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Topics - Blobfish

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1
MUKHOSRASNSK is no longer considered as terroristic group in Shady Sands

With new security measures released, MUKHOSRANSK has been removed from the Shady Sands blacklist.
By the fact that MUKHOSRANSK with members of their alliance are in the ownership of several competitive shops in Shady Sands, and are respecting the town regulations, NCR issued a document that is granting safe stay on Shady Sands premises for mentioned group.
Shady Sands info/Шейди Сендс информация v1


Republic Document v003.4
Date: 22.02.2284.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Matter: Relations with MUKHOSRANSK in Shady Sands
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Constitution Paragraph - 1.10; I Shady Sands civilian rights; I Shady Sands trade regulation
 
Reason for blacklisting: several raid attempts, terroristic activity conducted  by the individual members
Reason for blacklist removal:
- faction is not showing any hostile activity on premises of NCR capital for longer period
- faction members are boosting the economy of the NCR capital by renting several competitive shops for longer period
Approval: NCR president

Document item I: MUKHOSRANSK is removed from the Shady Sands blacklist on extramural president's decree and will be under special surveillance of NCRA town patrols.
Document item II: With any attempt of terroristic activity, MUKHOSRANSK will be blacklisted without warning.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
This document grants the same rights to the MUKHOSRANSK members on city premises as to any non prosecuted visitor.
This document guarantees every MUKHOSRANSK member safe entrance and stay in Shady Sands as long as he is not violating NCR Constitution.
This document does not include safe pass for members of MUKHOSRANSK on territory of NCR activity and interests outside of Shady Sands.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------


NCR government is reminding visitors to remove robes that can hide the identity while visiting Shady Sands.
NCR Health Department appeals on Shady Sands visitors to keep on following town regulations and social distance for their own health benefit.
Major law discrepancies can cause unwanted health consequences followed by permanent expulsion from the town premises.



Signature:
NCR government
President of the NCR:
               Knight Shift

2
Republic Document v003.3
Date: 7.12.2282.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Matter: Relations with Super Mutant Army in Shady Sands
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Constitution Paragraph - 1.10
 
Initiative: Super Mutant Army (SMA), appeal for removal from Shady Sands blacklist
Reason for blacklisting: several raid attempts
Involved party: NCR Government, Super Mutant Army leadership
Review of request: NCR Council, NCR President
Matter: Granting safe Shady Sands entrance to SMA group
Rescript: Granted
Bail terms: 100 000 caps
 
Terms*:
SMA will not conduct any offensive acts individually or as a group, show disobedience towards NCR Constitution, laws and regulations on Shady Sands premises.
Additional terms:
50 000 bail caps will be refunded to the SMA after a week, counted from the date of issuing this document, if next terms will be met
- SMA group will not try to attack Shady Sands
- individuals from SMA group will not conduct any terroristic acts in Shady Sands or act hostile towards visitors, caravaneers, citizens or NCR guards on duty
- SMA members will not try to provoke others on the premises of Shady Sands and by that participate in disobedience towards the constitution
 
*NCR government reserves rights to suspend bail refund if terms will not be met, after speaking with SMA representatives. Minor law discrepancies can be tolerated.
 
 
Meeting Summary:
On SMA's appeal NCR government decided to remove mentioned group from Shady Sands blackilst upon paid bail.
Photograph of meeting with SMA leader
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
This document grants the same rights to the SMA members on city premises as to any non prosecuted visitor.
This document guarantees every SMA member safe entrance and stay in Shady Sands as long as he is not violating NCR Constitution.
This document does not include safe pass for members of SMA on territory of NCR activity and interests outside of Shady Sands.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

 
Signature:
NCR government
President of the NCR:
               Knight Shift

3
The FO2 Wasteland Survival Guide

WASTELAND MILITARY CAMP GUIDANCE V1


Are you feeling pressure of a new guy? Are you thinking that you are too noob for this world?
Have no worries, "The FOnline2 Wasteland Guide" is answering your prayer and resolving your hardest life questions in every corner of California wasteland!
Wasteland Guide is introducing brand new edition of "The Wasteland Survival Guide MKII" to You!
You don't need to browse all those funny wiki pages, and spend your precious life time to ask around just to find simple answers.
Thanks to long and thorough study of "The FOnline2 Wasteland Survival Guide" and our field personnel you will now have every essential thing right here in one place! For free!


PART 1

Intro Tips - Overcoming Basic Knowledge:
This world is crazy and unsafe, so where ever you go - take armor, weapon, bullets, set of drugs, and super stimpaks!
Why is this so important? Because it is! Do you want to be killed or kill? There is no third option, except if you decide to run away from problems,
which is confirmed by impartial investigation that in 95% of cases ends up with you being dead. And we are not pointing out here how to get yourself killed, just the opposite.

