Jul. 2nd, 2023

crossover_chick: gif with Doc and Marty trying to get out of being written into twisted AUs (Default)
Got to pretty much everything that I wanted to get to on my to-do list, which is good --

Tumblr: I got the first two posts of this week’s Chill Valicer Save Update completed in full, and the initial drafts with pictures and starter text of the remaining five, all sorted on Victor Luvs Alice before lunch today, yay! :) So that’s something. Nothing at all happening on Valice Multiverse, though – I shall have to figure out something I can reblog over there soonish!

Fallout 4: Had a pretty simple day in the Commonwealth that mostly consisted of shooting feral ghouls. XD What, I’m in Jamaica Plain, that is what you DO if you’re not looking for the treasure! Here’s how it all went down –

A) Started by clearing out Ada’s inventory entirely, since I was already by the workbench and thus could easily store it. All the junk went in the workbench itself, while all the spare armor and guns I wasn’t using went into a nearby tool chest to save on weight. I’ll have to pick through and decide what I want to keep and what I want to get rid of later. Probably don’t need the missile launcher, but keeping Kellogg’s pistol as a potential “handgun” option is likely a good idea. . .and I’ll need the alien blaster for the Cabot stuff. :p It’s thematically appropriate, given how much Jack’s into aliens!

B) Anyway, with that sorted, it was off to hunt for ferals! Victor started by exploring the remains of the house attached to the workbench area – no ghouls inside, but there WAS one of those “Help Wanted!” Hallucingen, Inc. flyers. Have to remember to check that out later. . .anyway, Victor grabbed as much junk as possible, then killed a couple of ghouls lurking in the little parking area right behind before heading over to the church. Front door couldn’t be opened (I’d forgotten it was chained), so I had Victor head over to the house beside it. Opening THAT front door revealed a feral right by the stove in the kitchen area. I had Victor line up his shot –

BOOM! One feral down in a surprise awesome slow-mo fireball thanks to VATS! O.o I – guess there was a gas leak? I mean, it looked awesome, and Victor was far enough away that it didn’t come anywhere near him, so – yay? *shrug*

C) Anyway, Victor and Ada cleared out the other ghouls in the house after that (including shooting a couple on the upper floor through the holes in the ceiling) and cleared out all the various junk within. Once all the suitcases had been picked and anything useful looted, Victor followed the stairs up to the very top, where I remembered there was a ramp up to the holes in the church roof. Victor took out the Roamer that was lurking around up there, then started clambering around on the roof, trying to find the best location to drop down safely –

D) Cue him falling down straight to the bottom. *wince* Somehow he didn’t either die or break a limb, but it wasn’t pretty. Ada was like “I hope you don’t expect ME to jump in like that!” *shakehead* I had him eat his way back up to full health, taking advantage of the opportunity to clear out some of the rads he’d picked up –

Aaaand cue a radstorm moving in. And me discovering that you apparently cannot “wait” at church pews (at the very least, I never saw the prompt). Fortunately, the storm didn’t last long, and Victor was able to wait it out by doing a tiny bit of cooking (making some ambrosia salad with the wine he’d picked up) and investigating Luke Silverhand’s body (on a pew above a fuck-ton of Nuka-Cola bottles). Dude had the Mayor’s ID and a note on him, said note indicating the treasure was guarded by a “Type V Laser Defense Grid” – and that he was pretty sure he could get through it, reactivate it, and let the turrets take care of the rest of the team he came in with. Nice guy. Don’t feel guilty at ALL about looting your corpse and your stash!

