Fallout: New Vegas is a great RPG with a not-so-great ending. You follow your heart, make your choices, and it all leads up to a grand finale slideshow that tells you how it all worked out. Is there any dlc in Fallout New Vegas that you can come back to after you do the main quest line? You are given a warning before you attempt the Hoover Dam quest. Save your game in a separate. Dec 12, 2015 - The only thing is, I'm not going to finish Fallout 4's main story, because I don't like it. The Minutemen quests, and because the Brotherhood are Nazis led. Fallout: New Vegas had a 'side with yourself' option for those that.
Fallout 4 doesn’t end after completing main story and there isn’t a level cap. If you haven’t played New Vegas yet, just stop at the end mission, finish your side-quests and the DLC. 1- Can i do the dlc quests after i finish the game. 2- i wanted to only purchase the dlc after i finished the main quest, cause i thought i could start it accidently and start appearing way higher level enemies. So would you recommend me purchasing the dlc as soon as i can. Or only after i finished the game. After hours trekking across the wasteland, swatting away bloatflies and squashing hordes of ghouls, the end is in sight. Or at least Hoover Dam is. It's the intimidating final stageof Fallout New Vegas, and no matter your path until this point, you'll have to pick a side and fight an explosive battle to irrevocably change the fate of the Mojave.A fate that is reported, rather than told, through a series of end slides - before you're taken to a save from before the battle. Ah.It's a slightly frustrating ending, particularly when post-game content is so often used in RPGs to display the impact of a player's decisions. Even in Red Dead Redemption 2 (not an RPG), you can still find special encounters in the epilogue depending on whether you helped certain people in the past. It's possible to leave a tangible mark on the world, and it shows your decisions went beyond the moment to have long-term repercussions.This is perhaps why the lack of post-game content Fallout New Vegas - which to me boasts some of the best narrative design in any game - feels like such a missed opportunity. Yet this abrupt ending wasn't Obsidian's intention. Post-game content was part of Obsidian's original plan for Fallout New Vegas, and had to be cut mid-development due to time constraints.As a result, plenty of files for the post-game were left floating around for others to find - and fans have long been to guess at what could have been. Some have created mods to allow players to explore the world even after the final battle of Hoover Dam. Most recently, a modder named Kazopert went above and beyond by creating the, which introduces additional NPCs, decorations, adds in the cut lines and removes others so the dialogue is compatible with each ending.FPGE is probably the closest we've gotten to seeing a playable version of Fallout New Vegas's post-game. And just to be sure, I asked Fallout 2 and New Vegas writer Chris Avellone exactly what Obsidian's plans were for that content.' The loss of post-game content was a big hit in many respects,' Avellone told me over email. How to eject a cd from a toshiba laptop. A new Toshiba laptop, Satellite Pro and cannot open my CD drive. But there is no eject button located anywhere on my laptop, what do I. Press gently on the wire until you feel a slight resistance, then push in the wire to engage the internal eject button. The Toshiba tray pops open partway. 'It didn't feel like a compromise - it felt more like a surprise.' Back in the Beta stage of Fallout New Vegas's development cycle, the project was, in Avellone's words, 'showing a lot of bugs and optimisation problems'. Adding further complexity wasn't going to help matters, and despite plans being in place for post-game additions, not much work had actually gone into making the content. In some areas, in fact, no work had been done at all. It was at this point the decision was made to cut the post-game in its entirety.' Designing post-game content is not hard to do if you're keeping it in mind with eachNPC and quest as you're designing it (like doing a Karma check, faction check, orjust another global reactivity check, which we had to do anyway) - sometimes all itneeds is a post-endgame line,' Avellone explained.' But if you haven't planned for it throughout your design process for your areas and characters, it can be a lot of work to go back and add later on. And while some designers had planned for it - for example, our lead writer had lines for Mr. House in place for post-game reactivity and Strip Securitrons - not all areas had post-game design work.' Fallout New Vegas has four 'main' endings: supporting House, supporting the NCR, backing Caesar's Legion, or working with Yes Man for an independent New Vegas. There are also variations on these, such as killing Caesar and allowing the Legion to win with Legate Lanius in charge. On top of that, there's a multitude of minor factions and companions to account for, along with the player's overall Karma.Surprisingly, the additions planned for the post-game were actually fairly minor, with 'minimal reactivity to the events of Hoover Dam'. Some characters were to get special lines, and a few NPCs would spawn with specific post-game dialogue - but Avellone said the main intention was to allow 'players to keep wandering the wasteland, explore the 'dungeons' and fight random encounters'. Similar to Obsidian's plans for the post-game, Kazopert's mod spawns