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Re: Anonymous editing[]

Welcome back, Angela. As far as I know, anonymous editing is currently unavailable. At the moment I have no info on when or if it will be re-enabled. I apologize for any inconvenience this may cause for you. --FindabairMini-JSPnP LogoThe benefit of the doubt is often doubtful. 15:29, 6 April 2021 (UTC)

It's fixed again I think. I flipped a switch. Jspoel Speech Jspoel 15:49, 6 April 2021 (UTC)
Someone flipped it back to only registered users. Don't know who. I flipped it again, so anonymous editors can edit. See if it stays like this. Jspoel Speech Jspoel 16:52, 6 April 2021 (UTC)

Lines[]

You mean like this (see below)? You have to add a <br/> at the end of the line of text. (Edit this message to see it). Jspoel Speech Jspoel 16:55, 6 April 2021 (UTC)

Hello, I'm Angela 1
Hello, I'm Angela 2

Re: Quick reply[]

You are most welcome. As for the password, we all have that problem. :-)
Have a great day and happy editing. --FindabairMini-JSPnP LogoThe benefit of the doubt is often doubtful. 17:17, 6 April 2021 (UTC)

Anonymous editing[]

To know your IP adress from the computer you're working on, type "what is my IP" in Google and you'll get it. About disabling anonymous users, we got a lot of spam edits from a few anonymous users, perhaps even blocked ones, so we have decided to disallow anonymous users a few weeks from editing. After that we'll enable it again and see how it goes. Jspoel Speech Jspoel 20:03, 7 April 2021 (UTC)

I wouldn't want to set it as a standard. I've tried it myself and I think it'll throw off new users after a few edits, as being annoying. Jspoel Speech Jspoel 20:44, 7 April 2021 (UTC)

Items in Pip-boy[]

We have a Category:Fallout 76 aid items category. I assume that is what you're looking for. Jspoel Speech Jspoel 13:22, 22 April 2021 (UTC)

The aid tab in the FNV Pip-Boy lists all the consumables in the game. So Category:Fallout: New Vegas consumables or Fallout: New Vegas consumables is what you're looking for. Jspoel Speech Jspoel 20:54, 5 June 2021 (UTC)

Gadget fun[]

In response to: https://fallout.fandom.com/wiki/Talk:Poisoned

Good question, I am not sure of the opposite gadget but I always say nothing is impossible. And by that I mean, I would have to ask one of the dataminer editors. Stay tuned! Ah so good, you already know the ropes of the volunteer grind, and learned hopefully quicker than me to give yourself some limits (but there is soo much to doo!) You are welcome at the Academy anytime, and also everywhere else! I am glad you are here and excited to see you when its pop in time :) -kate -kdarrow Pickman heart take her for a spin! 21:09, 24 April 2021 (UTC)

Message fun![]

I am so bad, I missed your message. Ahhhh! I did ask about the gadget but I think folks are busy on their own projects. Maybe I can bug em again. To answer your question, everyone should leave edit summaries, no matter if they are admins or not. So that is naughty. You are doing it right though! Keep up the good work! -kdarrow Pickman heart take her for a spin! 22:32, 29 May 2021 (UTC)

Re: Links in table headers[]

Hello,

as for the background color of those tables, this is due to some upcoming changes (Fandom Desktop) made by Fandom, see this blog by the community manager. I know that Dekker has been working on our Wiki settings and will bring this issue to his attention - either to change link color or remove the background from tables altogether, as it wasn't there before.

As for Chet and the discounts he offers, the infos are not conflicting. He offers 50% after completing "Run Goodsprings Run", and another 25% if having a mixed reputation. I updated the description on his character page to reflect this.

Hope this helped to clarify things. Have a great day and happy editing. –FindabairMini-JSPnP LogoThe benefit of the doubt is often doubtful. 05:33, 14 June 2021 (UTC)

Update regarding the tables, their background will be changed soon, as I spoke with Dekker about it. –FindabairMini-JSPnP LogoThe benefit of the doubt is often doubtful. 07:13, 14 June 2021 (UTC)

Reputation[]

Hey Angela, since I was forced to leave the wiki, I no longer contribute here - but I agree, your contributions are an excellent idea. Stay safe. Тагазиэль 06:45, 16 June 2021 (UTC)

Unsigned template, Fandom Desktop and more[]

Hello Angela,

the syntax for the unsigned template is rather easy, it is {{Unsigned|Username|Time and date of their entry in UTC}}. The hardest part early on is to remember that the times displayed on Recent Changes or a page's history is your local time. So you'd need to adjust the time accordingly (-2 hrs for me over here in Germany.)

As for the Fandom Desktop, yeah, it is still WiP and I'm not convinced just yet either. But since it will come eventually, I opted-in to get used to it now, making it easier in the long run.

Oh, and as a small bon mot on the side, you can safely ignore part of Tag's earlier statement. No one forced him to leave the wiki, despite his gross abuse of his sysop position by unilaterally unblocking a permabanned user. This just to clarify and to avoid any misconceptions.

If you need anything else, let me know, my talk page and Discord are always open for you. Have a great day and happy editing. –FindabairMini-JSPnP LogoThe benefit of the doubt is often doubtful. 11:01, 16 June 2021 (UTC)

Re: Small lakelurk cave vs. River bank alcove[]

Hello, good find there. I moved the article to its new name, updated all pages that link to the article and added the game guide as reference. Let me know if you need anything else. Have a great day and happy editing. –FindabairMini-JSPnP LogoThe benefit of the doubt is often doubtful. 05:54, 18 June 2021 (UTC)

Yeah, saw you fixing it, good job there, I overlooked it. –FindabairMini-JSPnP LogoThe benefit of the doubt is often doubtful. 16:07, 18 June 2021 (UTC)

Discord link[]

I'm having the same problem. Must be a temporary glitch, wait it out for a while. Or you could send Fandom a message about it. Jspoel Speech Jspoel 16:53, 25 June 2021 (UTC)