E) Anyway – Victor spend the last of the radstorm investigating the church and picking up loot (and disarming a random trap), heading all the way up to the tower and its little sniper spot to pick up the ammo there. With that, I decided he might as well stop in the church for the night to sleep, since he was already feeling tired –

And then he got the “you need to use the toilet” message. And when I went to get his port-a-potty, I realized “oh, yeah, that’s a JUNK item – I put in the workbench!” So cue poor Victor heading back to the workbench to retrieve his portable toilet and use it. I tried to go as quick as I could, but to no avail – by the time he’d found it in the menu and put it down, he’d already gotten a UTI. >( Yes, this is something you can get with “Advanced Needs 2” – it drops your Luck stat down by 3. Bleh. And antibiotics don’t cure it, fun. AND, because “Advanced Needs 2” is an older mod the creator took off Nexus Mods (he replaced it with “Advanced Needs 76,” which as you might guess includes some Fallout 76 features, mainly the CAMP system – I’m sure it’s an excellent mod, but I don’t want to have to restart my game AGAIN to install it), I can’t figure out how you CAN cure it, or if I just have to wait it out. (Or maybe find a doctor? I’ll have to see what happens. . .) At least Luck isn’t a stat I rely on a lot for Victor!

F) Anyway – with bodily needs met, Victor set up camp by the workbench and settled in for a good eight hours sleep at roughly 8 PM in-game. He woke up around 4 AM in a pouring rainstorm, which, not the BEST way to wake up, huh? Still, I figured the rain would stop the ferals from spotting him, so I had him set out with Ada again, exploring the little bus-stop-type area with all the baby carriages –

Aaaand setting off a mine. Which exploded him and left him half-stuck in the ground in a VERY undignified position. Victor wasn’t having the best time of it in Jamaica Plain. XD

G) Fortunately, I’d saved right after he’d woken up, so I was able to pick up pretty much right where I’d left off, exploring the little platform more carefully and grabbing some hubflowers from the edges. Never found the mine to disarm it, though – starting to suspect it was IN one of the baby carriages. Victor and Ada then explored a nearby wrecked home for junk, then headed past the church into the graveyard right beside it. Victor spotted some feral ghouls playing dead in amongst the headstones, so I had him throw a frag grenade in – killed two of them on the spot, and the Two-Shot Combat Rifle took care of the third, no problem. :) Victor looted the bodies and cut through the graveyard into the backyard of the house next door (complete with fancy playground equipment), and then took a peek onto the street, where a body sat against a barricade near some roaming feral ghouls. Victor threw another grenade, then he and Ada took the rest out with the Two-Shot and her lasers. They make a good team. :) Victor got the stuff off the body, one Carl Everett – he had the Town Hall key (I left that on him in case I want to have Victor try to pick it first) and a holotape diary, which revealed that this whole expedition had been his idea! As it turned out, he’d owed a bunch of caps to Sal, who was more than willing to do horrible things to him to get her debt (being an ex-Gunner and all). To keep her off his back, he told her about the treasure of Jamaica Plain and said he could assemble a crack team to get the goods – Luke Silverhand for tech and lockpocking; the Standishes for small arms and explosives; Sal herself for heavy guns. There was supposed to be another guy on sniper duty, but he never responded to Carl’s call to arms. Unfortunately for Carl, Sal insisted he come along too, as he knew too much, and given Carl was of the impression she’d just shank them all to keep the treasure for herself once they got in, he was pretty sure he wasn’t making it out of this alive. Welp, at least you didn’t get shanked, Carl?

H) Anyway – with some of the backstory filled in, and the storm abating, Victor and Ada continued down the road, taking out another ghoul and finding their way to the general store! Victor grabbed a bunch of stuff off the shelves, then hacked the terminal on the wall to let loose the two police Protectrons in their little charging pods – a bit of extra help wandering around the town never hurt anyone! He and Ada continued on, with Victor finding another little house to loot (this one apparently was in the middle of hosting a big old breakfast when the bombs fell, judging by the neatly-laid table), and then heading out toward the diner at the edge of town. Victor shot a few more ghouls along the way, then raided the diner for all its Nuka-Cola bottles, pre-War money, and various other odds-and-ends. There was also a trap in there, but apparently that was triggered long ago, as there was no way to disarm it. *shrug* From the blown-out windows of the diner, I spotted a pond (well, it was a pond NOW, I dunno if it was always a pond) with some bloodleaf growing in it, and decided to grab that –

