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Scrappy Mechanic / Fallout

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  • Hacking minigames in Fallout 3, New Vegas, and 4. It's excruciatingly tedious as it also function as Double Unlock (reach the required skill in order to interact with hackable terminal, and then play the word-matching minigame based on Mastermind that increase in difficulty depending on the lock difficulty). Failure to do the minigame will cause the terminal to be permanently locked (in Fallout 4 it simply locked for 10 seconds). It can be worked around in 3 when there is only one mistake limit left, simply back off and the mistake limit will be restored. However in New Vegas if you did that, terminal will be locked for 30 seconds. It got to the point that there is mods for each respective games that remove all the words except one that matching.

    Fallout 3 
  • The weapon-degradation system in Fallout 3 moved in this direction. On paper, there's nothing wrong with it; weapons degrade or break over time, reducing their effectiveness, and you can use other weapons of the same type to repair them. The problem is that the game also loved to make the best weapons around be found in borderline-unusable condition, especially early on - and since said weapons were also rare, repairing them was almost impossible. Instead of giving you A Taste of Power, this resulted in guns that have very limited ammo, require special training, and are actually worse than your starting pistol. A good chunk of the fanbase is still under the impression that Energy Weapons are useless, because of this; they're not, but their introduction to them was just that disastrous. New Vegas thankfully rectified this by making rare guns usually be in decent condition, and altering repair mechanics to be more accepting as well as introducing the awesome Jury Rigging perk.
  • The conversation system was largely reviled for making speech checks dependent on a percentage. Not only for being a Luck-Based Mission, but one that's incredibly easy and a bit tedious to abuse (just reload the closest save whenever you fail one and try again) and one that doesn't really make any sense (apparently, you can say the exact same thing at the same time in the same situation to the same person and get completely opposite results). Largely fixed in New Vegas and 4, where it's a guaranteed success or failure depending on whether you have enough points in the skill (and you can even try anyway, for a joke fail answer), though this had the side effect of making a 100 in Speech something of a Game-Breaker.

    Fallout New Vegas 
  • In Fallout: New Vegas, a low reputation with either the Legion or the NCR will cause these groups to send assassination squads after the player. The squads are made up of four members pulled from one of three "tiers" based on the player's level, making them a rather challenging fight (bordering on being Demonic Spiders) for nearly any character build, especially early in the game. They respawn every three days to come after the player, making matters worse if you rest or fast travel frequently. The "scrappiest" part of it all, though? They'll always come straight for the player to declare that the player has been marked for death, even if the player has a 100 Sneak skill and is invisible thanks to a Stealth Boy. The only way to get the drop on them is to see them coming from a long way off, which isn't always easy (or even possible). Thankfully, some game mods exist which change their respawn rate to a more reasonable 7–10 days and/or remove them completely from the game.
  • The inability to mod most Unique Weapons. Want to add a scope to the Mysterious Magnum or a silencer to A Light Shining in Darkness? Nope, sorry, you can't. There's some justification with a few of the weapons because they're slightly different models than their generic counterparts, so it would be logical that the same modifications may not fit, but this is true only for a minority of cases. This also results in the irony of some fully-modded weapons being preferable to their unique counterparts because said mods make them more effective in spite of the fact that unique weapons usually have better stats.
  • That multiple mods exist (each with tens of thousands of downloads) that either mitigate or remove annoying aspects of the Dead Money DLC should demonstrate how numerous the examples are. The DLC, while lauded for its story, is chockful of controversial mechanics:
    • The DLC begins with the player character being told that they have been fitted with an explosive slave collar that will detonate if it gets within range of a number unseen radios and loudspeakers screwing with its signal. What's even more irritating is that the damn thing is stuck on you the moment you start the questline and doesn't come off until you finish it. There are very few options for dealing with this, save for a companion perk that increases the grace time needed before the collars threaten to explode or simply finding the radios and loudspeakers, which are often hidden in out-of-the-way areas and seem to have been strategically placed by the developers to see how frustrated players could get (under counters, high up on walls, etc). That's not counting the "unbreakable" variants that can't be broken, no matter how much you try shooting them. The constant beeping within the Tampico Theater towards the end of the mod may make you turn off your volume altogether.
    • Save for a handful of perks acquired in other DLC missions that can come in extremely handy, there is no real recourse for dealing with the toxic cloud (which deals constant damage), and very limited healing options available. Some online guides even recommend taking advantage of these loopholes (like the Auto-Inject Stimpak / Super Stimpak from Lonesome Road or Them's Good Eatin' from Old World Blues) to merely survive in Hardcore Mode, as the damage factor is so high that trying to go for any of the well-hidden secret stashes is downright suicidal otherwise.
    • The gold bars, which are supposed to represent the theme of the DLC (letting go), but instead are arbitraily set to a weight of 35 pounds eachnote . You're only meant to take one or two with you as you exit the DLC, but various tricks are available to escape the vault with all 37 bars. Not helping matters were the devs attempting to short-circuit these exploits, only to fail when it was discovered that you could use chems and a certain implant to dash out before the collar detonates. This mechanic was so infamous (and even admitted as such by Josh Sawyer) that when gold bars were re-introduced in 4, they weighed much, much less and had a much lower marginal bottle cap value.
  • Ulysses' dialogues with you in Lonesome Road, as well as the Courier Duster you get at the end of the DLC, are based on your reputation with The Strip (For Mr. House), NCR, and the Legion. The problem is that reputation with the three has nothing to do with which of the three you may have actually sided with in the main questline; in fact it's quite possible to have a mediocre reputation with your faction of choice, while you can rather easily rack up a high reputation with one of the others. Cue conversations where your player is spoken to, and speaks like, an NCR backer, even if you've thrown in your lot with House or Caesar. Naturally, fan mods exist to change this so he recognizes your alignment properly based on quest progress.