There's a link to Spam filter problems in that block message. You can click on that to send a message. Jspoel Speech Jspoel 16:54, 25 June 2021 (UTC)
Seems to be fixed. I just saved a page with a Discord link in it. Jspoel Speech Jspoel 17:10, 25 June 2021 (UTC)

Re: Vault jumpsuits[]

Sure, we can get rid of the "Numbered jumpsuits" header altogether, I don't mind. Feel free to make the necessary changes, I will make sure that they stay that way this time. :) Have a great day and happy editing. –FindabairMini-JSPnP LogoThe benefit of the doubt is often doubtful. 04:43, 26 June 2021 (UTC)

Stubs[]

It's not always easy to tell, but generally if all sections of a page have some decent content, it's considered more or less complete I think. Jspoel Speech Jspoel 19:39, 9 July 2021 (UTC)

Re: "New"(-ish) default colors for the website[]

Hi Angela! That's quite a while ago, yes. I vaguely remember that :P

If text is unreadable for you, then that's a problem on the wiki, not something you should have to change in your settings. In this case, that table was using colours that were chosen before we changed our colour scheme, and noone had fixed it since. So I've fixed the colours in that table and I think it should now be readable in both themes. There's probably a bunch of other pages which haven't been updated yet, but I think we're slowly getting them. Thanks for reporting this!

- FDekker (talk) 13:02, 17 November 2021 (UTC)

Please do report that, it'd be much appreciated! If it's a table with weird colours for highlighting, you can apply the same fix as I just did. As a rule of thumb, pages should never use color=... because that's likely going to mess up in different themes. - FDekker (talk) 13:03, 17 November 2021 (UTC)
Honestly, as long as it looks good, your fixes are fine. The only thing you were missing was one cell had a different colour. I've changed a few small things which you had undone (I think because you used the visual editor?), but apart from that the fix itself was fine. I didn't know the visual editor looked that bad in dark mode, I never used it. I'll look into fixing it. - FDekker (talk) 14:22, 17 November 2021 (UTC)
I don't think there's a way you can configure that. I think that article isn't listed in the search results because the Aid article is a redirect to First Aid (skill), so there's no way for the search engine to know that it should even display Consumable. - FDekker (talk) 15:02, 17 November 2021 (UTC)
The redirect was created in 2009. I totally agree with you that searching for "aid" should also suggest "consumable" in one way or another, so I've updated the redirect page so that it now links to both first aid and to consumable. It's a bit of a messy disambiguation page because one of the entries itself is a disambiguation page, but whatever. If you search for "aid" now, that page is now the first search result.

Also, I'm happy to hear our interaction had such a positive effect on you. At the time I wasn't sure whether the effort I put into writing those extra talk pages was really necessary; it felt like a bit of a waste of time. But hearing this from you makes it totally worth the tiny time investment :-) - FDekker (talk) 11:37, 18 November 2021 (UTC)

Re: Table colors[]

Hello, good to see you again. I reached out regarding the color change but looks like Dekker beat me to it, which is best since he is an expert on the matter. Glad that he could get it fixed, and thank you for pointing it out. And thank you so much for your congrats! I am having a good time so far. I am not sure where you are seeing the 900 edit count, there is a special tool you can use to check, it is called Special:Editcount. I think it is cool because it gives a breakdown of edits by namespace, which if anything is just fun to see. Thanks again for your contributions and for reaching out. Hope to talk to you soon. -kdarrow Pickman heart take her for a spin! 11:52, 18 November 2021 (UTC)

Science![]

Hi AngelaStuff2,

To answer your question - yes, the requirements and restrictions for Hacking does vary between the games. This inherent confusion is the number one reason why we have been trying to split up these big pages into smaller ones which are focused on individual games. I cannot speak as to the validity of the information on these pages, but am more than wiling to correct any info related to Fallout 76. I will try to get an answer for you.

I hope this clarifies things, Scribe-Howard (waster_93) (talk) FO76 vaultboy transparent face 23:40, 22 November 2021 (UTC)

Edit - The correct value is 15. Error has been resolved. Scribe-Howard (waster_93) (talk) FO76 vaultboy transparent face 23:45, 22 November 2021 (UTC)

Repair broken link[]

I see what you mean. It was an oversight. Fixed it now! Jspoel Speech Jspoel 23:38, 31 December 2021 (UTC)

Re: Congrats ! ! ! ![]

Hello Angela,

thank you for your kind words. And yes, I ran for it the week before Christmas, so this year's holidays were even more festive than usual. Have a wonderful start into the new year.
FindabairMini-JSPnP LogoThe benefit of the doubt is often doubtful. 04:59, 2 January 2022 (UTC)

Low INT New Vegas[]

I thought there was, or maybe Wild Wasteland was involved. But it's been so long I don't have that character's save file on my PS3 anymore and I'm not able to reverify it. IIRC, low intelligence options require and Intelligence stat of 3 or less to trigger. But I can't say either way right now. Maybe best to remove it for the time being. New Vegas doesn't want to run on my laptop any more so I can't console up a character to check there either. Great Mara (talk) 23:23, 16 October 2022 (UTC)

FNV icons[]

I don't really agree on the HH and LR icons, but Dead Money could use an update to be better visible, possibly by means of a white border. You can give it a try with Dead Money first, then we can see how and if that works. The pages will automatically update with the new icons. Jspoel Speech Jspoel 15:49, 15 November 2023 (UTC)

I changed the icon back to where it has a black border, shows well in Dark mode. Seems all right to me this way. About the coyote tobacco chew, can you make an sandbox page where you applied the third option (probably my preference), but I have to first see how it looks on a page. Jspoel Speech Jspoel 16:22, 16 November 2023 (UTC)
Use the third option then I reckon "unless Agility is 10 which will see no benefit". I'll talk with Dave about the DLC icons, he's reverted it to the original icon. Jspoel Speech Jspoel 16:18, 17 November 2023 (UTC)

DM and LR icons[]

Sorry, forgot to reply to you as well. I think instead of just a white background, it'd be better to either do something like OWB's icon with a bg taken from the cover like you said, or apply a white stroke (since the problem area is dark mode) to the text. It's more subtle, would help visibility just as much as a full white bg, and allows it to be used more elegantly elsewhere. I can try busting it out sometime, but applying a white stroke to either DM or LR's icons should be easy if you want to try too. If you do want to do it yourself, I'd start with a high rez version of the title before shrinking it to icon size. Also I think either a custom bg or white stroke are fine solution to this, but just removing transparency is more stop gap to a full fix.