I) And as Victor went over and raided the little picnic area beside it, I heard the whirr of a vertibird and gunfire in the distance. Looking across the pond revealed a Brotherhood vertibird having a fight with what I presume to have been a bunch of Rust Devils and their robots. Victor and Ada watched the fight from a safe distance (which ended with a pretty epic explosion on the ground – suspect the gang had a sentry bot, those do blow up when they’re “killed”), then Victor got his bloodleaf (making sure not to upset the nearby glowing squirrels hanging out in the water) and proceeded onward. . .

To discover that he’d looped back around to the settlement workbench. Well, okay then! Took the opportunity to store all the junk he and Ada had picked up (immediately retrieving his port-a-potty once he had), then stopped there for the day. XD But yeah, Jamaica Plain is looking a lot more cleared out now! I still need to find the bodies of the Standishes, though, before I go looking for the treasure – I want to get their backstory. And see how they were planning on betraying the others. XD So yeah, we’ll do that next week, along with hopefully getting at the treasure itself! Should be fun. :)

Writing: Another update to the FO4 Playthrough Progression document, detailing Victor’s, Alice’s, and Ada’s further adventures in Jamaica Plain! The major deviation from “canon” this time (beyond, you know, the standard “Alice is also there”) was me putting in a bit at the very beginning where Victor radioed the Castle to let them know what was going on, and got Piper, who’d stopped by with little sister in tow to check the place out for an article in Publick Occurrences. Victor promptly invited her and Preston to join him in the town, explaining he was going to try for the treasure after clearing out the rest of the ghouls for the future settlers. So future updates will feature a quick appearance from his Minuteman second-in-command boyfriend and spunky reporter girlfriend. :) Other than that, though, the write-up for the story universe was largely the same as what happened in-game, with Victor spending a couple of days wandering around hunting ferals in the city limits and stumbling across the corpses of the previous group of treasure hunters (he of course avoided getting blown up by the baby carriages – Alice warning him off getting too close one, since I’m pretty sure that’s where the mine was – but I DID have him fall through the hole in the church roof, and develop a UTI, because if my in-game Victor has to suffer such indignities, in-story Victor must as well). I imagine Preston and Piper will show up in the next update while Victor’s looking to find the Standishes and any useful items they may have on them to get the treasure – we’ll see what happens next week!

YouTube: Usual Sunday two, as you might expect –

A) From the Subs, we had GrayStillPlays and “Making terrible decisions to stop crime,” aka Gray plays Let’s Be Cops 3D! This is a ridiculous mobile game about being a cop – specifically, a traffic control cop, looking out for speeders, cars with smoking exhausts, cars with hazards lights on, and cars that are ON FIRE, and pulling them over as necessary to see who gets let go, who gets a fine, and who gets arrested. Anyone who runs, you have to track them with the chopper and then blockade them on the Golden Gate Bridge (and it is ALWAYS the Golden Gate Bridge). Occasionally you get to arrest people in person and use your taser on them if you chose to unlock it. Oh, and your cop can dress up like an astronaut if she feels so inclined. XD Gray had a lot of fun letting professional assassins go and arresting ambulance drivers while trying to figure out what punishments made him the most bank to upgrade his little patrol car (generally fining everyone in existence, with the occasional arrest), searching people’s cars in hopes of finding bodies (no, but he found a baseball bat and a hidden bottle of booze), trying to get stabbed during arrests (no dice – he was very disappointed), marveling over some of the crimes people had committed (one woman was selling illegal ice cream flavors – and she wasn’t even driving one of the ice cream trucks!), and getting smacked around during his traffic stops – to the point where, at the end, his car got smacked off the board so hard by a runner it literally BROKE THE GAME. Gray ended up on a black screen with the game audio playing in the background and couldn’t do anything. As he put it, when the game breaks, that means he’s won. XD Good times!

