
The Fallout Mod Manager is currently work in progress.
Link to latest version is in the quote.