Also also, this should be done for The Pitt's icon too. Devastating DaveZIP ZAP RAP 01:38, 20 November 2023 (UTC)

I just updated the icons. I decided to go a bit further than just a white stroke, but they have transparency and also use colors and styled after the original covers. Devastating DaveZIP ZAP RAP 19:55, 20 November 2023 (UTC)
Yes, I've seen it and tried it in dark mode. Visibility improved a lot! I'm happy with these. Jspoel Speech Jspoel 22:41, 20 November 2023 (UTC)

Silent weapons[]

Hi! Apologies for the delayed response. I don't think a full page is really necessary for silenced weapons, but the list of which weapons actually are silent definitely can be expanded/cleaned up and I'd be happy to do that. I think it would be enough to include the details that you were talking about on the category page (and tbh, that category could probably be split up by game too). FDSMDP (talk) 23:34, 20 November 2023 (UTC)

If we go by category name alone it wouldn't be a hassle at all to change "silenced weapons" to "silent weapons." I agree w/ you the former name is way too narrow for our purposes. I'm still not totally sold on making an entire page logistically... do we want a cross-game overview? elaboration of how each game treats stealth detection AI (FO3/FNV, FO4/76), given how prominently player actions factor into the detection formula? I admit there's context which is lost on a simple category list though, e.g. weapons which are silenceable but not initially silent. I'll try to start drafting stuff in the next few days, at least.
Determining which weapons are silent or not is relatively simple if you're familiar w/ the GECK or xEdit. Weapon Detection Sound Level is an actual technical parameter for every weapon with 3 choices: Silent/Normal/Loud. So I can confirm that most melee weapons are silent and unarmed weapons are a mixed bag (power fist variants are Normal, for example). Which also means I'm gonna have to add that as a parameter in the infoboxes for all the weapons too, lol. FDSMDP (talk) 06:28, 22 November 2023 (UTC)
I've got a partial list going (ATM, only DLC weapons) near the end of my sandbox page here, will expand in following days (assuming I don't get swamped patrolling Recent Changes as always...). Skill checks I can do, but I'll save it for after the weapon sound list. As for trap XP rewards, here's a note of interest: it's not a one-to-one skill level <=> XP reward amount.
Let T be the skill level needed for a trap:
Skill Req Reward level
T < 0 (Very Easy) No reward.
T < 25 (Easy) 2
(TrapXPRewardVeryEasy)
T < 50 (Average) 5
(TrapXPRewardEasy)
T < 75 (Hard) 10
(TrapXPRewardAverage)
T < 100 (Very Hard) 15
(TrapXPRewardHard)
Else 20
(TrapXPRewardVeryHard)
That being said, T is restricted to [0, 100]. Please excuse my dismal formatting (still need to learn LaTeX argh). And one final note of interest, dialogue skill checks reward XP based on Player.RewardXP #, where you can replace # at will, but trap rewards are global variables so they are all preset. FDSMDP (talk) 06:12, 2 December 2023 (UTC)
Huh, didn't know land mines had a 1 Explosives prereq. Guess I won't be doing a 0 Explosives run anytime then. I seem to recall, and based on what I saw for the trap XP reward script snippet, that would be +2 XP for each mine disarmed. On that list I think you're missing plasma mines, pulse mines, demolition charges Dead Money, and fat mines Gun Runners' Arsenal. I'd assume they all use a duplicate script, though. FDSMDP (talk) 23:29, 3 December 2023 (UTC)
Here, found you an entire list of trap skill reqs. It's all in the quest NQlvl! Seems like wiki is wrong about terminal trap level.
Transcript

set NQlvl.TRAPGrenadeBouquetSkillReq to 30 ;disarm, expl
set NQlvl.TRAPComputerSkillReq to 45 ;disarm, expl
set NQlvl.TRAPBearSkillReq01 to 23 ;disarm, repair
set NQlvl.TRAPBearSkillReq02 to 55 ;rearm, repair
set NQlvl.TRAPMineSkillReq to 28 ;disarm, expl
set NQlvl.TRAPMailboxSkillReq to 28 ;disarm, expl
set NQlvl.TRAPPitchingSkillReq to 33 ;disarm, repair
set NQlvl.TRAPToiletSkillReq to 20 ;disarm, repair
set NQlvl.TRAPPlateSkillReq to 22 ;disarm, repair
set NQlvl.TRAPValveSkillReq to 33 ;fix, repair
set NQlvl.TRAPSensorSkillReq to 28 ;disarm, science
set NQlvl.TRAPBabySkillReq to 60 ;disarm, expl
set NQlvl.TRAPShotgunSkillReq to 45 ;disarm, repair
set NQlvl.TRAPTripwireSkillReq to 37 ;disarm, repair
set NQlvl.TRAPLaserLowRepairSkillReq to 40 ;disarm/rearm repair
set NQlvl.TRAPLaserHighRepairSkillReq to 85 ;disarm/rearm repair
set NQlvl.TRAPLaserScienceSkillReq to 67 ;disarm/rearm science

Enclave camp variables

set NQlvl.DeathclawCageDoorLockLvlReq to 40 ;lock level for deathclaw cages found in Enclave Camps

