Fallout New Vegas: Ultimate Edition



250 Results For MESG:DESC 250 Max
"Always be prepared to explain the hows and the whys."
"Always be ready to take one for the team."
"Always strive for the unobtainable."
"Arrive at peaceful resolutions by using superior firepower."
"Because it's easier to have courage from a safe distance away."
"Finally got started getting this place in order. Put out enough supplies to last a while, swept up some. Gonna hit the hay and continue tomorrow."
"Found a nice little spot to scout the prison from. Place has been pretty active recently. Those thrice-damned powder gangers have been spreading out, so I need to be careful to avoid them. It doesn't help that I have to get back early each night or risk getting blinded by the sand."
"It takes the smartest individuals to realize there's always more to learn."
"It's essential to give your arguments impact."
"It's important to do business up close and personal."
"Let your words be your weapon."
"Never be afraid to dodge the sensitive issues."
"Never forget to walk away with more than you've brought."
"Nothing says pizzazz like a winning smile."
"Only through observation will you perceive weakness."
"The best way to solve a problem is to make it go away."
"The best way to win an argument is to be the loudest."
"The safest distance between two points is a shadowy line."
"The smart man knows a bandage only hides his wounds."
"There's only one way to give 110%%."
"This godforsaken radio still doesn't work. Damn it, I'm a scout, not an electrician. Must've got some sand in it or something. At least that crazy storm is good for keeping people away. This place wouldn't make much of a safehouse if other people were traipsing in and out all the time. I'd hate to have to find another location again, but if the supplies, and especially the equipment weren't safe, I guess I'd have to."
"This location looks like it might make a good safehouse. Warm, dry, and some sort of crazy natural phenomenon at night that should keep the predators away. I'd love to start getting set up, but there are a few nearby points of interest I need to gather intel on first. Not sure how long that'll take."
"We're cut off from the rest of the platoon, and there are legionnaires all over the place. There's no chance we can get out of here before they blow the town, so we're going to hold out against them as along as we can. If anyone ever gets this, I'd like to make sure that Private Jeffery Hui and Corporal Marcus Christensen are commended for their valor and sacrifice. Both have upheld the ideals and honor of the New California Republic with distinction. Ranger Teresa Lutz, out."
"When words fail, there's always fists."
"Why go down with the ship when you can try to fix it?"
%.0f: Picked repeating
%.0f: Picked unique
%.2f
&-sUActnForward;&-sUActnBack;&-sUActnSldleft;&-sUActnSldright;: Apply torque with the screwdriver Mouse: Rotate the bobby pin &sKBF;: Force Lock When torque is applied, the closer the bobby pin is to the correct position, or "sweet spot," the more the lock will rotate before the bobby pin breaks. Only when the bobby pin is in the correct position will the lock rotate fully, and open. You can also try to open a lock by forcing it, but if you fail the lock will be permanently broken and can only be opened with a key.
&-sUActnForward;: Move forward &-sUActnBack;: Move backward &-sUActnSldleft;: Strafe left &-sUActnSldright;: Strafe right &sDeviceMouse;: Look around &-sUActnUse;: Attack &-sUActnBlock;: Aim/Block &-sUActnActivate;: Activate Objects &-sUActnRdyitem;: Reload Weapon (Hold to holster) &-sUActnMenumode;: Pip-Boy 3000 &-sUActnJump;: Jump &-sUActnRun;: Run (Toggle) &-sUActnCrouch;: Sneak (Toggle) &-sUActnGrab;: Grab &-sUActnTogglepov;: View Switch (Hold to adjust) &-sUActnVats;: Vault-Tec Assisted Targeting System (Hold to scan)
&sXBLStick;: Move around &sXBRStick;: Look around &-sUActnUse;: Attack &-sUActnBlock;: Aim/Block &-sUActnActivate;: Activate Objects &-sUActnRdyitem;: Reload Weapon (Hold to holster) &-sUActnMenumode;: Pip-Boy 3000 &-sUActnJump;: Jump &-sUActnCrouch;: Sneak (Toggle) &-sUActnGrab;: Grab &-sUActnTogglepov;: View Switch (Hold to adjust) &-sUActnVats;: Vault-Tec Assisted Targeting System (Hold to scan)
&sXBRStick;: Apply torque with the screwdriver &sXBLStick;: Rotate the bobby pin &sXBXBtn;: Force Lock When torque is applied, the closer the bobby pin is to the correct position, or "sweet spot," the more the lock will rotate before the bobby pin breaks. Only when the bobby pin is in the correct position will the lock rotate fully, and open. You can also try to open a lock by forcing it, but if you fail the lock will be permanently broken and can only be opened with a key.