NPCs in new areas - such as Brotherhood of Steel Paladins helping the NCR to patrol the roads. Companions like Boone will vanish if the end slides detail their departure.This also means those theories about special post-game quests - inspired by the discovery of - are sadly incorrect. To Avellone's knowledge, nothing was planned 'beyond reactive barks and a few potential NPC spawns in places to account for whichever faction was in charge of a certain area.' Most of the focus was on 'how can we make this work after Hoover Dam' which wasn'tan easy question to answer in each instance, especially with the existing amount ofbugs (particularly optimisation issues) and the fact that lack of reactivity in faction-controlledterritories required a good investment of work to make them feel minimally correct,' he added. Kazopert told me he took several creative liberties when designing the FPGE mod. Apart from the dialogue, which was already available, he made his own additions to demonstrate the outcomes while 'adhering to the end slides as much as humanly possible'. This includes Securitrons around Freeside, flags and.er. Crucified people, I suppose.Something that did make it to the final version, however, were the game's end slides - which were always part of the plan and remained unaffected by the post-game cuts. Similar to Fallout 2, the original idea was to show the player the slides before allowing them to explore the world afterwards with new content. Funnily enough, Avellone said even Fallout 2's end slides nearly got the chop, thanks to 'pushback' against that as well.' The lead designers thought about canceling that content, but that time, we were able to make it happen,' Avellone stated.Personally, I find it hard to imagine how Fallout 2 and Fallout New Vegas would have wrapped up without those end slides. Here's what some of those dialogue options would have looked like, as re-created in Kazopert's mod.Despite getting the chop at the Beta stage, this wasn't quite the end for the endgame content. Obsidian later considered introducing it in a more round-about way: via the game's DLCs. This was partly inspired by player feedback and requests on the forums - but this route brought its own problems.' When we were doing the DLCs for New Vegas. we began to look into if there was a way we could continue the player's gameplay after Hoover Dam', Avellone recalled. In less than a day, the lead level designer produced a sample save to demonstrate how this would work, but the team concluded they simply didn't have the resources to make it happen. According to Avellone, a 'good chunk' of the DLC resources went into fixing the main game after release, something that 'definitely impacted the DLC's development' and left little room for constructing the post-game.And, on top of that, there was the risk of simply creating more bugs.' The core game already had a lot of crashes and bugs, and was already being extensively patched during the DLC, so even if we implemented it, we doubted we could address any bugs that resulted from the change,' Avellone explained.' We did examine all the logistic impacts of doing post-game content withlimited resources. But it was clear we'd be putting the already shaky game stability atrisk by looking by creating post-Hoover Dam option, even in a minimal fashion. Themost we could manage was level-scaling for key enemies (like the Legate) with theintroduction of the new level caps in the DLCs, since the additional levels made theprevious boss fights too easy for the player.' ![]() That said, we did look at potential minor additions where we could - including areserved save game slot before Hoover Dam (which we were able to do), and lookinginto adding Ulysses as a companion you could take back into the main game from theDLC. But an evaluation of that revealed that it would likely break a number of scripts(companion weapon removal, teleportation scripts), and even scripts for the other DLCsthat automatically removed companions from your party.' I even offered to pay for one of the milestones myself to allow for additional polish time on existing content, but that was refused because they didn't want to extend the release date for the DLCs.' Not the first bit of post the Courier was unable to deliver.So, that was that. Best New Vegas DlcWhile the crucial reserved save game slot before the Hoover Dam battle was added, the DLCs went ahead without post-game content, and were firmly based in the time before the battle for Hoover Dam (something even Kazopert wasn't able to reconcile in his FPGE mod - he recommends finishing the DLCs before attempting the final battle).For Avellone, the sacrifice of post-game content was 'necessary and right' in order to improve the core game's technical problems, even if the cut came as something of a surprise. Still, it's a feature he'd liked to have seen implemented.' While it's not always feasible in all games to include the ability to continue playing after the end game, as a designer, I feel pretty strongly about letting a player to continue playing, especially in an open-world game,' Avellone said. 