Takoma Park Variables

set NQlvl.artillerySwitchScienceSkillReq to 33 ;science

I've also found the entries for placed mines: those are counted as Projectile objects and not items, I can't confirm what their skill level req is. You're right that most of those extra mines I listed don't appear anywhere, my bad. Turns out there are four armed plasma mines at the Lonesome Road (add-on) Hopeville Missile Base - Loading station, though! Only ones in all of NV. FDSMDP (talk) 08:47, 4 December 2023 (UTC)
The second trapped mailbox indeed exists, but is only found in a test cell, TestTraps. And those three trapped terminals you mention are in fact the only three trapped terminals in all NV. Some other niche traps: there are only two pressure plate traps, one in the trapped Nipton house (Vital Essence) and one in the H&H Tools factory (Repair 22 req). There are two types of laser tripwire emitters: the base game one only appears once, in the HELIOS One solar collection tower, and has a Repair 85 req. The other type only appears in Ulysses' Temple (appears five times) in LR and has a Repair 90 req. FDSMDP (talk) 09:07, 4 December 2023 (UTC)
Actually, I still need to check Dead Money, Honest Hearts, and OWB. But otherwise those are the only appearances made by those traps. FDSMDP (talk) 09:09, 4 December 2023 (UTC)

────────────────────────────────────────────────────────────────────────────────────────────────────FNV Geck -- yep they're different, but it's literally semantics (engine of FO3 vs FNV is for all intents and purposes the same -- that's why Tale of Two Wastelands actually works). Lots of FO3 content is included as legacy in the NV files (evidently copied over when they were creating the new ESM): quest items, NPCs, AI packages, scripts, etc. Presumably the traps script is similar for FO3, and they simply made the decision later in development not to reuse certain traps from FO3; still kept the setup in the files just in case. Here's answers to your inquiries (LMK if I missed any):

  • Trapped toilets -- None that I can find. I don't think the objects even exist in the NV geck. Might have removed completely, with the script line kept in to preserve the setup or just laziness. The script for the object still exists (TrapToiletSCRIPT) but is unused.
  • TRAPSensor -- Unused. Would've been a motion sensor of some kind. Like toilets, the script exists but is unused. Here's the intro of it (rest is standard trap setup and activation:
Transcript

scn TrapMotionSensorSCRIPT



This script is for a motion sensor.
It will activate whenever the player is in the trigger zone, probably on a timer.
It can be deactivated and removed, loot is a microfusion cell (about 12 rounds)

++++++++++++++++++++++++++++++++++++++++
XXXXXXXXXXXXXXXXXXXXxxxx To Do xxxxXXXXXXXXXXXXXXXXXX
Figure out how to show that wire has been tripped
Set up trigger on hit
  • Concealed mines -- GECK reports the locations you mention as the only ones you will ever encounter in regular gameplay. There are three concealed mines buried in the rubble next to the junk wall behind the Freeside train station. By concealed, I mean that they are literally placed underneath the rubble pieces and unless you clip under you will never see them. I have no clue if you can still trigger them by proximity, though. (That, plus test cell for traps.)
  • With all DLCs loaded, I can now confirm four more placements of armed plasma mines:
    • Stone Bones cave Honest Hearts: Two. One's in a pot at a three-way cave intersection after the first big room from the entrance. The other is on a slope leading down into the flooded room.
    • Cueva Guarache Honest Hearts: There's a room which was inhabited by Randall Clark, and it has a path with a gate leading to a ledge overlooking the biggest cave room. The path has a boulder you need to jump over and the mine is nestled in the boulder.
    • Two Skies cave Honest Hearts: Again, there's a room which was used by Randall Clark. It has a path leading to a flooded area, with the floor covered by branches. The mines are hidden under the branches.
    • Big MT west tunnel Old World Blues (add-on): one found near two duffel bags located south of the tunnel entrance.
  • Trap skill reqs: Hoo boy. Overall, I don't see any traps which need a Science skill req to disable.
    • Pressure plates: Yep, Repair 22. There are only two in the base game. Dead Money adds three, all of them around the Residential District. Honest Hearts adds one, on a little ridge across from the Three Marys cavern, hidden under branches near a supply stash. All four of these are connected to regular grenade bouquets.
    • Regular tripwires: Yep, all of them use the pressure plate requirement (Repair 22). The "TRAPTripwireSkillReq" 37 req is not used anywhere. Maybe they decided, given how few pressure plates they ended up using, that they wanted to lower the reqs for tripwires.
    • Laser tripwire emitters: Ignore all three NQlvl.TRAPLaser____RepairSkillReq variables. I don't think any trap in any NV content uses them.
      • Base game only has the one emitter in HELIOS One, which again only requires Repair 22.
      • Old World Blues (add-on) The X-13 laser tripwire emitters can be disarmed with 50 Repair or 50 Science, from what I'm seeing of the Project X-13 setup quest. There are sixteen of them throughout the facility.
      • Lonesome Road (add-on) Ulysses' Temple has five laser tripwire emitters requiring Repair 90 (again, don't worry about the req being different; they scripted these differently). I don't know why the page mentions six, there are only five in the GECK view afaik.
    • Old World Blues (add-on) X-13 also has some unique traps that I don't think appear anywhere else.
      • As an aside, X-13 has these unique proximity detectors (traps) which use the pulse mine model. If you stay in radius of them too long you fail the X-13 stealth tests. The quest script sets up a Repair 25 or 50 skill req (not sure which is which, since I can't find any other reference to them) to disarm them but I'm pretty that's unused and the only way you can disable them is by using the sonic emitter.

FDSMDP (talk) 08:34, 9 December 2023 (UTC)