%.0f
In order to heal a crippled limb, you have three choices: sleep in a bed, find a doctor, or use a Stimpak to heal yourself. In Hardcore Mode, you may only heal crippled limbs by using Doctor's Bags or by visiting a doctor for medical care.

Stimpaks can be used for general healing (which will also slightly heal crippling damage), or they can be applied directly to a limb to heal crippling damage.

To heal a crippled limb directly using a Stimpak, navigate to the Stats screen in your Pip-Boy, then press &sXBXBtn; to switch to Limb mode. Now you can use &sXBLStick; to select a limb, and &sXBABtn; to use a Stimpak on the selected limb.

In Hardcore Mode, you may only heal crippled limbs by using Doctor's Bags or by visiting a doctor for medical care.

In order to heal a crippled limb, you have three choices: sleep in a bed, find a doctor, or use a Stimpak to heal yourself. In Hardcore Mode, you may only heal crippled limbs by using Doctor's Bags or by visiting a doctor for medical care.

Stimpaks can be used for general healing (which will also slightly heal crippling damage), or they can be applied directly to a limb to heal crippling damage.

To heal a crippled limb directly using a Stimpak, navigate to the Stats screen in your Pip-Boy, then left-click on a limb to use a Stimpak on that limb.

* AG: Agility * AP: Action Points * Caps: Bottlecaps * CH: Charisma * CND: Condition * DR: Damage Resistance * EFF: Effects * EN: Endurance * HP: Hit Points * HR: Healing Rate * IN: Intelligence * LU: Luck * LVL: Level * PE: Perception * RAD: Radiation * RADS: Your Accumulated Radiation * Rad Poison: Radiation Poisoning * Rad Resist: Radiation Resistance * ST: Strength * VAL: Value * WG: Weight * XP: Experience Points
...
A fellow Vault 101 resident is in possession of a Grognak the Barbarian comic book, issue number 1. You want it. What�s the best way to obtain it?
A few of the primary electronic systems seem to be fully functional, and the redundant systems are all working. If you bypass some of the primary systems the secondary systems should compensate and make some of the repairs easier. (Science 55 or higher required)
A model of our solar system (not actual size). Beautiful, isn't it? RobCo, with its subsidiary REPCONN, has often gazed into the night sky, seeing the rich pageant of stars and planets above us. Our goal? To send unmanned rockets to these other systems, seeing their beauty firsthand while mining ever deeper into each planet's surface for precious resources needed here at home. This is our promise to mankind, extending our reach into a future where the number of RobCo and REPCONN rockets match the stars in the sky. This Exhibit Brought To You By Your Friends at RobCo
A quick study of the body reveals that the thug is still alive, and merely pretending to be dead.
A second after you press the button, a harsh voice comes over the radio's speaker.
A thorough examination of the nearby machinery reveals that the radio is directly linked to another system somewhere in the area, but isn't connected to the overall broadcast hub. It would be relatively simple to patch it into the speakers that dot the area.
Activating the detonator will set off the atomic bomb, and destroy the town of Megaton. Are you sure you want to proceed?
Add Go Home
Add PathToPC
Add TalkToPC
Addictions Removed
Administering some low-grade stimulant could benefit the growth of this colony's pupae, but you don't have anything suitable.
Administering some low-grade stimulant could benefit the growth of this colony's pupae.
Administrative Security Robots Disabled
Advanced technology from the Commonwealth has increased your reaction speed, giving you a higher chance to hit in V.A.T.S.
After a few close calls, you manage to stich up Timebomb's wounds. He should be fine.
After carefully considering treatment options, you realize the patient is merely having a strong allergic reaction. By cleaning all wounds of ant venom, and administering a steroid compound, you reduce the swelling and the patient's breathing returns to normal.
All disabled body parts fully restored.
All four VIP targets have died.
All of the broken solar arrays are repaired.
All radiation removed.
All the radio signals you have discovered are listed on the Radio screen in the Data tab of your Pip-Boy. Signals listed in bright text are within range, and can be listened to. Signals listed in darkened text have been discovered, but you are no longer within range -- in order to listen to one of these stations, you have to move back into the signal's receiving range.