'When designing post-game content in Fallout 2, it was a fun way to keep the adventure going. As well as resolve any last threads or quests you might want to pursue.' It's fun to imagine what the post-game would have looked like: which ending would have changed the Mojave the most, and which would have felt the most appropriate? Avellone reckons Caesar's ending is 'ultimately dull without strong reactivity in the Strip, although the tone is appropriately ominous'. The most interesting option, in Avellone's opinion, is independent New Vegas, 'since it adds more drama (and another, solid faction to the Mojave) and was more feasible with the existing set-up.' The Anarchist option ends up being too vague to be interesting mostly becauseit's so dependent on a wide range of player actions that the 'results' for the Mojavemight be difficult to discern,' Avellone mused. 'I say this as someone who prefers the Anarchist path, so not that I'm opposed to that result, but it would have definitely required much more work than the other solutions.' Someone else who knows a little about the New Vegas post-game (or one imagining of it) is obviously Kazopert, who told me he believes the Legion ending with Lanius in charge changes the wasteland the most, the reason being 'Lanius is a brute that kills anyone who opposes him'.' This is reflected in the mod by most unique NPCs being gone (killed/enslaved) whereas Caesar would allow them to go about their business.' A fair observation.Of course, the strength of Fallout New Vegas is that there's no 'right' ending - and thanks to the FPGE mod, you can get a sense of what sits best with you. At the very least, the mod has certainly impressed Avellone.' Kudos to Kazopert for his mod - that kind of work and investment is not easy to do, and at Obsidian, we didn't have the manpower to make that happen,' he added.(Kazopert says it took him about a month and a half of 'continual work each day' to create the mod.)To me, playing through FPGE was a strange experience: the tense struggle for power and main driving force behind the story is suddenly gone, and you're left to roam without clear direction. It's a great visualisation of the different endings, but ultimately the wasteland feels emptier than before - particularly if you've already completed all the side-quests and DLCs. More than anything, FPGE makes you realise just how much work Obsidian would have needed to put in to make the post-game feel reactive and satisfying. As Avellone said, it was probably the right decision to sacrifice it for the health of the main game.For now, it seems the closest we'll get to Fallout New Vegas's post-game is the FPGE mod and its lonely, melancholy tone. But perhaps that's the perfect end for a Courier destined to wander the wasteland. THERE MAY BE SPOILERS AHEAD.Autumn Leaves features a colourful cast of eccentric robots who are in charge of a forgotten Vault in which a strange murder took place. Far Harbor's Brain Dead has pretty much the exact same setup.Veer runs through the comparisons in some detail in his post.' First off,' he writes, 'both quests begin with a discussion through an interphone with the caretaker of the Vault, a head-waiter robot with a rather distinguished persona. The big mandatory Vault Door opens, leaving the player up for the exploration of said vault.' That's not too surprising a beginning for a Fallout quest, of course. Many quests in the post-apocalyptic universe begin by having you speak with someone behind a big vault door before they let you in.But then, as Veer points out, the similarities between Brain Dead and Autumn Leaves become more striking. The main quests for both involve investigating a murder by checking the crime scene, then speaking to every robot in the Vault. Jul 8, 2016 - I have a couple of glitch with my settlement. I don't know why, but when i want to activate a workshop, only the option 'search' is showing. Fallout 4 workshop bug can't build. Apr 23, 2017 - I'm leaving this up hopefully to help others who have missing workbenches.edited GUYS PLEASE HELP - WORKSHOP RED BENCH. I'm playing FO4 as usual when suddenly some of the building options have disappeared. As in: I open the workshopmenu, scroll to the right, and select. Autumn Leaves.Then, as Veer states: 'The mysterious death of the prime financier of the Vault, who - in both cases - worked alongside Vault-Tec to build the special place.' Autumn Leaves.Veer mentions the importance of voice modulators in the plot, used to distinguish the robots between themselves, as well as the 'sexy time' moment that occurs in both. Autumn Leaves.Then there's a 'let's discuss paintings with a robot' bit in both.There's more, according to Veer: 'There's the Neural Interface Matrix in BD versus the Neuro Comp Matrix in AL, the presence (and relevance to the plot) of a robotic expert in the Vault, the feel of the central atrium, the quasi-exclusive robotic cast confronted to a murder, the misleading piece of evidence (Keith/Rolland), among others.' You'd think, given the similarities between Autumn Leaves and Brain Dead, that Veer would be upset and perhaps accuse Bethesda of ripping him off. But he says he's 'perfectly okay' with the mega developer perhaps taking inspiration from his mod.' Now, now, truth be said, I honestly thought Bethesda's staff played Autumn Leaves, had a blast with it (I hope) took some things out of it and made their own thing for Far Harbor,' Veer said.' And I seriously think this is perfectly okay. After all, Autumn Leaves' inspirations are countless (Asimov's, Cluedo, Planescape: Torment, Arcanum, older Fallouts, etc.) and being influenced is a natural part of the writing process.' Rather, Veer raises the question of modder recognition. What kind of acknowledgement, if any, should a big publisher give to a mod creator in a case such as this? Perhaps a mention in the credits?Either way, Veer admits that shining a light on the comparison between the two is