Drugs and medicines - military field enhancers - how to use, what they do and how to control effects
Have you ever wondered how come that military and paramilitary groups can produce performance beyond sanity on battlefield? Drugs and medicines! If you are looking to enrich your shelves with pre war relics from ruins or just want to take a walk around desert you will need knowledge about proper drug usage and effects.
List bellow will point how to enhance your performance in battle, if it comes to that.
- Psycho [20% normal dmg. res, -7 to PE, -2 to IN] You want to use it, no matter what is your opinion about it. Especially if you are waving with burst weapon and having genetic deformation to see far. It will lower your perception, if you are not totally genetically indisposed, but it will make you more resistant to normal damage that bullets are doing. Tests performed on our volunteers showed that psycho wont lower impact of damage from flamers. But it will lower damage from almost everything else! - highly addictive
- Cigarettes [+3 to Field of view ] will naturally give you better field of vision, even if you don't have genetic disability and psycho can't nullify effect. - not addictive
- Nuka Cola [+1 action point], because of all that healthy components in it, will give you more energy, so you will be able to move and shot more - not addictive;
- Jet [+3 action points] will boost your energy even more than Nuka Cola! Just do not think from what it is made of. - addictive
- Buffout [+2 to ST, +1 to EN] is very powerful substance that will buff your strength and endurance for some period. Our findings are showing that pre war athletes were using this substance! So it cant be *that* bad, right? - addictive
- Rad X [+30 to Rad. Res.] is your best friend if you are visiting highly radiated places like glow, or fighting radiated creatures in sierra caves or toxic caves. Your pipboy has geiger counter installed, so be sure to have radiation resistance maximized - 95%. In most cases that means you will need to take 3 (three) pills to achieve that goal. - not addicitve
- Rad Away [Cure Radiation over time] is useful when your pipboy geiger counter is showing that your body is indeed irradiated. After using 2 doses of Rad Aways dont take another dose for some time, as you need to wait for your body to adapt and absorb medicine first. - addicitve

In case your mind and body gets addicted to some of the named substances you can feel some withdrawal effect. It is nothing serious for action packed person like you, you can just reuse those substances and your mind and body will find tranquility again. 
In case you really don't want to suffer by withdrawal effects and in same time you don't want to use drugs anymore you can try a final solution on you. No, its not what you think, but rather visit some of wasteland doctors. Doctor Zacharius in Junktown hospital is one of the best certified doctors! He will charge you only 300 caps to help you with your health problem! Your alternative is to obtain bottle of antitoxin and drink it.

At the end, good thing is that someone always manage to salvage your wimp body after each lose and you somehow find yourself at some strange place, with nothing in your pockets, but surprisingly not dead.


When you are leaving your safe place follow our "SKI" - Survival Kit Instructions:
- check your drug timer (take every supplement; psycho is essential for bursters, do not neglect it)
- equip weapon, check deterioration and make sure it will last through your next adventure
- have repaired armor (0 deterioration)
- have bullets
- have several doses of super stimpaks
- do not carry anything else (check your inventory and drop at your safe place, base or tent, anything valuable)

After combat:
- repair your armor - if your armor goes above 10% of deterioration you will no longer be protected as much.
- heal yourself fully.
- reload and repair your weapon if needed.
- stash looted items in safe place, your base or tent.
- do not roam around unsafe wilderness with pocket full of valuables. As stated earlier, equip yourself only with necessary kit for survival.
This way you will lower your potential loses to minimum, or better say, potentially maximize your profit!

When driving a car:
- have your combat mode set to "real time" and fast travel "on". You don't want to end up in some turn based encounter and lose your car just like that.
Not after all that blood spilled to get your hands on one.
- do not park in towns or public places in general. Park only in your personal places; base or tent.
- always check if there is enough power in car, and if it needs a repair. Have some fuel in your trunk or inventory.
- lock your vehicle with electronic lock for better safety.

When repairing/dismantling:
- to not fail on repairing you need high repair skill. 168% will guarantee you max (95%) chance of succeeding.
- to get maximum out of items you are dismantling you need high science skill. About 168% should guarantee you high, if not max (95%) chance of succeeding.
- if you are not skilled enough, worry not! get yourself some tools. Tool will give you 25% and Super Tool Kit 50% on both repair and science, if you hold them in any of your hands. Be careful, as they can break after using.

Finding your own location:
Press "?" to find out exact zone and coordinate of your location!


PART 2

Amnesia? Headache? - Where do we go now: Meet the world!

You just woke up in some smelly and moist mattress inside of tent, with some weirdo named Kenny standing next to you, and you don't know what to do next? Rub your eyes, and speak with that guy, follow what he is saying to you, he can be very helpful. At the end he will leave his tent to you, so you will have your safe hideout after he is gone. What a nice guy!
You can also spam annoying question on game discord or ask to join some faction. In this case you like annoy people more than you like to learn about game itself, stop reading this guide and good luck! (You have already read too much)

In case you have decided to read this before throwing yourself into fire of FO2 and you like spoilers, check this thread.
It will point you to some easy jobs where you can earn caps and experience which will help you on your new adventures.

Look for loot:
Loot, loot and only loot. Grinding shiny things, mostly from pre war era is everyday hobby for most of people in  your neighborhood. Don't be a jelly Hub beggar and go look for shiny things yourself! Don't forget, its always safer (and more fun) to do things in team.

As you are aware, New California land is divided by zones that you are able to see on your pipboy. The Wasteland Survival Guide MKII will show you way of using this knowledge for your personal benefit!

Zones to look for (be aware, all mentioned zones are opened encounters once you enter them)

6:14; 7:14 - [Tier 3 in lockers] Ruins around San Fran. Search it and check lockers. High possibility of tier 3 recipes and gear itself!
Just be aware of mobs, if you are not careful they can ruin your day as well as low trap or lockpick knowledge.