B) And from the Watch Later, we had Jon of Many A True Nerd and “Fallout: Tale of Two Wastelands - Part 36 - Speedrunning Blues!” A title with a double-meaning, as he was both speedrunning through the rest of Old World Blues AND working on making Wanda’s crouch-walk even more ridiculously fast and furious. XD Things went as follows:

I. First up, Jon confessed to us that he had to commit more console-command sins to get the perk he wanted to show us later in the video – specifically, he had to add in an agility-boosting perk so he had Agility 8. Getting this agility-boosting perk the normal way would have cost Wanda 4,000 caps, so Jon has added that to the debt he incurred by giving himself loads of money for speed-boosting implants he got previously. He now owes the game 12,000 caps, so, uh, we’ll see how he pays THAT off!

II. After that, it was time to do some literal speedrunning through the X-2 Transmitter Antenna Array – namely, Wanda slapped on the stealth suit, popped a Stealth Boy, and attempted to do the entire quest while under the effects of the Stealth Boy! She didn’t quite go undetected – bumping some protectrons in the main building – but she made it up to the main satellite dish and got the Think Tank the antenna schematics they needed, which got her loads of XP (Old World Blues just THROWS XP at you without a care in the world, let me tell you) and a level-up. And that level-up –

III. Got us a long explanation as to how crit chances work in TTW (basically, each point you have in the Luck stat increases your crit chance by 1%, up to the max of 10% for 10 Luck, and then you add on any bonuses you get from traits, perks, and apparel (plus a specific skill magazine if you’ve got it), and THEN that number gets multiplied by any gun that indicates it has a bonus – That Gun has a 2.5 multiplier, for example) to explain why he will eventually take the perk “Light Touch,” which pairs well with the “Travel Light” perk he took last episode (which allows Wanda to move faster if she’s wearing light or no armor) and gives characters who take it a flat +5% bonus to their critical hit chance while giving enemies a -25% debuff to their crit chances to hit them. That flat +5% bonus is NOT multiplied by any modifiers – it’s just added on at the end – so it’s not great for guns that have bonuses to crit chances, but it is great for any guns that have debuffs to crit chances, like automatic weapons – that way, it helps offset those negative modifiers. It was pretty complicated yet fascinating stuff to someone who is used to the Fallout 4 “fill up the crit bar and then activate it for a guaranteed-to-hit super shot” method of critical hits (and even then doesn’t actually use it despite relying on VATS all the time to line up shots because she can never remember HOW you fire off a crit).

IV. However – I said that whole explanation was for why he will eventually take “Light Touch.” The perk he ACTUALLY took for that level-up was “Tunnel Runner” from Lonesome Road, which is the perk that required he up Wanda’s Agility to 8. What that perk does is up his movement speed while sneaking in light or no armor by +25%, which is way better than the stealth suit’s +20% (which doesn’t even get any of the other bonuses because it’s MEDIUM armor). Jon showed off just how speedy he was by doing a bit of third-person mostly-naked running around, nyoom. XD

V. With that sorted, it was time to start finishing off this quick trip through Old World Blues! First up, Wanda hit the X-8 Research Center to do more “get into this place and steal these records” tests to actually advance the main plot beats. This involved a “steal these student records in this fake high school” test (which was very easy, as the main enemies were cyberdogs Wanda could usually take out in one hit, and doing it repeatedly got her a “turn off the force fields” addition to her Sonic Emitter, which allowed her to disable force fields blocking her way – important later), and a “steal this audio recording of cyberdog Gabe’s bark from this residential backyard he’s guarding” test (harder, though as it turns out you don’t have to kill Gabe, to get around him – you can just sneak, especially if you have super-speed in light armor. In fact, you can in fact try to save his life from the roboscorpions that attack after you get the recording of his bark to get a different bit of dialogue during the end-game conversations, but as Jon showed, that’s honestly really hard, given how squishy he is). Getting that audio sample to the Think Tank got Wanda another load of XP, and Jon ended up grabbing the second rank of the “Thief” perk from the resultant level-up, as that one just ups movement speed another +10% while crouching in this mod (in base Fallout 3 it just adds to your “sneak” skill and one other skill, and Jon considers it pretty worthless – here, though, it’s a must-have for speed purposes). Already at this point the third-person crouch-walking animation was looking pretty silly. . .