in part about raising awareness of Autumn Leaves.For Bethesda's part, the company has denied stealing Autumn Leaves in the creation of Brain Dead. Asked Bethesda marketing chief Pete Hines for comment, and he said the similarities are 'a complete coincidence'.' We love our mod community and would never disrespect them,' he said. New Vegas Dlc After Main Quest'I checked, and any similarities between the two are a complete coincidence.' Can someone tell me how I can continue playing Fallout: New Vegas after beating the game? It goes to credits. New Vegas Dlc Before Or After Main Quest HoursThen goes to Title Screen. I choose 'Continue' and it puts me back at my last save points before beating the game. Can't I continue playing the game even after beating the main storyline so I can continue discovering and doing side quests, and also when DLC is available, playing DLC?Am I doing something wrong? How can I continue playing after end game?Posts: 3596 Joined: Tue Jul 04, 2006 1:33 am. Honestly, with the way the end-sequence of the game seems to either resolve or destroy your relationship with many of the other factions (especially three of the other main ones), I'm not sure why you'd even want to continue (with the PC mod, that is - just adventuring in a nonsense world post-slides). Many of the remaining quests must be locked out, all sorts of people must be hostile to you, etc, etc, etc. It's not like FO3 where nothing really important happens.:shrug:Posts: 3380 Joined: Sun Jul 16, 2006 3:56 am. If you want to carry on exploring the western wasteland of Fallout: New Vegas after you've finished the game, you'll have to start again from scratch or travel back in time. That's the word from Director Josh Sawyer, who has just clarified recent statements that once the game is done, it's done. Cheat codes borderlands 2 pc. There will be no post-endgame exploration, and if you want to complete more side-quests you'll have to go back to an old save, Zelda-style. Or just start again.The reasoning is that the ending Obsidian wants to give the game will be stronger if the player can't continue after it. But is a strong narrative resolution more important than maintaining the illusion of a real, persistant, living world in a game like this? And how will the probably inevitable DLC get around this? Won't we end up with the same problem of narrative dead-end thatBethesda saddled itself with at the end of Fallout 3, which then resulted in the need for a messy plot retcon with the first add-on? More explanations and quotes are beyond the jump.Above: Your adventure. With a blunt metaphor'We want to make it a definitive ending. Initially, we talked about trying to support post-game play, but because the changes that can happen at the end of the game are pretty major, this is what it basically came down to: either have the changes feel really major in the end slides and then have them not be very major after the end of the game, or make them really minor and not that impactful.' That's Sawyer's explanation, and in a lot of ways, I agree with his sentiments. Having to re-engineer ahuge open-world in order to accommodate multiple variations of big narrative events would be a nightmare, and having played througha huge open-world for tens of hours, I bloody well want big narrative events come the climax.But I also - and this is a personal thing, so feel free to disagree - absolutely hate finishing an RPGset in avibrant world which I know contains plenty more stories I haven't even touched yet, and then being forced to reboot that world back to an earlier save in order to see more of it. Yes, I can still play everything without restarting the whole game, but it murders the narrative flow and my sense of progression through a real, reactive world.Above: 'Defeat me all you like. In 20 minutes it's going to mean bugger all, mate'At the end of a game based entirely around those concepts, essentially being told that my final actions and climactic struggle didn't count for anything (and in fact didn't even happen) as soon as I want to play more is a bit galling, as well as a bit archaic. Fable IIunlocks new quests after the main game has been completed, which lead directly on from the events of the finale. And after 'completion', Dragon Quest VIII even opens up hours-worth of new gameplay that fills in every gap from the game's already huge main story. And that, to me, just feels like a much more evolved way of doing things.Sawyer explains that Fallout: New Vegas' endings will tell the stories of the game's characters for decades after the main story, and obviously anything the player did post-endgame to change those events (say, killing a character who we've been told lives to old age) would make a mess of things. But surely there's a better, more organic way of doing things than just skipping back to before the last boss fight, like nothing ever happened. That approach felt creaky in A Link to The Past. New Vegas Dlc Before Or After Main Quest GameAnd what will happen with the DLC? Will it all be set before the ending, thus messing with the levelling and character progression? Will it be based on side-stories and different protagonists? Or will it be another Fallout 3-style retcon?But what do you think? Would a lack of post-ending exploration be a jolt for you, or could you not care less about narrative flow? And how do you think this means the DLC will turn out? Let me know in the comments, or via our throbbing social portals onandSource.
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