Regarding the NQlvl trap skill requirement script, that stuff is copied over entirely from Fallout 3. So it's the same in that game as well, except it looks like they actually use the laser tripwire requirements (repair 85 and science 67, at least. Not sure about Repair 40).
Anyways, can confirm there are only 8 proximity detectors in X-13. I'd assume the info on the quest page is accurate. "Proximity detector" is the right name, and "ProximityMine" is what they're called as the unique descriptor in their Editor ID (NVDLC03X13ProximityMine).
The cut motion sensor (TrapMotionSensorSCRIPT) is also FO3 legacy content. They deleted the trap object itself in NV but in FO3 the object exists and has a (I think) unique model. It was also cut from FO3 and can only be found in the game files. FDSMDP (talk) 07:52, 10 December 2023 (UTC)
Also want to let you know that I've finished compiling the list of FNV silent/normal/loud weapons! You can check my sandbox for deets. I added a sound level parameter to the gamebryo weapons infobox (Template:Infobox weapons gamebryo) as a temp display for the parameter on weapon pages. FDSMDP (talk) 07:09, 16 December 2023 (UTC)
KingBigW is right about the HELIOS tripwire, that's my fault for not catching it. RE: weapons infobox, I stay away from any of those infobox stylization concerns -- most I do with those is adding one-line parameters. (I'm also not familiar with damage calculations, sorry.) I'm not sure who the go-to is either...? You could try J or Tag or LR, maybe.
For sound level, length is not a concern. I can see something like "Loud<br />Silent (w/ [[weapon mod link|mod]])" being done. Also, appreciate the sandbox cleanup. Do you figure it might be better just to do "Fallout: New Vegas weapons by sound level"? "Silent weapons" (or some NV-specific link version) could be redirected into it. FDSMDP (talk) 22:23, 21 December 2023 (UTC)
Yeah, I really hate the search feature LOL but I also haven't found any wiki site of any type that really does it well. At least redirects actually pop up now on the Fandom wiki search bar. Any way we do it no one's going to find the page unless they type in "silent w" and then either the page itself comes or the redirect comes up... I'll make it under the "sound level" title for now and try out how well the redirect works. FDSMDP (talk) 22:23, 24 December 2023 (UTC)
Page is currently at [Fallout: New Vegas silent weapons]. Only appears in the search bar if you type in "silent we", but if you enter "silent" at least it shows up on the search results screen as one of the first results (8th or 9th I think). Anything you want to change of the page layout itself? I think it'd be best to sort the Normal and Loud bits the same way we sort the Silent weapons (i.e. by type). Might also differentiate silenceable weapons (Normal -> Silent) from suppressible weapons (Loud -> Normal). I think we could also use <ref></ref> for the superscript notes instead of the regular numbers. FDSMDP (talk) 22:55, 24 December 2023 (UTC)
Your edit looks good! Blame me for that one, lol. Looking at what you put on my sandbox I think that could all be good to have in a notes section.<sup> is fine but I prefer <ref group="Note"> or the like because then the notes all become linkable to one another. From my understanding of the detection calculation, distance attenuation and weapon sound level both affect detection but they do not influence each other. See Sound factor = Distance Attenuation * fSneakSoundsMult * (Movement Sound + Action Sound) from the geckwiki page: they affect the "sound factor" as a whole but the Weapon Detection Sound Level is only the Action Sound component. I'd hypothesize that suppressors only change the sound level from Hard to Normal, but I can't confirm this because the mod effect in the GECK only has the description "Suppressor"... ugh
Went ahead and changed from <sup> is fine but I prefer <ref group="Note"> -- see what you think of it. It does look a bit too homogenous rn, maybe if I readded the space in between?
Also late but hope your holidays have been going well! FDSMDP (talk) 17:29, 28 December 2023 (UTC)

Math issues[]

You're right, that's very weird that math error on the Guns page. First time I see it. I suggest we wait it out for 2 days or so to see if it's fixed automatically, otherwise I'll keep it in mind and report it as a bug to Fandom. About my time spent here, I'm doing voluntary work but that's only part-time so I have plenty of time to spend here, which I do enjoy! It's second nature should we say. Jspoel Speech Jspoel 16:51, 1 December 2023 (UTC)

I just made a null-edit on that Guns and the error corrected itself somehow. If you see more pages like that try a null-edit. Jspoel Speech Jspoel 16:55, 1 December 2023 (UTC)

Plasma mines[]

You're right, those are a few more plasma mines in the add-ons. I hadn't got to them yet. I'll work on those. Ceil in the formula has stood there for ages, don't know its purpose exactly, but let it stay. Jspoel Speech Jspoel 16:03, 9 December 2023 (UTC)

Mailbox[]

No problem. I realize I should have left an edit summary on it, but no biggie. Sometimes links encounter issues when section titles like that include the same brackets used for links. You can instead jump to that section in the table of contents, and the URL will update with a link that works; in this case, https://fallout.fandom.com/wiki/Fallout:_New_Vegas_Official_Game_Guide_Collector%27s_Edition_Tour_of_the_Mojave_Wasteland#%5B1.S06%5D_Abandoned_Farmstead . LaymansReign (talk) 01:16, 13 December 2023 (UTC)

Notifications[]

Hey Angela, the best way is to notify me by way of talk page or directly via Disco. We don't get pings for other talk pages (a quirk of MediaWiki, not Fandom). 【Tagaziel】 19:34, 18 December 2023 (UTC)

link: Talk:Fallout: New Vegas merchants#Table is too Wide for the Page -> Suggestion to improve

Edit Summaries[]

The edit summary requirement was implemented, it can be found in the User conduct guidelines. But because it is a guideline, not a rule, and many staff members don't follow it either, it's not actively being enforced. The Appalachian Mandalorian insignia 09:25, 21 December 2023 (UTC)

You are right. There is an option in Fandom to force users to enter an edit summary before being able to save their edit, and looking more closely at the forum it looks like that option was supposed to be activated, but for some reason that never happened. The Appalachian Mandalorian insignia 11:48, 22 December 2023 (UTC)

RE: Categories in visual editor[]

I understand, visual editor doesn't give the option to choose where categories go. If you want to double check where you're placing categories in the future, switching to source editor will help. Aiden4017 (talk) 01:38, 24 December 2023 (UTC)

Stuff[]

About that hovering over difference and seeing a preview, I've never seen anything different than just the name of the page. You can always click on it to see the changes/history. Thanks for the heads up on the WhatLinksHere gadget, I thought I already had it reviewed but apparently not. Sent it for review now, because test mode works. I've left my Discord open for today so if you have question ask it there (I'm at the top of the list). I wish those search result list was a bit longer too, five is not much, eight or so would be better. Try asking Fandom ([1]) if they can have a look at it. Would be an improvement, with more games, we get more and more search results. Jspoel Speech Jspoel 15:21, 24 December 2023 (UTC)

I don't have a Reddit account. Just ask me here or otherwise ask me on the german wiki, then I'll remove it later on. Otherwise you will have to be creative. Jspoel Speech Jspoel 20:59, 24 December 2023 (UTC)