VI. And THEN Wanda avoided Mobius’s roboscorpion ambush outside the Sink tower by just fast-traveling to the Mysterious Cave and going over to his Forbidden Zone Dome Entrance from there; invaded the X-42 Robo-Warfare Facility and used her incredible speed to get past the giant roboscorpion before it could fully come online and up to its control center where, with a zap of her new “can remove force fields” sonic emitter, she slipped inside and used the terminal to initiate an immediate emergency shutdown; and met Dr. Mobius and agreed to help him keep the Think Tank contained in the Big Empty (as that’s what he’s actually been trying to do all this time, well aware his colleagues are all bonkers bastards). And all of THAT got her ANOTHER big old level up and got her the third rank of the “Thief” perk, boosting her crouching movement speed by ANOTHER 10%! Damn. . .it also got her a pile of Mentats (good for selling later, as she DOES have that giant debt to pay off), and Mobius’s scrubs and glove. Nice. :D Though what she was really looking for was his glasses. . .

VII. And THOSE were back with the Think Tank, who were NOT happy with her talking with Dr. Mobius and not helping them escape and inflict their SCIENCE! on the Mojave at large. Fortunately, with her super-high Speech skill, she was able to convince their leader Dr. Klein that she WAS Mobius, babbling on about the power of SCIENCE! and convincing them to stay put and keep doing SCIENCE! so they wouldn’t get destroyed. They were amendable to that, and she got her glasses! (Though Jon noted they’d been nerfed a bit by the mod – still boosted the “explosives” skill and the Intelligence stat, though, so that was good.) And her brain back from the tank it was chilling in, thanks to the power of Speech checks. XD Though she could still trade it out for the synthetic version if she wanted the perks of that one instead. . .Jon elected to keep the organic gray matter, though, as it came with some extra damage threshold damage-negating goodness thanks to her skull still being reinforced. :p And with that, her trip to the Big Empty was over, and she returned to the Mojave with a gun that let her revisit the place whenever she wanted to have a poke around (or earn more stealth boys) and another level-up post-ending slides because seriously this DLC just DUMPS XP over your head. XD Wanda is going to return to the Capital Wasteland with so many more levels under her belt. . .

VIII. But Wanda wasn’t done with New Vegas yet! Mostly because, having taken a bunch of perks that make her faster and better with light armor, it was time to GET one of the best light armor sets in the game. And THAT required a trip all the way over to Vault 34. . .a dungeon that Jon almost NEVER does, because HOLY HELL IS IT BAD. The place is a total maze of corridors if you want to explore; is heavily irradiated, meaning you pick up rads and rad sicknesses really quickly (plus parts of it are flooded until you figure out where the terminals controlling the pumps are); AND contains some of the toughest enemies in the game – feral ghoul vault security staff, who have 400 hit points each! And the game just keeps spawning more of them into the vault the further you travel into it! Not to mention the fucking Overseer in his office, who has nine fucking hundred hit points, hits for one hundred damage per swing, is a REAVER so he moves faster than other ghouls, AND is protected by two turrets! Honestly, the only reason Jon ever ventures into this dungeon normally is to retrieve a certain autodoc from the clinic near the entrance (for a particular Legion sidequest, and I wouldn’t consider the assholes of the Legion worth it), and the only reason he was going even DEEPER into it now to get that armor was because he had an advantage he never would have normally in baseline New Vegas – the Ghoul Mask! Which makes all of the ghouls inside friendly and saves him having to constantly shoot the terrifying bullet sponges that are vault security. Seriously, this entire vault should be classed as Legendary with enemies like THAT in it. . .

