How to get rid of the Child Killer Perk

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Lancer
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Post by Lancer »

Yes, the easiest way to get rid of the child killer trait is to not have it in the first place... What are you doing killing children anyhow? Seriously, the game goes to hell the moment you pop a cap into that child's ass...
You might as well be better off restarting...
VasikkA wrote:In the beginning they're helpful but in the end you can solve all problems and beat all fights without their help.
In the end, they got shocked to death in that one Enclave maze... and even with Advanced Power Armor Mark II... Miria still got me into trouble...
*Sigh* if I were only more patient I could've sold her off to Metzger... but no... I'm too much of a nice guy to do that... I had to go out of my way to shoot him in the eyes several times and set all his slaves free... ho hum...
"Back off... I'm too busy being Conceited..."
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Post by VasikkA »

Lancer wrote:In the end, they got shocked to death in that one Enclave maze... and even with Advanced Power Armor Mark II... Miria still got me into trouble...
*Sigh* if I were only more patient I could've sold her off to Metzger... but no... I'm too much of a nice guy to do that... I had to go out of my way to shoot him in the eyes several times and set all his slaves free... ho hum...
Man, tell your NPCs to wait in the area where Horrigan will appear before you go exploring the Enclave, that way you don't have to fight any enclave troopers if you're wearing Advanced Power Armor. They'll be waiting there for you just in time to fight Horrigan. And Miria... visit father Tully in New Reno and ask for a divorce, he'll do that if you give him some booze.
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Post by Lancer »

Tully was always passed out in the back room of the church... plus I wanted to try and beat the game with my spouse, regardless of how stupid she was, to see if I would get a different ending... I didn't, so I'm definitely going to sell her off in the next game...
Plus the marriage scene almost made up for all stims I wasted on her...
Her brother's comments about the marriage were even better...
"Back off... I'm too busy being Conceited..."
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Post by Kashluk »

Yup, her brother seems to be quite jealous when you get married! :D
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Post by AltraWave7 »

Death claws in V13...

Now for those of you that havn't read the Fallout Bible yet (shame!) Chris Avellone has said that no matter what the Talking death claws die...thats it no more talking death claws at all Frank killed them all...that is why you can have him come bak from teh dead and kill them he is suppose to (makes him a bigger @ss and gives you more reason to kill him) so i wouldn't bother worring about it...

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Red
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Post by Red »

You don't need to have horrigan come back... They can die for lotsa other reasons then horrigan... I can easyly imagine NCR being scared of them and organizing a raid against them...
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How to get rid of the Child Killer Perk

Post by Stealth Rabbit »

In the first place, don't kill the children. It pisses people off in the town you offed them in, gives you said perk, and makes everyone not trust you. UNLESS, you sneak, knife them really quick (need high AP, and high melee or unarmed), and leave. :twisted: Just make sure no one saw you. :x . And as for the deathclaws, who really gives a damn. The only useful one out of them was Goris, and someone killed him in a random encounter, in MY game, anyway. Screw the water chip, steal the GECK. Or find one when you go through the electrified floor maze on the rig.
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Post by Stealth Rabbit »

CRAP! No wait, Goris didn't die, he left as soon as I left the vault, didn't he? I don't remember. Someone tell me what happened.
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Post by VasikkA »

Yeah, those damn enclavers forgot Goris. What if he starts breeding more intelligent deathclaws. Don't tell this to BIS.
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Post by Red »

Chances of Goris' genes affecting offspring are low... Remember that deathclaws are maternal societies, so Goris most probably wouldn't have "first place" in the reproduction order of a pack... Other deathclaws don't give a damn about him being intelligent as they don't know, so I'm guessing that the important factor is strength... We don't even know wether he can communicate with normal deathclaws. And what are the chances that the ganes of the male are perpetuated with intelligence? Well, I'm no specialist so I can't really answer that last question...
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Post by Spazmo »

MCA mentioned this in the Fallout Bible. No more intelligent deathclaws. Period. Xarn and Goris died alone with no offspring. All intelligent talking deathclaws are dead.
How appropriate. You fight like a cow.

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Post by VasikkA »

May they rest in peace then. I think MCA is just clearing the way for those talking racoons in Fallout 3. :wink:
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Post by Spazmo »

Why not cut out the middleman and have walking, talking globs of FEV?
How appropriate. You fight like a cow.

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Post by VasikkA »

Yeh adn thEY coud be liek teh funny jelly stuf in D&d !!1#11

Seriously, it is likely we wont see much FEV stuff in Fallout 3. Military Base and the Vats are destroyed and they can't produce new FEV. The Enclave Oil rig was blown to pieces including large amounts of FEV. Of course, there might be a few barrels left of it but you wont be able to create a mutant army out of that. No other place has the facilities to produce FEV in large amounts now that the Vats and the Enclave are destroyed, except if BOS starts experimenting... but that wouldn't be fun, eh?
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Post by Red »

Yup, onless they decided to revive it by having a new mad scientist replicate it with a sample and founiding his own army :roll:...

Without FO3 hapennign right on top of where the current FO's hapenned there's almost no way for FEV to exist (let alone affect creatures).

So if it happens after FO2, all we'll see are the usual remnants of the Master's army, but in smaller and smaller quantity as they'd eventually die due to the fact noone will really like them... In fact I really don't know what you'd fight in FO3 (and I don't want to hear any speculation about that here, there's a forum for that...) as there can be only so many "hidden powerful factions which threaten to conquer the world"...
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Post by VasikkA »

Yes, but without a doubt, mutants are part of the Fallout universe, a big part.

Too bad they're sterile, so they'll eventually die out whatever is left of them. In fact, there should only be a handful of them left in Fallout 3, the remnants of Masters army and it's been a long while since those times. Fallout 2 ignored the remaining mutants that fled east(except Broken Hills).

And even if they would regain their fertility somehow and be pumped full of viagra, they can't reproduce: no females.
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Post by Spazmo »

Well, there was Sally in the Watershed in FO1, but she did look like a male. And you killed her, which is the more important factor.
How appropriate. You fight like a cow.

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Post by Red »

There's plenty of females, we just don't notice it... They can't magically become fertile again though, the "rumour" of it hapenning is just from a bad joke from Marcus... And it's not even a bad joke... Juices can flow without being fertile...

And they're basically immortal regarding time. So only outside factors could kill them (ie falling down a pit or being attacked by a mob of angry villagers) so that's excluding virus infections since FEV should protect them from that.
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Post by Spazmo »

Really? They can't die of old age at all? That's news to me. Where did you learn that?
How appropriate. You fight like a cow.

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Post by AltraWave7 »

VasikkA wrote:May they rest in peace then. I think MCA is just clearing the way for those talking racoons in Fallout 3. :wink:
Sorry but I don't think so...BTW, the talking deathclaws were destroyed at the end of Fallout 2. Xarn and Goris did not go on to create a new species. They are gone. Kaput. Goodbye. In fact, any mutant animal that talks can safely be assumed to have died at the end at the exact minute that Fallout 2 was over.

Any last words, talking animals?

I thought not.

There all dead, every talking animal in the entire Fallout Univrse is gone :cry:

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