18:6; 18:8; 19:6; 19:7 - [Khans/Rogues] You have had enough of Kahns and Rogues roaming around all armed trying to shot you?
Just some of zones where you can deal with them and end their misery! Not only that, but they can have nice things  on them, including caps which they are extorting from honest drug re sellers and jet addicted hookers.
When you deal with them you just take what ever you can carry, any trader in wastealand will trade you for your surplus.
Keep in mind that when you deal with them, you have chance of finding map to Toxic Caves, strange holotape which will open doors of Cathedral for you or backpack filled with explosives (very worthy item, so don't be a fool and trade it for sixpack, as Explosive FIlled Backpack is worth at least all the beers you can drink in your lifetime!). But later on that.

10:10 - [Fire geckos] Ever dreamt of being a firefighter as a child? But firefighter that is putting down fire with a bullets?
Here is your chance to fill out that dream. Go there, hunt for fire geckos and skin their pelts! You don't even need a knife. Just follow the instructions given by trappers - Melsak in Junktown or Pestis in Boneyard, and one of them will teach you how to skin geckos with -BARE HANDS- for a minimum fee!
Best few hundred caps invested ever!
What for you are asking yourself? Except that you will fulfill your childhood dream, this is very lucrative job. You can sell it to guys obsessed with hubo robes, or become one of them! Also, don't forget about time when guy named Lee Balton from Modoc tannery buying it. It will be shown as global message on your pipboy!
But be aware, there is big chance that other players there will try to ruin your day! It is recommended that you scout town before going in with valuables (and take few friends with you).

18:18 - [Golden and Silver geckos] Do you like gold and silver? Well, you won't find it there, but you will find golden and silver geckos, and that is close enough!
Why? Remember that Balton from Modoc? He is buying them no matter what time of year is! If you are some fetishist on crafting leather armors, you will be able to fulfill your needs as well!

9:17; 10:17, 11:17 - [Mutants] If you woke up all angry and you want to get things even with this forsaken world, go there!
If you feel like lawbringer or just crazy person, clear that part of world by going beserk and kill all mutant remnants.
Not only that you will calm down your nerves, but these big crazy mutants have plenty of stuff on themselves. Including drugs.
So if you are wasteland junkie its a good place to get high in peace there after killing spread.

12:28; 22:28 [zones on south west coast, zones around glow] - [xp grinding] Are you feeling underestimated, but You have surplus of bullets?
Time to get your experience back to level it belongs! Go there, burst every evil floater, centaur or alpha deathclaw. Dont think about their children.
Everyone is cute when is young. Grind experience and grow tougher out of every fight.
Do note that adventure likely will cost you good amount of ammo and armor durability, and gain nothing but life experience from it.


PART 3

Your own loot mines:
There are few places where you can't be ambushed at, and your hard work will be rewarded, but lets start with two simple places that won't give you that comfort.

24:14 Vault 15 - Home of NCR predecessors, just on east from Shady Sands. You can get rid of current habitants there very easy, and in return you can have all nice items that past habitants forgot to take with them. You don't want to go there without knowledge of lockpicking and without electronic lockpick. You can ninjaloot dungeon and go fast out, but still there is very good possibility that you will find there other people.

11:8; 11:7 Sierra Caves Complex - Some crazy things for sure happened there. Encounter specific cave entrance, with wooden ramp in front of it, go inside and you will find yourself in big complex of caves that someone filled with potential high tech stuff all around. Get rid of habitants, look for lockers and use your lockpick and traps skills! Cave complex has two levels, going down from first to second will give you opportunity to get nicer things for you and your family! Be aware that second level have tougher habitants, but also chance to encounter other people who are looking for same thing you are looking for. So write a will before you will exchange your wife for this moist caves!


Feeling introverted? Next two examples are places where you will be safe. At least from unwanted company:

18:26 Cathedral - You can enter to that spooky religious place by reading some strange holotape that you obtained ealier from Rogues, Khans or some strange dude in Hub for few thousands caps. Apparently you will be doing some filthy job for BoS. Like everyting in this world, future of it depends on you one more time. Its better that you gather some tough team, as you will be fighting there very ugly, big and invisible mutants. And they wont be very polite when they see you! If you are looking for place with good items with minimum risk, and you have at least one friend, this is a place for you! Don't go there if you are under lvl 26.
Stay vigilante and don't let Cathedral brainwash you, nobody likes religious freaks!

2:0 Toxic Caves - Just west of Klamath. One closer look at Toxic Caves Map, and your developing brain will immediately know where to mark that place on your pipboy!
You can obtain it in same way as you obtain a Cathedral disk, with one small addition. Apparently they are so common that any creature with arms, legs and at least one pocket can have it!
That counts in mutants and ghouls too!
This is similar place as Cathedral, counting in your safety, though, you have less chance to get away with some awesome shiny pree war thingie. At least nobody can put bullet in your head.
If you don't like feel of radiation goo on your feet, take few rubber boots with you. Habitants are toxic geckos, so take anti rad drugs before going there.
If someone can do it alone, its You!

Recommended char stats:
Starting Build I
 - PvE/PvP; rt orientated. Sg, grenadier, crafting supported class
Starting Build II
 - PvE/PvP; rt orientated. Sg, grenadier, crafting supported class
Starting Build III
 - PvE/PvP - rt, orientated Sg, Bg, throwing.
Starting Build IV
 - PvE - farming, mostly for tb, usable in rt. Sg, throwing, crafting supported class. Downside: No Bonus Ranged Damage perks will make rt pvp harder for you; action points amount can compensate it. stick to tb/rt pve with this char
PVP Build I
 - PVP - school example of BG burster for RT combat mode. You can do most of in game actions with it, such as dungeons, events and farming
]
NOTE: When making your char pay attention to maximize its potential - read books as lvl1, do Petes Repair Quest in Junktown. Starting Charisma on all characters should be 1, you can raise it by doing quest for Junktown sheriff Mike.