All weapons fall under a weapon skill category that determines how effective the weapon is: Guns, Energy Weapons, Explosives, Melee Weapons, or Unarmed. Compare the small icon below and to the left of the weapon's icon to the icon shown on the Pip-Boy's skill menu. * DAM/DPS: These indicate the base Damage and Damage Per Second, respectively. Weapons with a low DAM have difficulty penetrating armor. If you hit a target's Damage Threshold, switch to a weapon with a higher DAM or use ammo that reduces the target's Damage Threshold (e.g. Armor Piercing). * STR and Skill: Many weapons have a Strength and/or skill requirement. If your character does not meet the Strength or skill requirement for the weapon, its aim will wobble (if a firearm) or it will attack more slowly (if a hand-to-hand weapon). * CND: A weapon's Condition affects the amount of damage is does. At 75% Condition or higher, a weapon does maximum damage and only needs to be maintained. A weapon with low Condition will do less damage and may jam when reloaded. * Repair / Mod: These options take you to the Repair and Mod submenus, where you may repair damaged equipment or attach weapon modifications, respectively.
Ammunition is used by almost all Guns and Energy Weapons but is sometimes used by other weapon types. Basic ammo types have no special effects, but ammo subtypes may increase damage, reduce an enemy's Damage Threshold, or even decrease a weapon's spread. Effects are listed on the ammo submenu when the ammo is highlighted. Most weapons can use any ammo subtype that starts with the same name as the base ammo. Common ammo subtypes include: * Armor Piercing: Ignores a large portion of the enemy's Damage Threshold, does slightly more damage. * Hollow Point: Does much more damage, but is easily blocked by armor. * Over Charge: Used by Energy Weapons, increases damage but degrades the weapon more quickly. * Slug: Used by shotguns, slugs replace buckshot with a single, large bullet that is more accurate. To switch ammo subtypes, equip them on this menu. Outside of the Pip-Boy, press 2 to cycle through ammo subtypes for your currently equipped weapon.
Ammunition is used by almost all Guns and Energy Weapons but is sometimes used by other weapon types. Basic ammo types have no special effects, but ammo subtypes may increase damage, reduce an enemy's Damage Threshold, or even decrease spread. Effects are listed on the ammo submenu when the ammo is highlighted. Most weapons can use any ammo subtype that starts with the same name as the base ammo. Common ammo subtypes include: * Armor Piercing: Ignores a large portion of the enemy's Damage Threshold, does slightly more damage. * Hollow Point: Does much more damage, but is easily blocked by armor. * Over Charge: Used by Energy Weapons, increases damage but degrades the weapon more quickly. * Slug: Used by shotguns, slugs replace buckshot with a single, large bullet that is more accurate. To switch ammo subtypes, equip them on this menu. Outside of the Pip-Boy, press &sXBDPadUp; to cycle through ammo subtypes for your currently equipped weapon.
An examination of the radio's internal components reveals that several parts and connections were popped loose when the radio hit the floor. It should be a fairly simple repair job to get it working again. [Repair of 20 or greater required.]
An item's condition affects how well the item works, as well as its value. Weapons of lower condition will do less damage, and jam more frequently. Armor of lower condition will offer less Damage Resistance. You can repair items in your Pip-Boy by selecting Repair on the item. You can only do this if you have similar items to use for parts. Whatever item you choose to repair with will be scrapped completely. The degree to which damaged items can be repaired is dependent on your Repair skill.
Apparel can consist of many different types of gear ranging from clothing and armor to sunglasses and hats. * DT: Some apparel grants Damage Threshold (DT) to the wearer. Your DT is the sum of all DT for currently equipped apparel plus any bonuses from perks or chems. DT is directly subtracted from incoming damage, so a higher DT provides superior protection. Though a small percentage of damage can get through even the thickest armor, a high DT is quite valuable. * CND: Apparel's Condition (CND) affects how much protection it provides. Apparel above 50% CND provides maximum protection and only needs to be maintained. * Light/Medium/Heavy: Medium and Heavy apparel will slow characters down when equipped. * Repair: This option opens the Repair submenu, which allows apparel to be repaired by salvaging parts from similar items.
April Martimer has died!
Arcade has chosen to don the customized Tesla armor of his father for the upcoming battle against Caesar's Legion.
Arcade has chosen to give you the customized Tesla armor of his father for the upcoming battle against Caesar's Legion.
Arcade has died.