IX. Anyway, Wanda’s goal in this hell-vault was to open up the vault’s armory and get the goodies within (in fact, this vault’s whole experiment was “what happens if a vault has an extra-large armory that anyone and everyone can access freely? Oh, bad things, right”), which required her to just go running around and hack a few terminals to override the Overseer’s previous attempts at shutting it down. Along the way, though, Jon decided to do something that he had NEVER pulled off in any of his previous trips to New Vegas in other LPs – namely, save the people trapped in the basement levels in the vault! Yes, as it turned out, this vault lasted long enough to have current-day residents that HADN’T turned into horrible feral ghouls, but the small group of still-okay vault dwellers were trapped in a section of the vault that had been locked down when the Overseer tried to lock down the armory. To free them, Wanda had to get the password for the terminal nearby their prison off the Overseer (a tricky business that involved her critical-headshotting him from behind, hoping she didn’t annoy the other ghouls in the process; she didn’t, fortunately) and then reroute control of the vault systems to THEIR terminal, allowing them to free themselves. . .but in the process, dooming the sharecropper farms above as toxic shit leaked into the soul. Whoops. *wince* Yeah, unfortunately this mission has no truly “good” ending, as you either kill these people or kill the crops – there’s no “can’t I save the people AND the farms” ending. :( However, given that Jon had never found a way to free these people before, I was perfectly happy with him letting them loose – especially as he was unlikely to ever do it again, especially in baseline New Vegas! Wanda went to visit the four in their new home in Aerotech Office Park before the end of the episode, and got an advanced radiation suit off their leader in thanks. :) At least she did good there! (And given that I’m not even sure she KNOWS about the sharecropper farms. . .yeah, we won’t fully blame her for dooming them.)

X. As for what she wanted out of the armory. . .well, weaponry-wise, she was very happy to pick up a pulse gun (shitty standard damage, but has a fantastic damage boost against robots and power armor), and the All-American (I’m not sure what kind of gun this is, but it’s semi-automatic, and Jon named it as a good all-around weapon, with an ammo type that is reasonably plentiful, a great fire rate, decent damage, and – most importantly – the second-lowest AP cost in the game in VATS, meaning you can spam the HELL out of this thing). But her real prize was a few sets of Vault 34 reinforced security armor, the best base game New Vegas light armor (the DLCs added their own). Jon was a little worried that the mod, in tweaking them to be reinforced, had bumped their status up from “Light” to “Medium” armor, but fortunately not. They also weren’t QUITE as good as they were in the regular New Vegas, but they were good enough (especially after she combined them all to upgrade the “Mk II” set’s condition), and would certainly do the job for Wanda as she continued her travels!

XI. And with that, the only thing left to do was return to the Big Empty and run some tests to see just how fast Wanda really was now that she had all of her crouch-speed upgrades! Using the “Sink Tower balcony to Elijah’s Watch” metric from before, Jon did some fast-travel tests with Wanda in various positions, wearing various armor combinations. Results – the trip from Sink to Watch took 35 minutes in-game time with Wanda fast-traveling in her power armor while standing up; 32 minutes while standing up in the stealth suit; 27 minutes in the Vault 34 security armor while standing; and 24 minutes in the security armor while crouching. Try as he might, Jon could not beat 24 minutes in fast travel time, not by stripping Wanda of every bit of gear, nor by hopping her up on the Turbo “slow-time” drug. But he was CERTAIN that Turbo should have some sort of effect, and thus devised one final test – seeing if Wanda going on foot while using Turbo was faster than just fast-traveling. Result? Going from the base of the Sink Tower to Elijah’s Watch while crouching in light armor took 28 minutes via fast travel. Going from the base of the tower to Elijah’s Watch while crouching in light armor and traveling on foot hopped up on Turbo?