-Important shortcuts-
Hotkeys:
- f1 = help
- q = field of vision
- w = weapon range
- alt + v = highlight items on ground
- ctrl + v = highlight containers
- f10 = toggle roofs
- ctrl + f10 = toggle walls
Addable shortcuts:
 Fo2 folder>hotkeys.ini (check your other shortcuts and make/change it by your taste)
- use2hand=
- usesson=
- decraftinv=
- decrafthex=
Commands
~decraftinv - science all items from inventory
~decrafthex - science all items on hex player is standing on



(Even that it is trying to be up to date, FO2 wiki reserves right to be outdated at some sections.)
Good luck!

4
New California Republic / NCR history patch 1.0 [fo2, season 3]
« on: January 15, 2020, 17:04 »
NCR history patch
version: 1.0


Author’s opening word:
This is a history report on major happenings that affected NCR entity. Some of the documents are missing, so exact dates of happenings couldn't be found. This history report is chronologically as accurate as possible. NCR history information is backed by Fo2 forum, NCR subsection, NCR supporters, current and former relevant members.
Happenings in and around NCR are recorded up to date of:
28.2.2278 (15.1.2020.)

Author: Knight Shift

Special thanks to persons who contributed with history facts:
Richard Harrison
Lucek
Weasel
Midnight Riders faction
Nero
Hero of Mumble



NCR history; Prologue:
- Starting the new era
By changing the government, and voting the president out of Aradesh family, NCR tried to stay more or less on the same course and keep on focusing on current most important matters, such as the protection of civilians, caravan and trade routes and less on overextension and exploiting available resources. That was recognized by peaceful minded entities and groups, who started to gravitate to NCR cause. Most notable group that was loyal to NCR from the begging, no matter of government set up, is a Midnight Riders MC.
But in general, NCR has changed for worse. Corrupted presidents, governments in exile, framed elections, stolen votes, missing tax money, corruption in army ranks, both regular and Rangers which showed inability to protect its own capital. And with threats from outside included, safety of everyday life deteriorated. That resulted with often raids, mostly successful, which only drove NCR society to the big security and economy crisis.

NCR history; Chapter I
- Capital security
While NCR government signed a contract with an FLC bank company and vouched to its citizens that their taxes will be secured and invested into town's prosperity, that was not the case. It was not a rarity to see outlaw groups attacking the town while a tax transaction was in progress and stealing the caps from NCR possession. As that became only bigger issue, after Enclave breached the gates and their supporters stole the valuables, the government decided to break the contract with FLC. It was decided that government will fully control their tax income without a third party involved. From that time taxes are paid directly from citizens to government clerks. Citizens greatly approved this as it turned out that it was a good security measure. Raids on town happens more rare from that time.
Many claimed that Shady Sands is not secured place. And many speak the truth. Numerous outlaw groups tried to take what NCR society has built. The town became a "Promised Land" for thieves, outlaws and murderers for a long period. In the first days of the post-Aradesh era, Shady Sands was poorly defended. Deteriorated weapons and poor training of NCR troops was a common thing, and that was exploited by raider elements.
No matter that thought was that president's life is secured and safe, the facts are showing just the opposite.
Many presidents were on edge of fleeing the republic's borders because pressure they couldn't handle. And many did so.
NCR could take the two roads. Leave its capital to anarchy or strengthen government authority. Good thing, or bad thing for some, is that NCR society was more interested in progress than abandoning their ancestor's vision so they took the second road.
Experienced veterans of NCR army and notable citizens took control in their hands. At that point future of NCR started to change to the better.
Plans and promises of the all governments was to improve their security by investing in pre-war technology. Having possession and knowledge about technology from their predecessors from Vault 15, NCR scientists implemented some of the finest security measures in the Wastes. By connecting to the NCR computer network NCR officers have available names of outlaws listed on their screen. Popularly called "blacklist" is an electronic note in the NCR main computer connected with soldier Pip-Boys. At any time a soldier on duty can check the "blacklist" and react with interest with republics laws. To this day, list of unwanted elements on Shady Sands premises is regulated with an approval of the president.
Soldier's equipment has improved. From the time when army officers were equipping the town guards, to the current era, when town guards are equipped with the highest tier of gear with the approval of town guard general Betlehem. To secure these measures, the government invested tax caps and signed contracts with various suppliers. While it is unknown who are suppliers, it is known that they have a very shady background.
But NCR is trying to be independent in this sector as well. Under the leadership of president Knight Shift and on the initiative of an officer Richard Harrison, NCR formed the MRI - Mariposa Research Institute, where NCR scientists are working on production of high tech equipment. As part of the MRI, NCR Industries are producing most of the high tier equipment for the elite units of NCR Rangers. MRI is not only focused on weapon production, the Institute has several branches. Reverse engineering and study of pre-war relics is just some of the researches in its focus.
Location of the Institute is classified.

5
Republic Document v003.2
Status: declassified, public release form
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Relations with Paladins in Shady Sands
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Constitution Paragraph - 1.10

Initiative: Paladins
Involved party: NCR Government, Paladins leadership
Review of request: NCR Government, NCR President
Matter: Granting safe Shady Sands entrance to Paladins group
Rescript: Granted
Bail terms: 300 000 caps


Meeting Summary:
On Paladin's appeal NCR government decided to remove mentioned group from Shady Sands blackilst upon paid bail.
 