Arcade has given you the Better Healing perk.
Arcade has gone to the Lucky 38.
Arcade has returned to Freeside.
Are you sure you want to activate the G.E.C.K.?
Argyll has revoked your operating privileges in his medical bay. You can no longer operate on any patients.
Array salvaged.
As a result of your painstaking research for the Wasteland Survival Guide, your survival skills have improved.
As you flip the breakers, you hear the terminals around the room power down one by one.
As you flip the breakers, you hear the terminals around the room powering up one by one.
As you flip the switch, the radio station goes silent. Only static plays over the speakers.
As you start to administer medications to the patient, his fever spikes and his breathing quickens. His injuries are well beyond your skill to treat.
As you start to administer medications to the patient, his fever spikes and his breathing quickens. His sickness is well beyond your skill to treat.
As you start to work on the circuit board, a series of sparks shoots out. You stop before causing damage and attracting attention.
Before you leave Vault 101 forever, you may revise your character.
Before you venture deeper into the wasteland, you may revise your character.
Big Sal has died!
Blackjack is a game played with one more standard decks of playing cards. In Fallout: New Vegas, it is played between the Courier and a casino dealer. The goal is to play a hand of two or more cards up to, but not exceeding, a combined value of 21 points. The value of each hand is determined by adding together the values of each individual card. Cards 2-10 are worth their listed value. Face cards (Jack, Queen, King) are worth 10 points. Aces are worth either 1 or 11 points, whichever is more advantageous. A hand that exceeds 21 in total value is considered a "bust" and immediately loses. After the initial bet is made, the player and dealer are both dealt two cards. Based on the Courier's current hand, the player has different options: * Hit - Add a new card to the Courier's hand. The player must accept the value of this card, though aces provide whatever value is most advantageous at any given time. * Stay - Courier's hand is effectively "locked" and the dealer will deal cards into his or her own hand until his or her hand is at least 17. Note: at some casinos, dealers will continue to hit on a "soft" 17 that contains an ace. In either case, the dealer has no decision-making process and will always follow the listed rule. * Double Down - The Courier's bet is doubled but the dealer will give the Courier's hand only a single additional card. * Split - If the Courier's initial hand is a pair, the player may double his or her bet and split the pair into two separate hands that are played individually. * Surrender - This option is only available immediately after the first cards are dealt. It offers the player the option to sacrifice half of his or her bet and immediately fold. It is typically only done when the player's hand is particularly bad and the dealer is showing a very strong hand (for example, an ace). Once the dealer has completed dealing into his or her own hand following the player's choice to stay, the values of the Courier's hand and the dealer's hand are compared. Assuming neither party has busted (gone over 21), the higher value wins. In the case of a tie, the hand is considered a push. If the dealer has "blackjack" (an ace and a ten-value card), he or she automatically wins unless the Courier also has blackjack. In that case, the hand is considered a push. Individual casinos use different numbers of card decks, pay out natural blackjack hands at different odds, and shuffle their decks with varying frequency. Pay close attention to these details to develop advanced playing strategies.
Bomb disarmed.
Bomb rigged to blow.
Boone has died!
Boone has given you the Spotter perk.
Boone has gone to the Lucky 38.
Boone has returned to Novac.
Boone now has 1st Recon Assault Armor, designed to provide snipers with maximal protection while deployed on aggressive missions in hotly contested zones. It will not count against his carrying capacity.
Boone now has 1st Recon Survival Armor, fitted with extra features and storage designed to help a sniper and his comrades survive the harsh desert environment. It will not count against his carrying capacity.
Both Lucas and Harden Simms have been killed. You can no longer receive a reward for disarming Megaton's atomic bomb.
Bottlecap Mine created.
Brahmin
Bravo, come in, Bravo. Is anyone out there?
Bravo, this is Camp Guardian calling for backup. No sign of the rest of the men stationed here.
Burke has been killed. You can no longer receive a reward for blowing up Megaton.
But to Chris, we owe more than thanks. To him, we owe our salvation. Chris, you have made the Great Journey a reality.
Butch has died!
Butch's mom is dead. -50 karma.
Cachino has died!
Caesar died during the surgery.
Caesar has died.
Caesar is in a coma and is near death. Only an operation to remove the tumor from his brain will save him. You already have a Doctor's Bag, but you will need a set of Surgical Tools before you can perform the operation.
Caesar is in a coma and is near death. Only an operation to remove the tumor from his brain will save him. You already have a set of Surgical Tools, but you will need a Doctor's Bag before you can perform the operation.