    Fallout 4 
  • In Fallout 4, the new dialogue system was negatively received by just about everyone for being both unintuitive and needlessly simplified. In contrast to previous games, the game uses a four-option Dialogue Tree with one to three word descriptions similar to those found in Bioware games. However, the vagueness (even more vague than Bioware games) of the choice descriptions means that you rarely have any idea what's going to come out of your character's mouth (i.e. the "SARCASTIC" option apparently translates to anywhere from "affably snarky response" to "personal insult"). For the most part, the limited choices and lack of an Investigate option makes it harder to learn more about the world or gain the proper context. Adding to the over simplicity is that Charisma is the primary stat for swaying dialogue as opposed to the previous games allowing multiple different options. As a result, you're generally only able to manipulate conversation based on persuasiveness, rather than any other stat/perk like Medicine or Intelligence. Todd Howard even admitted in a post-release interview that the system had problems. Thankfully there is this mod which restore full dialogue choice options.
  • Settlement building is clunky, rather sloppily implemented, and frustrating. There is no "snapping" option for placing items save for the metal and wood sections, and there is no additional camera angles for a better view, restricted to the existing first person and third person view modes. Then there is that collision does not always work properly, which leads to item clipping and making it almost impossible to add features like doors. Even worse is that most settlements feature uneven terrain and non-removable objects (this ain't Minecraft Not helping matters is that the mechanic is not optional with several quests in the game that FORCE you to build something in order to advance the plot, though thankfully following a certain path gave you a large, spacious place seems to be specifically designed for the quest.
  • The lower than before SPECIAL points given to you while starting and prohibitively high requirements to unlock perks count. As usual, mods are there to fix it.
  • The Minutemen radiant quests. How would you like to be given a quest to clear out feral ghouls from an area, doing so, likely having some fun in the process. However, you then have to go about establishing a settlement there with food, water and defenses (often without adequate resources to do so) only to head back to the quest giver to get your reward and are thrust without choice into yet another quest doing the same thing with some other kind of enemy. This can happen multiple times. And you can't leave the quests for later because they're timed and they'll fail, so you find yourself stuck in an endless cycle of building and defending settlements which doesn't allow you to do any exploring or scavenging or proceeding with the main quest to find your kidnapped son and avenge your dead spouse. Patches would significantly reduce the frequency of these quests as well as remove the "timed" aspect for everything but the specific "Defend ____ Settlement" quests.
    • this mod fixes the aforementioned problems by making Preston no longer giving radiant quests after a certain point in the game that can be reached rather early.


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