Paladins members, from now on, have same rights in Shady Sands as any visitor to town's premises.

This document does not include safe pass for members of Paladins on territory of NCR activity and interests outside of Shady Sands.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
This document guarantees every Paladin member safe entrance and stay in Shady Sands as long as he is not violating NCR Constitution.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------


Signature:
NCR government
President of the NCR:
               Knight Shift

6


NCRA - doc. v. 1.1.005.02


Reformation of the Rangers by NCR resulted in a clandestine government research facility project under the Mariposa Research Institute (MRI). Members participating in this program are volunteers of the NCRA project of genetically and biologically enhanced super soldiers who threw away their past and received a serial number from the NCR MRI, instead of their name. They are best known for their dedication to the Republic, biological enhancements, implant augmentation, military training and experience in the wasteland.
 
NCR Rangers are an elite heavy infantry special operations capable force of the NCR Army and are equipped accordingly - with the highest tier of manufactured gear currently available.
Every NCR Ranger is a proud holder of the Ranger's Pin.
 
It is strictly suggested to all civilians to leave premises when they see NCR Rangers in action.
 
NCR Rangers are authorized to open fire at any potential threat.


NCR Rangers under command of general Frank Merrill



Signature: President of NCR
               Knight Shift

7
Dear citizens and wastelanders all around California land, this is your president Knight Shift speaking.
Many people ask who and what is the NCR government actually representing, even though we have governed this land for over 3.5 years. Yes, there are still people around this land who didn't hear about NCR or what the NCR government stands for. News travels slow for some. But, no matter where you are and who you think we are, NCR hears your tired, your poor, your huddled masses yearning to breathe free, longing for knowledge and a better life. Day by day, you can see NCR improving all areas and aspects of life in the wasteland!
 
There are people who claim NCR seeks dominion under a tyrannical heavy hand. That we are an autocratic dictatorship, or even a monarchy. No matter if you never heard about hose terms, none of this is true, as we are standing united for the people.
These lies are from the corrupt minds of villains hold no good will toward you peaceful minded travelers. Those that raise a hand on our brothers, our sisters, let me tell unto you, we have a bullet with your name on it!
We wiped out the those irradiated and deviated elements from our borders. We forced Brotherhood of Steel to return to their rat hole in Lost Hills where they belong! We punched back Enclave forces and drove out their invasion from our lands!
But, we are not heartless bastards like our enemies. We secure burial places for every and each criminal, raider and pillager that is interested in fighting against our cause. We burn a flare for every soul we couldn't save.
And yes, it is a flare colored in red! Honor for every drop of blood spilled unwillingly.
 
Now, who are we and what is our agenda? We are striving to bring a direct people's democracy, where every resident of NCR will have the same rights, in their individuality and freedom, in every part of the NCR border.
 
Do you like to be fed? Do you like to have access to non-radiated, clean water every day? Do you like having a roof over your head? NCR is offering to fulfill your needs and grant them as human rights, for free!
Taxation? Yes, but in a very limited form. Is that theft? Ask your neighbor from Shady Sands who freely associates under a now higher quality of living and luxury. The republic needs to finance your rights and secure your freedom. Our citizens have right to a tax refund. With this in mind, even our health care is free!
 
We fight to grant these rights upon all of California land! By knowledge of the history of our ancestors, we see the future! And the future is bright, brothers and sisters! When you see our army do not hesitate to welcome our troops into your town! We are freeing you from oppression and the false promises of your slavers! We *WILL* make you our citizen!
And you will like it as much as you will like to pay your taxes on time!
I promise you, you will feel the difference! Starting today!
 
For those thinking of joining our army ranks, do not bother! Our services have a wide network of information at disposal. If you are worth something, NCRA recruiting personnel will knock on your door! Be sure to have your boots polished!
 
We are here, so why not become our citizen?
Fulfill your human rights and be first in line when NCR Army is recruiting!
Democracy is calling, pick up the phone.
The future is now, grab it!
There is no alternative.
Let freedom ring!
Long live the NCR!

[Speech was broadcasted live on radio channel 0]


Signature:
President of NCR:
               Knight Shift

8
Buy / NCR is buying t4
« on: August 24, 2019, 19:13 »
NCR shopping fever!

Sick and tired of noobos selling or buying items and not publishing price just so they can overcharge (or try to underpay) it when you contact them?
No matter how strong emotions about NCR you are having (and you love us one way or another),
Republic's government is buying and our prices are transparent:

- used PA - up to 800k (depends on deterioration percentage)
- used APA - up to 1,2 kk (depends on deterioration percentage)
- used plasma gatling - up to 1,1kk (depends on deterioration percentage)

- APA parts - 900k
- titanium minigun barrels - 350k

- tokens - 140k each


Use this opportunity and for once take your tax money back by supporting NCR.
Can throw Medical Implant (estimated value 250k caps), drugs, combat armors, t3 weapons into trade.

Pm me.

9
New California Republic / Shady Sands Blacklist
« on: August 04, 2019, 16:46 »
This is a declassified document, containing the names of lawless individuals who have broken the NCR law and violated the constitution in the most heinous ways. Town guards have instruction to shoot every listed individual on sight.
If you see any of the listed individuals walking free in Shady Sands, do not approach them. Report it to nearest NCR solider on duty.
 
Listed persons cannot be removed from the town blacklist by their own actions, they may instead appeal for blacklist removal. In this case, persons need to contact an NCR officer or the presidential office directly and wait for decision of the Council.


