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Yeah yeah bugs,crashes and other little things like me constantly getting stuck on world objects.... I know, I don't think it's all that tragic... but I just wanted to say thank you, this mod is great. I love the dubbing, the English dialect is fantastic, it's a rollercoaster between finding it funny or credible, just marvellous. I don't know if the roleplaying part has been increased compared to FO4, but it feels somewhere between FO4 and NV to me. I like the whole atmosphere, all that joining the Vagabonds and hanging out in the Swan & Mitre like I did in various pubs in Skyrim. Thanks again and keep up the good work!
Post edited August 18, 2024 by Zotteliger
I love the game. Yes, it has its problems, but, that's what I would have expected from a mod with a game world that big.

For me, it's a true Fallout, and, I have as much fun exploring the game world as I had in Fallout 4. And, I realize how absolutely starving I was for a new single player Fallout after the long time I played through Fallout 4 (two times). I'm amazed at what the developers have achieved here. It's really, really good. If they can iron out the numerous bugs and issues, they have a realy winner here. Maybe also streamline and simplify the process to start the mod, so they can also get the non-nerd faction to enjoy the game. ;)
The world looks beautiful and the dialogue writing is very well done - feels authentic and that´s important. Voice acting is mostly superb and the weapons and stuff look stunning good.

But it also suffers some of fallout 4s anti-fallout-feel flaws like a lot of npc are protected and can´t be killed until you solved their quests and a pretty big amount of quests can´t be approached in multiple ways - for example you can´t talk to the iods until you solved multiple stuff for the vagabonds first, there is simply no way to skip or shorten things and that removes a bit of fun if you start over as you have to do all low level stuff lining up again. That´s a flaw taken over from fallout 4 style of writing - either do it the authors way or don´t progress.

Still it´s very well done but also has room for improvement.
However, also a thumbsup and thx from me.
Post edited August 16, 2024 by LordNighthawk
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LordNighthawk: But it also suffers some of fallout 4s anti-fallout-feel flaws like a lot of npc are protected and can´t be killed until you solved their quests
Thank god. I remember how the Legionary Assassins in New Vegas killed a quest giver, because these totally overpowered enemies went on a rampage when chasing after me. Luckily, I had a save short before that, and I managed to kill them somehow (think I lowered the difficulty to do so...).

Sorry, but, quest givers shouldn't be killable for NPCs. That's bad game design, in my opinion. I don't want to miss out on quests, just because some stupid NPCs I might not even know about go on a rampage on half of the map.
Post edited August 16, 2024 by chakkman
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chakkman: Sorry, but, quest givers shouldn't be killable for NPCs. That's bad game design, in my opinion. I don't want to miss out on quests, just because some stupid NPCs I might not even know about go on a rampage on half of the map.
From the original lore and gameplay design mechanics everybody should be killable (apart from children). It´s a post nuclear scenario and everything is supposed to be the result of the players action. The act of decision on that is simple, kill the npc for a tiny amount of xp and loose valuable experience points from their quest or let him live for to keep the quest. And no questgiver ever died from running over the half map like you described, i got so many hours in fallout new vegas on my clock and a questgiver never did that or died without my interaction.

Not configuring and positioning npcs correctly is bad game design, as well as designing something as an open world exploration game and then set every quest on rails.
Post edited August 16, 2024 by LordNighthawk
I didn't say that a questgiver runs over half of the map, I said that the Legionary Assassins follow you over half of the map.

And, yes, I think that's shitty game design, when those assassins are so hopelessly overpowered, and follow you everywhere, and leave everyone dead on the way. It is a pain in the ass, when you can't even meet quest givers, just because some enemy NPCs go haywire. Regardless of whether or not the original Fallouts had that as a gameplay decision. The 3D Fallouts do a lot different than the original Fallouts.

It's not part of the "lore" either. Lore has nothing to do with gameplay decisions.
Post edited August 16, 2024 by chakkman
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chakkman: I didn't say that a questgiver runs over half of the map, I said that the Legionary Assassins follow you over half of the map.

And, yes, I think that's shitty game design, when those assassins are so hopelessly overpowered, and follow you everywhere, and leave everyone dead on the way. It is a pain in the ass, when you can't even meet quest givers, just because some enemy NPCs go haywire. Regardless of whether or not the original Fallouts had that as a gameplay decision. The 3D Fallouts do a lot different than the original Fallouts.

It's not part of the "lore" either. Lore has nothing to do with gameplay decisions.
This topic was for short comments and a thank you, not for you elaborating my personal opinions about the game.
And "lore" also includes how close to reality parts of a game are, the "decision" is then to either use or discard it. End of story.
Post edited August 16, 2024 by LordNighthawk
If you're so touchy, then maybe you should reconsider your participation in discussion forums.

And, no, lore is something else than gameplay decisions.

And, the person who took this "thank you" thread offtopic was you.
Post edited August 17, 2024 by chakkman
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chakkman: If you're so touchy, then maybe you should reconsider your participation in discussion forums.

And, no, lore is something else than gameplay decisions.

And, the person who took this "thank you" thread offtopic was you.
Not my fault when you don´t know what lore can contain and what not. I made a small personal conclusion as the persons before me, valued theirs and did not react to it and thanked.

It was you being the first person who was not capable to let someone else opinion stand there and started to turn this into a discussion. It´s not about being touchy, it´s about decency and behavior. If you want to discuss something with me feel free to open a topic apart from this one.
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LordNighthawk: It was you being the first person who was not capable to let someone else opinion stand there and started to turn this into a discussion.
Scandal. As I said, this is a discussion forum. If you can't handle a discussion, then it's not my fault.

End of story.
My opinion is not negotiable, simple.

So keep discussing with yourself if you feel to.
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LordNighthawk: The world looks beautiful and the dialogue writing is very well done - feels authentic and that´s important. Voice acting is mostly superb and the weapons and stuff look stunning good.

But it also suffers some of fallout 4s anti-fallout-feel flaws like a lot of npc are protected and can´t be killed until you solved their quests and a pretty big amount of quests can´t be approached in multiple ways - for example you can´t talk to the iods until you solved multiple stuff for the vagabonds first, there is simply no way to skip or shorten things and that removes a bit of fun if you start over as you have to do all low level stuff lining up again. That´s a flaw taken over from fallout 4 style of writing - either do it the authors way or don´t progress.

Still it´s very well done but also has room for improvement.
However, also a thumbsup and thx from me.
I'm waiting a bit to play London until the worst bugs are fixed, but I am looking forward to trying it. It's a shame to hear that they made many of the same mistakes of FO3&4. I hate it when RPGs let NPCs tank a nuke to the face. Half the fun in NV is being able to see how your actions effect the world and how the game adapts. Immortal NPCs just take away from the replayability of the game. Actions need to have consequenses, if you end up locked out of a quest line, well, I guess it gives you a reason to play again.

But I am still looking forward to this game, just a bit disapointed with the route they went down. Still, impressive work though!
I cannot agree with the positive sentiments more; Fallout: London is a fabulous mod and Fallout game in its own right. Each time it crashes, unless I feel like I need a break, I load the game straight back up and continue playing. For me, a symbol of just how much I enjoy and want to play the game though, was my journey to reach "the house" (I hope that's vague enough to not be a spoiler). Travelling all that way, at Level 25, burning through radaway, stimpacks and ammo and feeling SO glad make it there...
I LOVE this game.