Caesar is in a coma and is near death. Only an operation to remove the tumor from his brain will save him. You have both a set of Surgical Tools and a Doctor's Bag. Whether it'll be enough to save Caesar's life, however, remains to be seen. (Medicine of 75 or greater required.)
Caesar is in a coma and is near death. Only an operation to remove the tumor from his brain will save him. You will need a Doctor's Bag and a set of Surgical Tools before you can perform the operation.
Caleb Smith is dead.
Call for NCR Support?
Call for NCR Support?
Camp Golf has fallen{Loud, stunned}! Apparently a small group of troopers broke rank and fled their posts once the battle began.
Caravan players begin the game by establishing a mutual bet. There is only one betting phase per game. Since Caravan has its roots in merchant caravans, players are allowed to use any common currency available, regardless of its origins. Though bottle caps are common, players may also offer NCR dollars or Legion coins. Once a bet is established, players move on to deck building.
Cass has died.
Cass has gained the Calm Heart perk, giving her a permanent Health bonus.
Cass has gained the Hand of Vengeance perk, giving her a bonus to damage with Guns.
Cass has given you the Whiskey Rose perk.
Cass has gone... reluctantly... to the Lucky 38.
Cass has returned to the Mojave Outpost.
Charon has died!
Chris Haversam has died!
Clanden has died!
Closing Bink for Ending Sequence
Clover has died!
Code Entered. Please Stand by...
Companion dismissal notifications sent.
Compass marker updated.
Congratulations! You�ve made one of the Vault 101 baseball teams. Which position do you prefer?
Cook-Cook becomes frenzied at the death of his favorite brahmin.
Crimes are divided into two categories: major and minor. Minor crimes cause only the victim to become hostile to you: * Theft: If the owner sees you steal something that she owns, she will try to take it back from you. If you try to escape, or persist in stealing from her, she will attack you (or run for help). If you fight back, you are now committing a major crime (Assault, see below). * Trespass: If the owner sees you open a locked door, container, or computer, he will immediately attack you. Major crimes cause the victim and the victim's friends to become hostile to you: * Assault: Attacking someone without provocation, or fighting back when someone attacks you for a minor crime. * Murder: If there are witnesses who care about the victim, they will become hostile to you. If a fight starts that you did not intend, you can attempt to yield by holstering your weapon. This may or may not be successful depending on how the attacker feels about you.
Current # of Kills: %g
Dart Gun created.
Deathclaw Gauntlet created.
Debug until effect added - Concussion Grenade goes off.
DEBUG!
DEBUG2!
DEBUG3
DEBUG: Pipe control activated
Despite her situation, Private Gilbert remains sullen and defiant. She's tied up to Private Ackerman - freeing one will free them both.
Did you bring us presents, grandma?
Disarmed: %.0f Button: %.0f
Disarming the bomb requires considerable skill with explosives. You probably should leave it alone. (Note: Atomic explosions are rumored to be quite dangerous.)
Do you think you know everything about the Declaration of Independence? Put it to the test and win prizes from National Archives Sponsors!
Dogmeat has died.
Dogmeat!
Dr. Richards has revoked your operating privileges in his medical bay. You can no longer operate on any patients.
Dr. Richards no longer wants you looking into his patients.
Each time you take a chem or drink alcohol, your chance of becoming addicted to it goes up. If you stop using the drug for a while, this chance will drop. Each drug has its own addiction chance, so using one type will not increase your chance of becoming addicted to another. Addiction will hurt some of your S.P.E.C.I.A.L. attributes. These penalties go away temporarily if you take that drug again. A doctor can cure you of any addiction, for a price. You cannot become addicted to Stimpaks, Rad-X or RadAway.
ED-E has died.
ED-E has given you the Enhanced Sensors perk.
ED-E has gone to the Lucky 38.
ED-E has returned to Primm.
Elder Hardin
Emergency Radio greeting.
Everyone in Big Town is dead.
Everything necessary to cook a meal is here at your disposal. As long as Philippe isn't there to stop you. (Survival of 75 or higher required to improvise a meal using no recipe.) (Intelligence of 6 or higher and a recipe required to cook following the recipe.)
Examining the trajectories a little further, it looks like the computer is set to take a non-optimal route to the specified destination. You surmise that with minor alterations, you can plot a course that will take them about 12.5%% closer to their intended destination. Do you wish to alter the rockets' course?