 Listed individuals have broken the law on the premises of Shady Sands in the following ways:
- Terrorist activity (planting of any kind of explosives, townbursting, attacking town guards or NCR members)
- Subversive activity (leading visitors or citizens to a trap to be killed on town premises, helping a townburster by securing his items and items of his victim, constant false reports, continuous spam in any way; ex. - lvl1 alts of known blacklisted players)
- Organized raid on town
- Helping criminals during raid in any way (looting NCR members, distracting NCRA, not following curfew hour instructions, acting as a scout for raiding parties)
- Continuously neglecting town regulations (rejecting to remove robes that are hiding name, owning non competitive shop - keeping prices too high or stock empty for longer period)
 

[Player can check if he is on NCR blacklist by checking NCR karma under the karma tab in the character sheet. Town guards will shoot any character with -10k NCR karma on sight. Characters with -10k NCR karma were either constantly killing Shady Sands guards or were manually put on blacklist by an NCR officer or the president, because of reasons mentioned above. Players can't raise NCR karma on their own, but need to contact an NCR officer or the president for removal from blacklist.
 
Player can automatically get on blacklist by joining blacklisted faction. For faction blacklist press "K" in game and check NCR enemy list]

10
New California Republic / NCR Council Home
« on: July 27, 2019, 15:40 »
Public government announcement about reformed NCR Council
(You can inform yourself about NCR council meetings and updates on this topic)


The NCR government ensures democracy for its citizens by providing a legislative body of people formally constituted as representatives, forming a Council to manage the affairs of the Republic.
Only the president can call upon or approve a Council meeting. Council meetings can only be called with the minimum of the president and 2 officers and/or State Secretaires present.
Every State Secretaire has a guaranteed seat in a Council Home. Every State Secretaire and officer can equally participate in voting and suggestion matters.
NCR Council has 9 seats in total, with 2 rotating seats, so other NCR members, with sergeant rank or higher can get a temporary council seat and participate equally as officers/State Secretaires.
Allies can participate with 1 representative each. Depending on the decision of the Council, allies will be able to vote and/or only propose/listen to motions.
The president is the only person who has the right to veto any decision or proposal.

Citizens can attend in limited number, depending on the current security level of Council meeting*. They will not have a vote but can propose/listen to motions, also depending on decision of the Council.
Proposals discussed at panel meetings are non-binding (no obligation to fulfill the terms), but will mainly serve as a sounding board for participants. Topics that will be discussed include RP projects, joint actions, and faction relations.


COUNCIL HOME
(maximum and guaranteed seats)

- 9 State Secretaires
- 2 rotating seats
- 1 representative seat per ally faction

- *3 citizens spectators

11
Hello wastelander!

The NCR government wants to remind you of instructions that you need to follow if you want to secure quality of your life on the premises of the Shady Sands, New California Republic.

- raiding Shady Sands, attacking guards, other wastelanders or taking hostile actions on premises of town will put offender on town blacklist and that person won't be able to enter town anymore without being shoot on sight by guards
- interfering with everyday life in Shady Sands [constant spamming, yelling, insulting, in general acting in interest to spoil others gameplay experience] can result with offender being shot on sight by NCR soldiers and, upon repeating offenses, blacklisted
- organized raid on Shady Sands, with faction or alliance, will put offenders on town blacklist along with factions that participated in it
- during "attack on Shady Sands" global message NCR lifts curfew hour. Please stay away from town until NCRA handle situation. Neglecting this condition can result with unpleasant consequence for you.
- if a known group of offenders joins/make a new faction, that faction will be blacklisted.
- if a faction is making alliances and is constantly acting with factions that raided Shady Sands [that are already blackisted in town] they will be blacklisted.
- individuals or factions can be enemy of NCR but not blacklisted in town. They can lose that privilege by acting hostile on town premises.
- when faction puts NCR or NCR Rangers to their (in game) enemy list, it will automatically work vice versa. Faction on NCR enemy list is automatically blacklisted in Shady Sands.
- check if your faction is on NCR enemy list [blacklist] and your NCR karma before entering Shady Sands
- Shady Sands is not secured parking lot. Do not park your vehicle on town premises if you don't want your vehicle to be towed away
- do not wear robes that can hide your name! Wastelanders with robes are treated as potential threat and will be shot on sight.
- wastelanders who didn't commit any offenses on Shady Sands premises are entitled to bid for town shop. NCR permits one shop per person. Owners need to keep their prices competitive. Neglecting mentioned conditions can get shop owner on town blacklist.
- if you feel mistreated in Shady Sands you can file an official complaint to the NCR president [PM to this account using english language]


For more information about NCR visit: [english language links]
NCR constitution
Citizen Info

Thank you for attention.

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Информация от Новой Калифорнийской Республики.


Здравствуй путник!

Правительство НКР напоминает следовать инструкциям, которые должен соблюдать каждый, чтобы сохранить достойный уровень жизни на территории Шейди Сендс (Shady Sands), Новой Калифорнийской Республики.

