fallout nv zodiac

Aries: the inexplicable clean toilet water in goodsprings

Taurus: ED-E’s battle music

Gemini: Vulpes’ dog hat

Cancer: the 3 old ladies that try and beat you up with rolling pins

Leo: doc mitchells crazy head spinning glitch

Virgo:  Fisto

Libra: shooting oliver swanick upon sight

Scorpio: telling phillipe theres a radroach in his pantry then locking him inside 

Sagittarius: accidentally wandering into dead wind cavern 

Capricorn: the guy selling 1000 toy dinosaurs

Aquarius: long dick johnson

Pisces: the small heart attack when your companion kills something you didnt notice and the kill cam plays out of nowhere

Time to get a little mindfucked by Fallout : New Vegas

Remember how New Vegas begins with the Courier getting shot in the head? Of course you remember.

Well, there’s something particularly interesting about that.

The Courier is getting shot in a particular area of the brain : the frontal lobe. Through history, there are numerous accounts of people getting their frontal lobe damaged and surviving it. (One of them being Phineas Gage, for example.)

Sad thing is, people with their frontal lobe messed up often suffers from a wide range of mental disorders, going from social disinhibition to loss of muscle movement.

What interests us here, is that these kind of mental disorders often correspond to the typical player behaviour in a Bethesda Openworld RPG. You know, those kind of behaviour we have as players in a game and that we would never dare to have in another real-life context?

(screenshots from Autumn Leaves, the Mod I’m working on)

Let’s go through them :

Symptom : short attention span

In Game Manifestation : the tendency to wander around, abandoning a quest and going off the road to investigate that elusive map marker, and then proceeding to do totally unrelated things for another two hours.

Symptom : tendency to miscalulate risk

IGM : Courier’s constant habit of getting in danger, because the player don’t give a damn.

“I can always reload, right?”

Symptom : Utilization Behaviour pathology

IGM : The player’s obsession with picking up/opening/activating items.

Symptom : Language Impairment

IGM : The Courier can’t speak more than 100 characters-long sentence : it’s an in-game technical limitation.

Symptom : impairment of moral cognition

IGM : The Courier’s (possible) change of moral behaviour during the game, switching Karma from Good to Bad, or Bad to Good.

Symptom : difficulty in inhibiting violent emotions and reactions

IGM : Courier’s violent behaviour, going on a rampage.

Symptom : loss of muscle movement and coordination

IGM : Courier’s low skill stats at the beginning of the game. 

Symptom : Loss of sexual inhibition

IGM :

So, seen that way, it seems that the player herself/himself is little more than the sum of all the pathological disorders that make the Courier act during the game, all due to the head wound Benny inflicted.

So, everytime you make the Courier do something weird, something rash, something crazy, well, it might be because of the state of its frontal lobe, and because you, player, are the vile affliction that holds the reins to his/her brain.

The more you know, heh?


NB : Doc Mitchell actually refers to the consequences of frontal lobe damage during the introduction, so all this might very well be intended by Obsidian’s writers. Those guys. <3

NB : You bet I’m using this angle in Autumn Leaves. (The mod I’m working on. Stay tuned, i’tll be released very soon!)

NB : Of course, this is all fun and light-spirited, since it’s a game. In real life, people suffering from frontal lobe traumas have to go through all these symptoms in far less-than-ideal conditions. Of course, on top of that, there’s plenty of ethical, human and philosophical issues with this topic 

(http://www.dana.org/Publications/ReportDetails.aspx?id=44153)

9

http://www.nexusmods.com/newvegas/mods/59674/?

New Vegas Railroads is now out!

You ever find it funny that even though the NCR canonically have working railroads, and New Vegas is a high-profile area, there’s no working trains, freight or otherwise?

I did. And because I’m the best, I’ve decided to add some actual trains to New Vegas.
But then I decided to go the extra mile.
Welcome to New Vegas Railroads. A worldspace/immersion mod that aims to get the Mojave moving a little bit, by expanding upon the NCR’s often mentioned but little seen railroading endeavors.
With this, the player may travel to the town of Bullhead, the major NCR railroad hub in the Mojave, and help them get New Vegas’ railroads back up and running.
But even if they choose to ignore that, Bullhead Railyard is full of things to do, with tons of unique weapons, equipment, and secrets scattered about.

FEATURES
-A new worldspace, Bullhead Depot, the major rail hub for all westbound freight in the NCR, connected to the Mojave via tunnel. With a massive amount of little features, secret areas, and more!
-Bullhead features working signal lights, trains configurations changing as the day goes on (but only if you get the trains running), working lifts, and much, much more.
-New equipment, all train themed of course! From railway rifles, crossing-gate melee weapons, and a locomotive-themed powerfist, plus much, MUCH more.
-After the player saves Sloan from the deathclaws, and deals with the Powder Gangers, they can head to Colonel Hammer, the overseer at Bullhead, and inform him the tracks are clear.
-Once they do this, trains will start traveling along the Bullhead-Sloan-Boulder City rail line, with set schedules!
-The ability to catch a train out of Bullhead, and ride it across the wasteland to Sloan, Boulder, or the Follower’s trainyard!
-A multitude of trains, most of them are standard Barstow diesels, but we have a special massive steam locomotive, the Twohead Flyer, ready for action.
-Ability to watch the Twohead Flyer depart Bullhead and arrive in Boulder. It even crushes NPCs on the way!
-Four fully voiced, unique NPCs.