Exameter

33, goat, seeking to become moth.

  • he/they/it

18+ but not explicit

It's been a lovely time on this website.


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thanks for a great couple of years, everyone
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A brief rundown for those not in the know: I plan to stream a run of Fallout: New Vegas where the only guns I'm allowed to use are guns based on ones designed by John Moses Browning. There's 6 of them, excluding uniques: 9mm Pistol, Cowboy Repeater, Lever-action Shotgun, Brush Gun, (DLC: .45 Auto Pistol, Automatic Rifle.) I'm also allowing myself to also use combat knives, throwing knives/hatchets, and grenades. I feel those fit the general tone of the run and synergize well with perks I'd be taking.

I've been doing a test run while I slowly add a handful of stability and QoL mods I feel would be welcome for this run when I stream it. I'm noticing that there's the potential for an extremely well paced and thematically satisfying challenge run in here. Your arsenal gets some fun new additions in the early game, some optional diversions in the mid-game that can affect the course of the run, and generally some developments that add some thematic oomph to the game as it reaches the end. It does lull a bit in the mid-late game in terms of arsenal additions but oh boy does the late game pick up. All throughout, you'll get a sprinkling of little weapon mods to add that keep things interesting. Plus, perk unlocks letting you do more with what you have.


The first thing I noticed is you actually do start with a 9mm pistol which is handy. There's an extremely good unique combat knife you can grab right north of goodsprings that if you hug the hills you'll even avoid the cazadores to go get.

First gun you get that you can use? Cowboy Repeater, which is one of the most generally practical guns in the game that takes extremely common ammo. Chances are you'll find that shortly before you clear out the casino in Primm, since there's a couple of very shoddy repeaters in the sheriff's office that a repair kit can get into decent shape. First major settlement, first major arsenal upgrade.

After that, assuming you don't kill a crimson caravan you'll probably be able to get a Lever-action Shotgun (which takes all those 20 gauge shells you've been collecting) when you reach freeside, either getting it from Gun Runners or stealing it from the Atomic Wrangler. Second arsenal upgrade, right as you approach end of the game's first act.

If you wanna piss off the NCR, Camp McCarran does have the LaLounge Carabine, an extremely good unique cowboy repeater that you can only really get by killing a guy. I might install a mod that lets me potentially kill someone secretly, for that. Upgrading your Carbine as an optional side-quest. The real kicker though is Maria, the unique 9mm pistol, that you get off Benny. That's a replacement for your 9mm which is like the centerpiece of your arsenal, that you get for doing THE main objective you started the game with. Gives Maria even more time to shine.

After that you'll have a bit of a lull. You'll probably wanna get the Brush Gun or Medicine Stick which will probably come fairly late-game before setting out for Honest Hearts, at which point you'll start off with The Coole Pistole and end with The Coolere Pistole (unique) You'll be able to come back to the Mojave and plug Caesar with Graham's own gun which seems extremely satisfying especially since it'll be in .45 ACP.

Not sure where to work in a time to get the Automatic Rifle, as that is your only automatic weapon in the run but I don't wanna do Dead Money just for that one gun. Especially since that would break my "only john browning" guns rule. I can already use some thematically appropriate melee weapons and grenades to round the arsenal out but I think dead money would be a pretty significant departure from the challenge.


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