- за рейдерство на Шейди Сендс (Shady Sands), атака охраны, других жителей пустоши или проявление любых враждебных действий на территории города вы будете занесены в черный список и охрана будет стрелять в вас на поражения сразу при входе в город
- вмешательство в каждодневную жизнь Шейди Сендс (постоянный спам, ругательства, агрессивное поведение, совершение любых действий целью которых является испортить игровой процесс другим) приведёт к тому, что вы будете застрелены солдатом НКР, а за повторное нарушение будете занесены в черный список
- организованный рейд на Шейди Сендс, с фракцией или альянсом, повлечет за собой занесение всех причастных фракций в черный список
- на протяжении глобального сообщения «атака на Шейди Сэндс» ("attack on Shady Sands") НКР вводит комендантский час. Пожалуйста, держитесь подальше от города, пока Армия НКР не уладит ситуацию. Пренебрежение этим условием может привести к неприятным последствиям для вас.
- если известная группа нарушителей вступит или создаст новую фракцию, эта фракцию будет занесена в черный список
- если фракция заключит союз и будет взаимодействовать с другой фракцией, которая совершает рейды на Шейди Сендс (уже занесена в черный список города), то эта фракция также будет занесена в черный список
- отдельные личности или фракции могут быть врагами НКР, но не занесены в черный список. Они могут потерять, данную им ранее привилегию, из-за совершения враждебных действий на территории города
- когда фракция занесёт НКР (New California Republic) или Рейджеров НКР (NCR Rangers) в их список врагов (в игре) это автоматически сработает аналогично со стороны НКР. Фракция в списке врагов НКР автоматически занесётся в черный список Шейди Сендс
- перед входом в Шейди Сендс всегда проверяйте есть ваша фракция в списке врагов НКР (черном списке) и вашу карму в НКР
- в Шейди Сендс парковка для машин не охраняется. Если вы не хотите, чтобы ваш транспорт угнали или отбуксировали не оставляйте его на территории города
- не одевайте робы, которые скрывают ваше имя! Жители пустоши в таких робах будут восприниматься, как потенциальная угроза городу, по ним будет открыт огонь на поражение
- жители пустоши, которые не совершали преступлений на территории Шейди Сендс, имеют право заключать сделки с городскими торговцами магазинов. НКР предоставляет возможность нанять только одного торговца. Владелец должен содержать цены конкурентоспособными. Пренебрегая указанными условиями, владелец магазина может попасть в черный список города.
- если вы выявили правонарушение в отношении вас или других жителей пустоши вы всегда можете обратиться с официальной жалобой лично к президенту НКР (личным сообщением на его аккаунт, используя английский язык)


Дополнительная информация для посетителей НКР: [англоязычная ссылка]
Конституция НКР
Информация для жителей НКР

Спасибо за внимание.


(thx again to Xero for doing the lector's job
thx to Dimone for russian translation)

Signature/Подпись:
President of NCR/Президент НКР:
               Knight Shift

12
-NCR town commission report-


Republic Document v003.1
Status: declassified, public release form
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Constitution Paragraph - 1.10.1

Initiative:                 President of NCR
Involved party:         NCR town commission; NCR government independent decision
Review of request:   NCR Government, NCR Council, NCR town commission
Matter:                   Granting safe Shady Sands entrance to Talon Company mercenary group
Rescript:                  Granted
Bail terms:               None


Meeting Summary:
On president's initiative and support of government, town commission voted unanimous on proposition #217 - removing Talon Company from Shady Sands blacklist.
 

Talon Company members, from now on, have same rights in Shady Sands as any visitor to town's premises.

This bail does not include safe pass for members of Talon Company on territory of NCR activity and interests outside of Shady Sands.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------


This document guarantees every Talon Company member safe entrance and stay in Shady Sands as long as he is not violating NCR Constitution.


----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------



Отчет НКР о статусе Talon Company в Шейди Сэндс.


-Отчет городской комиссии НКР.-


Документ v003.1
Статус: расскречено, публичный доступ.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Параграф 1.10.1 конституции НКР.
 
Иницитатор: президент НКР.
Вовлеченные стороны: городская комиссия НКР, независимое решение правительства НКР.
Рассмотрение запроса: правительство НКР, совет НКР, городская комиссия НКР.
Запрос: предоставление безопасного доступа в Шейди Сэндс для группы наемников Talon Company.
Рескрипт: предоставлен.
Условия поручительства: отсутсвуют.
 
Итоги собрания:
По инициативе президента и поддержке правительства, городская комиссия единогласно проголосовала за предложение № 217 - исключить группу наемников Talon Company из черного списка Шейди Сэндс.
 
Отныне члены Talon Company имеют равные с любыми посетителями города права в Шейди Сэндс.
 
Этот документ не включает безопасный пропуск для членов Talon Company на территории деятельности НКР за пределами Шейди Сэндс.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Этот документ гарантирует каждому члену Talon Company безопасный въезд и пребывание в Шейди Сэндс, если он не нарушает Конституцию Республики.
 



(Thanks to Xero for doing the lector's job
and thanks to Nero for russian translation)

Signature:
NCR government
President of the NCR:
               Knight Shift

13
New California Republic / NCR School Guidance Counselor!
« on: October 15, 2018, 00:58 »
NCR MILITARY CAMP GUIDELINE v1


Are you feeling pressure of a new guy? Are you thinking that you are too noob for this world?
Have no worries, NCR is answering your prayer and resolving your hardest life questions in every corner of New California!
NCR Guidance Counselor is introducing brand new edition of "The Wasteland Survival Guide MKII" to You!
You don't need to browse all those funny pages, and spend your life time to find simple answers.
Thanks to thorough study of NCR scientists and field personnel You will now have every essential thing right here in one place! For free!


