Damn it. I should’ve finished NV before they updated with a new patch. I wish it wasn’t Steamworks so I could roll back the game version.

I tried the 4GB fix that includes some stutter removal stuff. I can still detect it but it’s only a little bit every couple seconds, rather than a constant stutter. Seems playable.

I’m almost to New Vegas on this abbreviated playthrough. Maybe stutter remover will work again by the time I do my second playthrough.

How is that a bug? Sounds to me like a consequence of your choices. I’m pretty sure everything is working as intended unless I’m missing something in your description of the situation.

I’m in the same boat as Razgon with that quest (played it just the other night). You’re told to get evidence to convince Regis to side with you and there’s an optional part to get the Legion guy killed in front of Papa. There’s two valid pieces of evidence - one on Karl, the Legion guy, the other back in the Legion homebase. If you get Karl killed & complete that optional part, his evidence no longer works, just the Legion base stuff.

Without checking the wiki, I thought it was bugged too. There’s nothing to warn you that the evidence will no longer be valid, or to be honest, where the alternative evidence is.

It’s not bugged, it’s by design, but it’s a shitty shitty design.

I think the idea is that if you goad Karl into discrediting himself in front of Papa Khan then obviously something he’s written becomes discredited as well. That’s why you are then in a position where only a Legion official document will do.

While it may be an explanation for why the evidence no longer works, its a silly mechanic. Basically, what it does, it take the order of which you do things and make them super important, to the point where its impossible to complete (I cant take on the entire legion camp myself realistically) the quest anymore.

Is that realistic? Sure, but is it fun? Not really.

Anyways - Appearently, you can cheat with the tilde key and reset the quest. It makes it a bit weird though, and assumes they are all dead…

edit: I didn’t notice until now - The Securitrons are basically space marines in how they talk and what they say - Awesome!

As an aside to the inability to complete quests discussion, they really shouldn’t have pop-ups telling you that a quest failed when you didn’t even know said quest existed. One I had yesterday got me tracking down the name of the quest online so I can figure out what it was that I did that made an unknown quest fail. In this case, it was a quest I wouldn’t have done because of the type of character I’m playing so I didn’t mind the failure.

In those cases where you are unaware of a quest, the game should be silent about the failures until/unless you are told by another character in the game. Example: NPC wanted an object delivered, knows that other NPC is dead, and tells you that the job she had can’t be done now because of this. Then the notification of failure can appear. Perhaps instead of failure she may have an alternate path for the quest.

A little bit of an annoyance, perhaps. Anyone know if there’s a particular reason why notifications of failures of unknown quests are included?

Actually, I prefer that the game tells you right away that I just ruined a potential quest. It lets me know that I’ve screwed things up. Using the silent-fail approach, which many adventure games did in the bad old days before Monkey Island showed us the light, it is possible to completely ruin your game early on and not know it until you’d put 20+ hours into a failed game. Heck, I did that with Ultima 6. I killed some plot-critical NPCs at the start of the game because they’re literally monsters hostile to your character until late in the game. I was forced to re-play 90% of the game just to correct an error I made at level 1.

I had something similar happen last night in New Vegas. I just started the Honest Hearts expansion, I was shooting at a hostile raider-type, and a friendly raider-type I’d never met before showed right behind him, and this happened during combat. Naturally, I shot him. The game told me “quest failed,” which was a damned good thing, because if you shoot this guy you fail all the quests in the entire expansion.

So yeah, it’s there for a good reason.

There are hundreds if not thousands of quests in NV. Failing a few quests which are then removed from your log is not a bug. A bug is when you the quest will not advance because an NPC is not recognizing your actions or won’t accept an item or an item was never received.

If you can’t handle failed quests then I would recommend you play through Dead Money - not for the game play or anything - but for the speech your antagonist gives you at the end.

TLDR; Loosen up weird completion-ists its an open world game where some decisions or actions have unintended consequences.

Also if you shoot any “essential” NPC in Honest Hearts you’ll get the quest “Chaos in Zion” and fail all others but hey you get a cool gun.

It’s not a critical quest. It’s a quest with different ways of being done, and even if it’s totally failed the game can continue.

Man, some of these vaults are really god damn spooky - Vault 11 was…heartbreaking in its conclusion

I understand what you’re saying, except for when there’s absolutely no information in your Pip-Boy about the quest, what caused the failure, or whether it messes something up, unless you already received the quest. All I had to go on was a pop up saying some quest with a particular name had failed. I had no way of knowing if it was critical, important, could be ignored or anything. As a result, I had to leave the game and go hunting for info to make sure it wasn’t something that was critical to the game, although I prefer living with consequences if it’s not a game-breaking issue.