Infoboxes[]

If you find a page that has no infobox you can add it. Container is {{Infobox world object FO76}} for Fallout 76 or without the FO76 for other games. Find the appropriate one, they're on Category:Infobox templates. If a page is an overview of some sort, the overview template is placed a the top. I wouldn't add it to silent weapons though, it's too small in my opinion. I'm not in favor of activating the thanks feature, personally I think it's a bit childish, not befitting our type of user base. They will know when they do good work. But I'm just one person so I'll ask around in Discord's wiki editorial bullpen for opinions. Jspoel Speech Jspoel 14:44, 28 December 2023 (UTC)

I couldn't find the off switch in preferences. Where did you find that? Jspoel Speech Jspoel 14:55, 28 December 2023 (UTC)
Ok I think I found it. Note that you can't hide those hearts but you can opt out for the notifications. Jspoel Speech Jspoel 16:21, 28 December 2023 (UTC)

Sneak video[]

Thanks, I just saw that. I'll try adding some of the stuff from it for sneak as I added some incorrect info. Devastating DaveZIP ZAP RAP 20:32, 30 December 2023 (UTC)

FNV aid[]

Move blood pack, nightstalker squeezins and bitter drink to chems then, I think. You can remove redundant FOD / H2O links, though I would leave them intact every other 10 lines. Jspoel Speech Jspoel 17:03, 5 January 2024 (UTC)

Leave it like it is. There are plenty of links to choose from, even in another sort order. And you can always change back to sorting on name. Jspoel Speech Jspoel 17:24, 5 January 2024 (UTC)

Re: 500[]

Congrats on your 500th edit, and to combine it with your milestone of 5 years, and to make that edit on the best page is just great timing ;-) Hopefully you'll enjoy many more edits!

- FDekker (talk) 10:10, 16 January 2024 (UTC)

GECKy business[]

Split this off since, uh, the thread is for all intents and purposes getting quite long, hope you don't mind. Happy new year to you too, sixteen days in -- hope everything's well for you so far! (yep, home state VA, though really somewhere on the Fallout 3 map. It's funny -- I could feasibly be an environmental storytelling skeleton somewhere.) Apologize for the absence. I'll try to work through the things you brought up:

  • Silent weapons, sup vs. note -- I can implement the space before the note for now and see if that's any better... personally I'm fond of notes because of how it centralizes all the links and has a tooltip, but I also agree with the footnote problem you bring up, because that sure is fun to click through, or even just look at. Sure is fun. I could probably be convinced for either option, honestly.
    • Light mode is (in my opinion) possibly the single most disturbing feature ever created by Fandom (with light mode you can't even see the Fandom icon in Tag's signature, lmao!) Purge it with fire. On that note, it's actually possible to use the same site colors for light theme and dark theme, but I'm not sure if anyone cares for that on this wiki. I managed to pull that off on a different wiki, and it works for us so far.
  • I will get back to you on the consumables you asked for, either tomorrow or the day after when I get things back in order. Actually, if you want a simple way to look up values and the like you could try installing FNVEdit? It doesn't have a graphic view so it's not great for anything involving actual locations or quest work, but for looking up or working with pure numerical data, dialogue, etc, it works plenty well. (It's also useful for reversing changes made by a mod file if you want to fix mod conflicts, or you made an edit you want to undo, etc.)
  • Suppressors -- I think they do affect detection, I just don't know specifically how much. Silencers are relatively intuitive because all the weapons that have silencer mods start at sound level Normal (let's say that's a multiplier of 1, just for example) and so they could only feasibly be reduced to Silent (let's say that's a multiplier of 0 or something close). Since suppressor mods only exist for certain Loud weapons, I'd guess they just lower the multiplier from Loud (let's say that's 2x or so) down to Normal. As of yet I don't know how to check what the mod effect does (like, there's nowhere that says "silencer = reduce Normal weapon down to Silent weapon", the weapon mod is just given an effect called "Silencer" with no description).
    • It's the bane of our existences, really. The never-ending to do list...

FDSMDP (talk) 05:35, 17 January 2024 (UTC)

Checked through those consumables.
  • Fire ant nectar has no withdrawal effect. Regular ant nectar does.
  • Irr. barrel cactus restores 15 H2O, same as regular barrel cactus... meaning that its page has been incorrect since the very start, looking at the history.
  • Healing powder base effect is -1 PER and +1 HP, both for 18s. Ergo, consumables page is wrong.
  • MREs: without Hardcore, you can heal 2 HP/s for 15s, for a total of 30 HP. With Hardcore, you only heal 1 HP/s for 10s. These effects are mutually exclusive.
  • Spore plant pods - I don't know. Based on what the article for wasteland tequila (another drink item affected by Survival) says, I'd expect that no, Survival doesn't affect poison resistance. However, the article for Poison Resistance suggests it is affected by Survival. I can neither confirm nor deny.
  • Fiery Purgative restores 5 rads/s for 10s.
  • At a glance, here are some incorrect values on the consumables page. Human flesh is worth 1, dog meat is worth 4 caps, human remains should be worth 0, irr. Sunset Sars is also worth 0. Cloud Kiss (weak) is worth 25, Cloud Kiss (Potent) is worth 75, Cloud Kiss (Lethal) is worth 150. Silver Sting is worth 0. There are likely more incorrect values, I did not look through everything.
  • Meat which debuffs strength, hardcore only: ant meat, bloatfly meat, brahmin meat, coyote meat (-2 strength), dog meat, fire ant meat, giant rat meat, mole rat meat, radroach meat, rat meat, strange meat
  • Meat which debuffs strength, any mode: gecko meat (devs probably forgot to add the condition to be hardcore only)
  • At a glance, here are some incorrect values on the consumables page. Human flesh is worth 1, dog meat is worth 4 caps, human remains should be worth 0, irr. Sunset Sars is also worth 0. Cloud Kiss (weak) is worth 25, Cloud Kiss (Potent) is worth 75, Cloud Kiss (Lethal) is worth 150. Silver Sting is worth 0. There are likely more incorrect values, I did not look through everything.
FDSMDP (talk) 21:33, 20 January 2024 (UTC)
Alright, I honestly thought I'd replied, but I guess that didn't happen :,( -- apologies for my disorganization! This guide is pretty useful for FNVEdit (and the other version as well, since all of them are pretty similar) but really for wiki purposes you only need to know how to load the module files and search for specific items. I think it covers most other relevant topics for modding.
GECK tutorials get a bit more complicated and I'm not sure if there's any good way to learn it without videos... Seddon4494 on YouTube has a pretty good series of GECK tutorials, really helpful when I was getting started. This Google Doc may also be neat, it was made for New California (the mod) but in general it's a pretty good intro for level/room design. Sorry again for the delay! FDSMDP (talk) 17:40, 22 March 2024 (UTC)

