If anyone wants a break from bleak desolate wasteland, go look for ‘oasis’.
Have you seen…a tree?? 
-XT
I am truly bad at not upsetting everyone. (always end up pulling triggers and having to kill everything…woops, next go around I’ll be better, I swear. :x)
Is it worth it to go out and take down the Ghouls for Tenpenny?
I got this game a few days ago and so have been mostly avoiding this thread since it seems a little spoiler-ish.
But a question - is this game fairly randomized? What I mean by that is the following happened to me:
I had saved a game right when I first arrived at Meresti (sp?) Train Yard. While exploring the yard, there were some tremendous booms (like incoming artillery) that I could not find. But then I wandered to one side of the yard and found about 8 or 10 alien fuel cells lying on the ground.
Cool, I thought.
So I finished exploring the trainyard, then wandered out and proceeded to get killed by a group of raiders (no stimpacks on me at all).
Shit, oh well, lets go back to the saved game and reload. (since those alien fuel cells seem important)
Only this time, no artillery, no alien fuel cells, and then I get surprised by a scavenger.
It just seems both strange and cool that even if you go back to a saved game, the encounters are not predetermined, not even in the immediate vicinity.
Yeah, there are random encounters that pop up in a lot of set locations.
You missed the Firelance that time with the ‘artillery’. Next time, look harder 
I just got Tenpenny to let in the Ghouls, but also made it so that the eventual outcome wouldn’t be so sad (this took one shot from distance with the blaster. . .). Now I have happy ghouls and humans living in harmony and only slightly worse karma.
Like Claptree said, there was something pretty cool to find in that scenario, unfortunately you got hosed first. The “artillery” booms were something else entirely; if you hear something like that again, look to the sky first.
It’s on the wiki. You could use the console to bring her back, I s’pose.
A friend of mine told me that he talked to aliens. Doesn’t mean that it’s true. Or…does it??
Pfft! You can’t talk to aliens in Fallout 3.
The little fella’s already dead. Although he does have a very nice gun.
Oh, you can talk to them all you want, actually. No guarantees that they’ll answer, of course.
I have finally been everywhere and done everything (within the bounds of my very good karma character’s quest choices) except the last parts of the main quest. I decided to make a new savegame so I don’t mess up the endgame and then just go from town to town blowing things (and people) up with my almost 300 missles that I’ve been carrying around. There is a RIDICULOUS amount of ammo, including missles, in my inventory at any given time, especially after I took the Scrounger perk. I never have to spend caps because I just trade extra ammo for whatever I need!
Finally finished the main quest. I had used the level cap increase mod and the “no repair needed” mod. Finished at just below level 34. I probably could have gone around getting random encounters to up it more, but what’s the point? Endgame…felt rushed and very linear. I mean, there was more “questiness” in some of the side quests than there was in the last part of the main quest. When the main quest is winding up, I want MORE questiness, dammit!
Apparently Broken Steel raises the level cap, which in a way is good and in another way is very annoying - it makes all those level 20 utterly worthless in every sense. My level 20 guy has hunted all the Super Mutant Behemoths to extinction, and is now regretting it because of the future XP loss.
I’m sure they’ll respawn. I just hope the expansion isn’t just a level cap increase and more buildings to explore; let’s get some new perks and weapons and skills!
There are already some player made quest mods and such out there. Some look pretty good. We should be seeing the first of their official expansions early next month but from what I read it sounds pretty good.
Has anyone tried out any of the mods yet? I’ve put on the rail gun and one of the level cap work arounds (you stay level 20 but gain HP’s and perks as if you leveled…and you get to keep your good Karma). I was thinking about one of the quests that let you get a vault of your own as a personal home as well.
-XT
Looks like the Alaska campaign has at least one new weapon (probably gauss rifle) and new armor. Dunno about perks.
Can anyone tell me where I can get fuel for the flamer? I can’t find any anywhere and I want in the worst way to take down Herbert…or Bob…
A few that change textures or add hair/clothes. I have Martigen’s Increased Spawns on, plus XFO’s Balance Overhaul mod, which makes the game significantly more challenging. I go after things with melee weapons now, because ammo is a rare and precious commodity. That mod slows leveling, so while 20 is the cap, it takes longer to reach it. I have the Ultimate Perk Pack that adds dozens of good (and more importantly, balanced) perks. Let’s see, what else? Buildable Bots; an injury/medicine rebalance mod; a workbench expansion; the mod I’ve created that adds notes throughout the world; and Repair Rethought, which lets you use more than just the same weapon to repair (like being able to use scrap metal).
Just like Oblivion, I run dozens of mods at a time. I’m waiting on Martigen’s Diverse Creatures.
What are some of the good quest mods out? I looked on Fallout3Nexus, but I didn’t see anything except Treasure Maps: A Fistful of Caps.
Oh, forgot one: a mod that lets you collect spent shell casings (amount determined by your Luck) and use them to reload ammo. Not really a necessary mod for vanilla Fallout, but with ammo rarity on, I’m finding it useful.
You tend to find Flamer fuel on “Protectobots” or whatever they’re called and occasionally on Super Mutants and Raiders…but mostly on robots. You should be able to find some for sale from some of the merchants, as well…
Hah, have you guys run into the little utility-tunnel spot with the plunger theme? So many plungers. . .
And is there any way to free Pumpkin the molerat?