I don’t think I’d have minded the failure messages so much if they gave you info about the quest that failed with the message. I’d much prefer that information be given to the player through normal game interactions than some message out of nowhere, when possible, though.

So the real problem is not too much information - “You failed this quest” - but not enough information - “So-and-so is dead, so you can never do this-and-such.” I agree that the quest failures would be improved by more information, though writing “failure mode” text without spoiling too much can be difficult. However, that’d still be less spoiling than you typically get by checking a quest at The Vault.

That said, I prefer what we have now to silent failure. And to be fair, a number of times it’s been obvious that it wasn’t important, as when I killed Legion figures, for example, or Motor Runner. The most disconcerting is failing “The House Goes Bust!”, but that’s clearly the designers screwing with the player, and the note you get when you fail it makes it clear what’s going on.

I think I’ve been playing a bit too much of this game, lately. I was reading the classified ads over coffee this morning and noticed a box of 1,000 rounds of .223 ammunition for only $350, and I got the immediate urge to check how many bottle caps I had.

I’m doing the Dead Money dlc now for the first time - I don’t know why people say there are no guns or ammo? I have a ton of both, and did pretty much from the beginning actually. Love the characters as well! Dog is awesome!

Main problem I have with “explicit” quest-fail is sometimes it’s a spoiler, and sometimes it’s just confusing: kill a “bad guy”, and several quests immediately fail. I’m all “wait, did I do something wrong???”. Reload, repeat. Eventually check WIKI (oh, he’s an evil quest giver, who cares…)

I finished “Old World Blues” a couple nights ago. I think it was as good or better than Honest Hearts, which I also loved.

You NEED all those Weapon Repair Kits if you’re playing an energy weapons person. The only way I could take out most of the enemies was using “max charge” or “over charge” ammo, and I could literally watch my weapon quality degrading after each shot. Some pistols went from “brand new” to “nearly busted” taking out 2 bad guys.

On the plus side, it really taught me the value of using MC and OC cells, and I’m not going back.

I particularly liked the “home base” quality of The Sink. Oddly similar to the “Underground Hideout” mod, which I highly recommend to people for the main F: NV game.

I have to play “Dead Money” again. I recall liking the characters but not the gameplay, and finding the environments overly repetitive.

I will also give Obsidian huge points for making all of the DLC interconnected in some subtle and explicit ways, and doing a great job of tying them all to the main game. Extremely satisfying, and I am really looking forward to the 4th DLC.

I still wish high-level combat (or combat in general) was a bit more drawn out and less “tippy”. Seems like at a certain point it turns into “one- or two-shot them before they one- or two-shot YOU”

I will also give Obsidian huge points for making all of the DLC interconnected in some subtle and explicit ways, and doing a great job of tying them all to the main game. Extremely satisfying, and I am really looking forward to the 4th DLC.

Old World Blues makes several mentions of Elijah and Christine (who are main characters in Dead Money) and a mysterious second courier (who is being setup as the antagonist of the next DLC), but how is Honest Hearts connected? Did I miss something?

[Edit]
Looked it up on the Fallout Wiki; apparently there’s a brief bit of dialogue where Joshua Graham talks about expecting someone else when he heard a courier had arrived. I vaguely remember that but didn’t think anything of it at the time because I played Honest Hearts before the other two DLCs and wasn’t looking for any potential connections.

I didn’t find that to be too much of a problem unless I was using a LAER or the advanced LAER. Which was enough to make me not use them. Not because I resented burning the resources, but because carrying enough weapon repair kits to stay at top damage was somewhat prohibitive in weight. Even though I took Pack Rat and Strong Back. (As an aside, one thing I like about the add-ons is that they bring back the importance of personal carrying capacity).

No, while I was fairly skilled in both Guns and Energy Weapons, the thing that ultimately tipped me over unto using firearms most of the time was the sights. Very few of the energy weapons have scopes or can take them. That, and the K9000 is one amazing weapon, particularly once upgraded. First heavy weapon I’ve really liked.

I ran into a problem with the Great Khans quest also. I found them when I was just exploring the area and since I was going NCR, I decided to go ahead and discredit the legion. Then later on when the NCR gave me the the quest to take care of the Khans I couldn’t advance. I already HAD but no one would recognize that. It made finishing the game as NCR impossible, I finally had to switch tracks and finish the independent route.

I finally got to Freeside and learned why people complain about the “FedEx” quests in this game. There’s a lot of running around. I should probably just skip these to slow down my experience gain.

I wasn’t bothered by them. There are a few of them, but sometimes they have a twist in them, of you get to a new place with them, or they guide you to meet and talk with colorful people, etc.