Failsafe terminal initialized.
Fallout: New Vegas allows you to play in a new Hardcore mode that greatly increases the challenge of the game. In this mode, Stimpaks heal over time and cannot mend broken limbs, Rad-Away removes radiation over time, ammunition has weight, and dehydration is a constant concern. This mode is only recommended for advanced players. You may turn Hardcore mode on or off at any time in the Gameplay menu, but if you activate Hardcore mode now and maintain it through the end of the main storyline, you will receive a special reward. Would you like to activate Hardcore mode?
Fawkes has died!
Fawkes has died.
Finished all repeatable encounters in set A -- starting over with encounter %.0f
Finished all repeatable encounters in set B -- starting over with encounter %.0f
For more information, press ESC and select Help.
For more information, press START and select Help.
Force your parents a short drive south, and you'll see the retractable dome of REPCONN's launch facility (not actual size!). You may have heard wild stories about rocket flights and their impact* on nearby towns and communities, but REPCONN feels you can't put a price of space exploration - after all, Rocketeers, you do want to go into space someday... don't you? * Statement is figurative and inadmissible as evidence in a court of law.
Forlorn Hope has sustained heavy casualties, but the fortification stands. We have successfully defended Forlorn Hope.
From this moment forward, we shall each and every one of us revere you as the Saint of the Great Journey. We shall never forget you.
Gather, all. Gather and hear my words. May the creator guide me and help me speak true...
General Radio Chatter heard over emergency channel, Message %.0f.
Given your understanding of explosives, it could be possible to disarm the Grenade Bouquet and collect the grenades.
God damn leg... I don't know how much longer I'm going to make it before I bleed out.
Gomorrah's Manager is coming to speak with you.
Good job! Now &sUActnGrab; again to let go of the toy.
Good! Now &sUActnGrab; again to let go of the skull.
Grouse is dead.
Guardian is down. I repeat Guardian is down. Requesting backup from any nearby forces.
Hannibal Hamlin and Leroy Walker are dead.
Hannibal Hamlin is dead.
Harold can no longer speak to you.
Harold's Heart is destroyed.
Head Paladin Ramos
Health fully restored.
High Karma Bink 1 for Ending Sequence
High Karma Bink 2 for Ending Sequence
High Karma Bink 3 for Ending Sequence
His wounds are too severe. You must have a Medicine skill of at least 40 to try and help him.
His wounds are very severe. This will be a tricky operation. Are you sure that you want to try it?
Hold up, Rocketeers, what's this? This trio of cylinders isn't a trio of cylinders at all!* They're containers holding what some* scientists call "plasma." Can you say "plasma?" REPCONN's always looking to the future, and in our future, we don't have to worry about radiation, health risks, or lawsuits when using this new and improved fuel source to blast our rockets into and out of the sky! * Clarification: "Cylinders" and "plasma" are factually correct designations of display items, both by definition and by the scientific community.
I just don't know what to do anymore. When Roger�s not in that stupid basement, he�s outside sweet talking that hussy, Martha Simpson. He claims there's nothing between them, but I know it's all a lie. I found a woman's pendant once, on Roger�s workbench. But of course, I said nothing. That�s me, Janet Rockwell, prim and proper housewife, living a perfect life here on Tranquility Lane. Some days I wish I really had beat her to death with that rolling pin. Then Roger would know I'm the only girl in the world.
I'm four whole feet, grandma!
I'm receiving reports that Forlorn Hope has been totally overrun, and the Legion is killing civilians as far as the township called Novac.
I'm{long pause} not getting any more information from Forlorn Hope. The Camp appears to have been totally overrun.
iButtonVar is %.0f
If the bunker's power regulators are destroyed, its reactor core will overload in a matter of seconds - with catastrophic results.
If your science skill was higher, you might be able to determine a use for some of the things in this heap of debris. (Science 20 or higher required)
In addition to showing the direction you are currently facing, your compass displays several other useful pieces of information. If you have an active quest, any quest targets will be displayed on your compass as arrows. A quest target will flash faster and faster as you get closer to it. If you have placed your own marker on the map, this will be displayed as a transparent arrow. People and creatures that you perceive are displayed on the compass as vertical bars. Red bars indicate enemies. Out in the Wasteland, the compass also indicates nearby locations as small triangles.