Hitting me up[]

Hey Angela, typically the best way to get in touch with me is via Discord. Do keep in mind that if you submit a bug, if it's related to the underlying Mediawiki architecture, it might take a while before it is fixed, since any site-wide fix needs to be verified in triplicate to avoid breaking the site. :) 【Tagaziel】 19:13, 19 January 2024 (UTC)

Overview page[]

You shouldn't deviate main page overviews from others in the series, like you just did. I don't agree with it anyway. Jspoel Speech Jspoel 14:38, 20 January 2024 (UTC)

I've done a bit of browsing between the fo3, fnv, fo4 and fo76 weapon overview pages and now I see we use two standards, gallery view with fnv and fo76, list view with fo3 and fo4. That's debatable, right now I don't like that very much I must say. Should be one. Thinking about it, I'd go for the list view on all the main overview pages, and the gallery/tile view would go to a tile view subpage. Not sure why this was switched around in the past, I remember some of it, must have had a reason. Going back to your request to display the main page as ...weapons - Gallery view, I think a main overview page name should be unaltered. If you'd switch around the gallery view and comparison view around so the comparison would be the main overview I wouldn't want it to display an altered name either. You didn't have Discord right? (channel is editorial balpit) Maybe you could start a forum then on the weapon pages. Jspoel Speech Jspoel 23:00, 29 January 2024 (UTC)

RadAway[]

Hi there! Hm, for now I'm not sure if the intent was for it to be visibly RadAway in the final version of the episode or not, perhaps it was initially but they changed their mind and tried to not make the label visible (even if it barely is in some shots). So I'd keep it to behind the scenes maybe. JagoAndLitefoot (aka Ausir) (talk) 14:21, 24 May 2024 (UTC)

Re: Enclave Officer Uniform[]

Hey Angela. Yeah, there are two versions of the uniform. The one Judah wears is non-playable, and has its own editID and formID (DamWarEnclaveOfficer and 0013F3A3 respectively), while the playable version is only obtainable by using console commands. There are some differences, such as Judah's uniform having no gloves, using heavy armor animation sounds despite being classed as medium armor and using the same repair list as Enclave power armor. Hope that helps! KingBigW (talk) 11:05, 26 May 2024 (UTC)

Yeah, I have access to the GECK (that's where I got those IDs from lol). It pretty much has the details of every item in the game, so I can take a look once you're done. KingBigW (talk) 21:39, 28 May 2024 (UTC)

Header[]

I'd feeling more if you place them halfway a long table. At the bottom there's a good chance a new table will follow shortly and there's not much point to it. Jspoel Speech Jspoel 17:58, 31 May 2024 (UTC)

Ranger helmet stuff[]

Sorry for late reply, but I think all that can go in Low-Light Vision. It's all essentially the same affect. I would do this, but I've been busy doing other things outside of the wiki. Devastating DaveZIP ZAP RAP 07:18, 9 June 2024 (UTC)

Light skin[]

Yeah, I got it, but I haven't been able to get to it. As a temporary measure, I've changed it to plain white away from the salmon coloring. Tagaziel 15:04, 11 June 2024 (UTC)

Thanks[]

Oops -- I have the bad habit of never replying to people when I intend to, please have my apologies for that. It's good to hear that you're recovering, and nice to see you back around here also! I hope your next ski trip isn't quite so impactful (although, if you're at Pleasant Valley and the bombs drop, maybe you'd make a good raider). I've actually never tried myself -- one of these days though, fingers crossed.

Lol, unfortunately I didn't have a conclusion to that sentence -- my finger slipped on the publish button before I decided and, well, that was that. I suppose it truly was one of the decisions of all time on the wiki, with kdarrow. I don't really have a bone in that drama, just some edits (and many deletions) that I didn't really agree with (like saying there's no source for Reyes being a tech sergeant... when it's literally in her name...) FDSMDP (talk) 22:27, 14 June 2024 (UTC)
Well, you never know when a hypothetical situation will come in handy ;). I personally don't expect to last very long in any zombie scenario, at any rate.
Honestly, I don't want to hear anything about that goddamned Lover's Mark ever again ----- that graffiti edit has sapped years out of my life... even creating dialogue tables is more fun than that was...
Yeah, in the GECK you should be able to view all usages of an object by pressing F1 on the object's entry (or, if you're tapping a reference of an object in a cell's list, you can right click and open up "Use Info."
Oops again. Was mid-reply LOL -- what's up? FDSMDP (talk) 16:35, 16 June 2024 (UTC)
Ah, I meant no harm about the graffiti -- just that a while back I went through an extensive edit of all the Dead Money graffiti and it was deeply annoying. Your Lovers Mark edit was actually pretty helpful.
Welcome to the Geckening reckoning... everyone's favorite decades-old gamedev tool. I don't know of any good guides on familiarizing yourself with the GECK controls, though you can probably find answers to individual questions on Fallout forums online (Reddit, Nexus Mods, etc). As far as functions, definitions, limited tutorials, and such, the GECK Wiki is your friend! Seddon4494 on YouTube has a decent playlist on using the GECK for certain applications, such as making quests, NPCs, and locations, or more. Here's another guide on tools and troubleshooting. For the very start though, controls and all, this Google doc is the guide I used to start (some of the context will differ, since this guide was made with Fallout: New California in mind, but the process is the same overall). FDSMDP (talk) 18:13, 16 June 2024 (UTC)