14 minutes. Wanda literally halved her time spent “fast”-traveling! And all it took was her getting completely addicted to Turbo. XD Woman is now the speediest in the Mojave!

And with that, Jon ended the episode! And while he’s almost ready to head back to the Capital Wasteland and have Wanda face the whole “Project Purity” mess, there is one last thing he’d like to do while he’s in New Vegas on vacation. . .but we’ll see what that is next week! Can’t wait. :D

Workout: Back on the bike today, with my now-usual one-off Sunday James Turner episode to entertain me while I pedaled – “I'm going to steal grandmas money $$,” featuring James trying out the new “Family Fortune” scenario that recently got added to the game. This scenario features a pre-made family, the Landrys, who consist of disappointed grandmother Nyssa and her three grown grandchildren – Ava, who is Mean; Eddie, who is Lazy; and Lila, who is Hot-Headed. (No information on what happened to the parents, though it feels like this is a “the parents died when the kids are young and the grandparents ended up raising them” situation). Nyssa is deeply annoyed with her descendants’ horrible personalities, lazy ways, and constant bickering (they all start off with relationships in the red and negative sentiments and no jobs), and is not keen on leaving them their inheritance. Possible outcomes for the scenario include repairing the family relationships, making Nyssa proud by turning the grandkids’ lives around, or just straight-up disappointing her (and possibly not getting any cash at all). James moved them into the EXTREMELY stormy Tartosa (seriously, it was thunderstorming there pretty much the entire video – also James thought it automatically made a new save when he started the scenario, but in fact it plopped him in his current Bigwallet save – he quickly turned it into its own save when he realized) with the intention of trying to disappoint Grandma further, but his answer to the initial pop-ups meant that he actually ended up completing the “Happy Family” ending, healing the rifts between the siblings (as the game forced him to heal the negative sentiments between them, which kind of required making them friends). It took a while, especially with Ava and Eddie (they downright HATE each other – and James didn’t make things easier for himself by having them fight at the opening dinner party that the scenario insisted he throw), but with a few tricks (namely, having them visit a Micro Home in StrangerVille to increase relationship gains, shower each other with funny gifts, and then add each other on Social Bunny and spam friendly messages to increase their friendship), he made them all best buddies. The acquisition of a few jobs (tailored to their personalities – Ava became a Criminal, Eddie a Tech Guru, and Lila an Entertainer) and the earning of $10K (done via spamming paintings on the digital sketchpads) later, and Nyssa died, reasonably content in seeing her offspring’s offspring turning themselves around. Though she clearly played favorites – while all the money naturally went into the same household funds pot, the siblings all were credited with a specific amount via their inheritance letters in their inventories – and Ava got $152K while Eddie only got $29K and Lila $25K. Maybe Eddie insisting that he didn’t want a family when he had video games got to Nyssa – or maybe the family fortune was made via crime and she was happy to see Ava get into the family business. XD Either way, the siblings all got a decent nest egg, a bunch of satisfaction points, and a retraiting potion each if they wanted to change up their traits and get rid of the negative ones. *shrug* A decent scenario if you like these more story-driven ones! And James seemed to have fun playing it, so that was good. :)

Not too shabby, eh? :p I would call that a pretty good Fallout Sunday. :) And now it is time to plan for what I'm gonna do with my pre-4th Monday off. . . I'm thinking catching up on tumblr tags and finishing up at least a few more posts of the Chill Valicer Save update over on Victor Luvs Alice; playing Sims 4 and doing the Valicer wedding; and trying to catch up with at least last week's episode of the OXBox RE4 Remake LP! Oh, and doing some writing, though I may do personal project stuff instead of "The Joker And The Queen." We'll see. :p Night all!

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