In Script Block
In the year 2271, the Desert Rangers of Nevada and rangers of the New California Republic met at this spot to sign the Ranger Unification Treaty. Under this treaty, the Desert Rangers agreed to be absorbed into the NCR in exchange for NCR's protection of Hoover Dam, New Vegas, and southern Nevada against the forces of Caesar's Legion.
Incorrect Code. Please try again.
Intercom currently in use.
Introduction Bink for Ending Sequence
Invalid encounter -- keep rolling.
It appears that some sort of pass phrase needs to be entered in order to open the nearby door.
It appears that these ants are from another ant colony. Perhaps attacking this rival colony would help the forager ants survive.
It appears that you can disarm this Motion Sensor and take the Microfusion Cell.
It appears that you can disarm this pressure plate.
It appears that you can disarm this rigged shotgun.
It appears that you can disarm this tripwire.
It is possible to trigger this bear trap without injuring yourself.
It is unsafe to access your suite at this time.
It is your sacrifice that will bring us to the promised land. Seekers, board the rockets, take your seats. The Great Journey awaits! We go now to the Far Beyond!
It looks as though the damaged servos and gyroscopes could be replaced with the correct components (Requires 3 Pieces of Scrap Metal, 2 Sensor Modules, and some Scrap Electronics)
It looks like you can only connect it to one part of the system at a time. Judging from the wires leading from the system, you have a general idea of where your broadcast will be heard. You guess that wherever your voice is heard, an armed response will shortly follow.
It seems like the robot's artificial intelligence is offline.
It sounds like the Omertas are mounting some sort of attack on the Strip. They are receiving heavy casualties from the Securitrons and other casinos.
Jericho has died!
Johnson Nash has died!
Just like the rocket you see here, we're aimed at the sky, but we've got a ceiling in the way! See, Rocketeers, while REPCONN is (was) focused on non-radioactive* propulsion engines, we still need to sneak back and use some of our older "proven" techniques with nuclear-driven engines to make space travel a reality. Partnered with our new buddy RobCo, we've dug up older, cheaper technology for upcoming orbital projects. No worries, even if you can't always see what we're up to up there - we can see you! * Any implication of radioactive material as negative is unintentional and in no way reflects RobCo or its subsidiary REPCONN.
Karma is an overall indication of your sense of good, evil... or neutrality. Your Karma starts at Neutral, and changes based on your actions. It can go up to Good or Very Good, or down to Evil or Very Evil. Kind or self-sacrificing acts will net you good Karma. Selfish and malicious acts will earn evil Karma. Sometimes, killing a particularly saintly or terrible enemy will modify your Karma as well. Though some people in the world react to Karma, most base their opinons off of Reputation. Karma is simply the universe's way of tracking your good and bad deeds in the world.
Knight McNamara
Leader: Good luck getting that door open. It will only open if you know the password, which you'll never guess!
Leader: So tru- Hey, that number was the same as the password. What are the odds of that?
Leaf Mother Laurel's Liniment has strengthened Harold's Heart.
Lieutenant Hayes has died!
Lily has died.
Lily has given you the Stealth Girl perk.
Lily has gone to the Lucky 38.
Lily has returned to Jacobstown.
Lily has suffered a psychotic break. She will remain in an aggressive state and will not respond to your commands until the break ends.
Lily will continue to take her medicine half as often as she is supposed to. She will still suffer psychotic breaks if her health reaches one quarter, but she will break off combat if you begin Sneaking.
Lily will no longer take her medicine at all. She will suffer psychotic breaks if her health reaches one-half, but her combat abilities are significantly improved.
Lily will now take her medicine every time she is supposed to. She will no longer suffer psychotic breaks, but her combat effectiveness will be reduced.
Lily will now take her medicine every time she is supposed to. She will no longer suffer psychotic breaks, but her combat effectiveness will be reduced.
Low Karma Bink 1 for Ending Sequence
Low Karma Bink 2 for Ending Sequence
Low Karma Bink 3 for Ending Sequence
Loyal has died.
Loyal's detonator begins to beep.
Loyal's detonator stops beeping.
Luckily for you, the trap's closing mechanism fires late.
Major Knight has died!
Meat intended for the Legion's mongrels is usually dropped onto this plate.
Meyers has died!




Distrust all in whom the impulse to punish is powerful.

Incendar.com, Incendar, Incendar Gaming, Incendium, Incendius, Incendara, Incendario, MINcendar
© Incendar 2004-2020

Sitemap  Media  Contact Discord