TV show ammo[]

Yeah, can't identify the caliber, sadly. Maybe someone else can? JagoAndLitefoot (aka Ausir) (talk) 12:37, 21 June 2024 (UTC)

Geck[]

I think there actually isn't a way to copy that list from the GECK -- although, if it's workbenches the list on the wiki page might already be complete? But yeah, nothing should get messed up as long as you don't press save! (Fingers crossed.) FDSMDP (talk) 04:17, 23 June 2024 (UTC)

Yeah, I don't think there's any way around that setup (y'know, loading the plugins and all. Very small blessing: you don't need to checkmark FalloutNV.esm every time, but you will need to checkmark any other DLC files that you want to load: NV.esm will automatically get checked when you load plugins that use it as their master file, i.e. any other NV DLC or mod.) Also, I share your pain with copying lists. I haven't heard of any tools that exist for it, anyways.
Re: recording -- wait, what? There's a record button in GECK? (only one I know is for dialogue lol)
Yeah. If you hold down the mousewheel and drag, that'll pan the camera around, while holding Shift and moving your mouse will rotate the camera view (is that the right way to describe it? Might not be), rotating around whatever object you've selected with the mouse. Also, left click and drag moves an object around the Z axis, right click + drag rotates it in XY, and you can also hold Z or X to change the axis of rotation.
Lol at Loyal's house. Guess I never realized then! FDSMDP (talk) 21:16, 24 June 2024 (UTC)
Sure, just let me know which ones and I'll try to find them. In these cases (the hundreds of Wilderness cells) what you can do is double-click on the entry in the list to open up the cell, and then it'll show you where the object is in the Cell View window. You can then try to look for any nearby landmarks or map markers (look for yellow circles with green squares in the middle). FDSMDP (talk) 02:14, 25 June 2024 (UTC)
OK, I've confirmed all the reloading bench and workbench locations that you marked in the table! Like you said, they may still need to be added on the individual location articles. I added links in the Junction 7 rest stop page, but haven't looked at any of the others. FDSMDP (talk) 02:54, 26 June 2024 (UTC)

Edits / Sugarfoot[]

Hi, thanks for the tip. I removed the S1.E01 from the Sugarfoot page since that was never added to the other pages that fit that summary format on the wiki.

HumbleX (talk) 14:44, 24 June 2024 (UTC)

You're very welcome, and I see; I was unaware of that fact. I'm thinking maybe for future pages, instead of using the "SX.E0X," a header could be created for the season and then a subheader for the episodes. It's a common practice on various other TV/anime/media wikis, but it's only a suggestion.

HumbleX (talk) 15:00, 24 June 2024 (UTC)

You're very welcome, and I'm sorry for not thanking you for proofreading my edits to the Sugarfoot page; I've got a lot on my plate that I'm trying to cover on this wiki that covers the TV series.

HumbleX (talk) 15:16, 24 June 2024 (UTC)

Re: Welcome template[]

Honestly, I don't think anyone has a monopoly on posting the welcome template, as the links and wording on it make it pretty open. So I'd happily encourage you or anyone else to post it if you see any users who haven't been welcomed yet.

I recall when the thanks feature was first implemented, we considered it to be on a trial run, but I'd say it's been a pretty good success. It also happens to be pretty useful for other things too, like I just acknowledged to FDSMDP that I'd seen their most recent edit summary about categorizing a page, sort of as a way to say "yeah that looks right to me." LaymansReign (talk) 18:07, 4 July 2024 (UTC)

Thank you[]

Hello Angela, thanks for the welcome. I wasn't sure if you had other people to welcome cause I have been on here many times before hand. But again thank you for the welcome. —Preceding unsigned comment added by Crusherboy93 (talkcontribs) 04:22, July 6, 2024‎ (UTC). Please sign your posts with ~~~~!

Misc stuff[]

I don't like the alternative header coding, text gets too large, I like the small size lettering we have now for the tables. Just leave it like it is, it's fine in my opinion. I'd use hotkey from what I dug up using Google, seems to be the most used option. Changing the widths to 200 is something I change when I happen to notice it on a page. Standard (is 185) is just a little to small, so 200. I use widths because width doesn't work. Jspoel Speech Jspoel 15:53, 8 July 2024 (UTC)

Ok, now I see what it does with the directions you gave me. It's not world of change and it could be useful for long tables. I suggest you add the template to the wiki and does it need css? Couldn't find the content of the template myself, I guess you can. Keep in contact with me on it. Jspoel Speech Jspoel 17:14, 8 July 2024 (UTC)

Crates[]

Hey that's well spotted, they don't respawn according to the GECK so it's safe to store items. I must have copied it from the Russian wiki maybe without doublechecking. About the content, yeah, use the leveled item list. If you see an item on the page that's not on the leveled item list in the GECK you can remove it. Jspoel Speech Jspoel 15:28, 17 July 2024 (UTC)

Tables[]

I'm SO SORRY for not getting to you earlier, it's been a hectic period in my life and truth to be told, I'm the last person to ask about technical affairs, as I specialize in content writing, not the technical side. That said, if you want to override something, you need to specify it in your personal CSS file - or for all users, edit the applicable Common.css or Fandomdesktop.css file. Tagaziel 20:10, 18 July 2024 (UTC)

You might need an admin or content mod to adjust the wiki css files. Those are read only for non-admin level staff. Great Mara (talk) 20:14, 18 July 2024 (UTC)
In order to add padding to every table on the wiki instead of individual tables, the css styling would need to be applied to the table class or the table header (th) and table row (tr) classes in the wiki's CSS style sheets. Great Mara (talk) 22:33, 18 July 2024 (UTC)
Normally it would be done by adding style="padding:?px;" to the opening line of table on the same line where classes are declared, but it doesn't appear to be working trying it on the table in your sandbox. Even with a preview of a large value of 500px, nothing in the table seemed to be changing, so I'm not sure what would be overriding the local styling declaration in the table coding. Great Mara (talk) 23:11, 18 July 2024 (UTC)
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