PART 1

Intro Tips - Overcoming Basic Knowledge:
This world is crazy and unsafe, so where ever you go - take armor, weapon, bullets, set of drugs, and super stimpaks!
Why is this so important? Because it is! Do you want to be killed or kill? There is no third option, except if You decide to run away from problems,
which is confirmed by impartial investigation that in 95% of cases ends up with you being dead. And we are not pointing out here how to get yourself killed, just the opposite.

Drugs and medicines - military field enhancers - how to use, what they do and how to control effects
Have you ever wondered how come that military and paramilitary groups can produce performance beyond sanity on battlefield? Drugs and medicines! If you are looking to enrich your shelves with pre war relics from ruins or just want to take a walk around desert you will need knowledge about proper drug usage and effects.
List bellow will point how to enhance your performance in battle, if it comes to that.
- Psycho [20% normal dmg. res, -7 to PE, -2 to IN] You want to use it, no matter what is your opinion about it. Especially if you are waving with burst weapon and having genetic deformation to see far. It will lower your perception, if you are not totally genetically indisposed, but it will make you more resistant to normal damage that bullets are doing. Tests performed on our volunteers showed that psycho wont lower impact of damage from flamers. But it will lower damage from almost everything else! - highly addictive
- Cigarettes [+3 to Field of view] will naturally give you better field of vision, even if you don't have genetic disability and psycho can't nullify effect. - not addictive
- Nuka Cola [+1 action point], because of all that healthy components in it, will give you more energy, so you will be able to move and shot more - not addictive;
- Jet [+3 action points] will boost your energy even more than Nuka Cola! Just do not think from what it is made of. - addictive
- Buffout [+2 to ST, +1 to EN] is very powerful substance that will buff your strength and endurance for some period. Our findings are showing that pre war athletes were using this substance! So it cant be *that* bad, right? - addictive
- Rad X [+30 to Rad. Res.] is your best friend if you are visiting highly radiated places like glow, or fighting radiated creatures in sierra caves or toxic caves. Your pipboy has geiger counter installed, so be sure to have radiation resistance maximized - 95%. In most cases that means you will need to take 3 (three) pills to achieve that goal. - not addicitve
- Rad Away [Cure Radiation over time] is useful when your pipboy geiger counter is showing that your body is indeed irradiated. After using 2 doses of Rad Aways don't take another dose for some time, as you need to wait for your body to adapt and absorb medicine first. - addictive

In case your mind and body gets addicted to some of the named substances you can feel some withdrawal effect. It is nothing serious for action packed person like you, you can just reuse those substances and your mind and body will find tranquility again. 
In case you really don't want to suffer by withdrawal effects and in same time you don't want to use drugs anymore you can try a final solution on you. No, its not what you think, but rather visit some of wasteland doctors. Doctor Zacharius in Junktown hospital is one of the best certified doctors! He will charge you only 300 caps to help you with your health problem! Your alternative is to obtain bottle of antitoxin and drink it.
[NCR health department appeals on responsible usage of drugs and medicines.]

At the end, good thing is that someone always manage to salvage your wimp body after each lose and you somehow find yourself at some strange place, with nothing in your pockets, but still, surprisingly not dead.


When you are leaving your safe place follow our "SKI" - Survival Kit Instructions:

- check your drug timer (take every supplement; psycho is essential for bursters, do not neglect it)
- equip weapon, check deterioration and make sure it will last through your next adventure
- have repaired armor (0 deterioration)
- have bullets
- have several doses of super stimpaks
- do not carry anything else

After combat:
- repair your armor - if your armor goes above 10% of deterioration you will no longer be protected as much.
- heal yourself fully.
- reload and repair your weapon if needed.
- stash looted items in safe place, your base or tent.
- do not roam around unsafe wilderness with pocket full of valuables. As stated earlier, equip yourself only with necessary kit for survival.
This way you will lower your potential loses to minimum, or better say, potentially maximize your profit!

When driving a car:
- have your combat mode set to "real time" and fast travel "on". You don't want to end up in some turn based encounter and lose your car just like that.
Not after all that blood spilled to get your hands on one.
- do not park in towns or public places in general. Park only in your personal places; base or tent.
- always check if there is enough power in car, and if it needs a repair. Have some fuel in your trunk or inventory.
- lock your vehicle with electronic lock for better safety.

When repairing/dismantling:
- to not fail on repairing you need high repair skill. 160% will guarantee you max (95%) chance of succeeding.
- to get maximum out of items you are dismantling you need high science skill. 160% will guarantee you max (95%) chance of succeeding.
- if you are not skilled enough, worry not! get yourself some tools. Tool will give you 25% and Super Tool Kit 50% on both repair and science, if you hold them in any of your hands, naturally you are ambidextrous. Be careful, as they can break after using.

Finding your own location:
Press "?" to find out exact zone and coordinate of your location!


PART 2

Amnesia? Headache? - Where do we go now: Meet the world!
You just woke up in some smelly and moist mattress inside of tent, with some weirdo named Kenny standing next to you, and you dont know what to do next? Rub your eyes, and speak with that guy, follow what he is saying to you, he can be very helpful. At the end he will leave his tent to you, so you will have your safe hideout after he is gone. What a nice guy!
Next thing you should do is to come to protected town nearby and ask for NCR officer.
NCR is place made just for You! Don't hesitate - join NCR military camp by joining NCR National Guard, become tough smartass by developing yourself properly!
Our tutors will explain to you how your character stats works.
You will be pointed for some easy jobs, and you can earn some starting caps, experience, and most important - respect!
(THIS THREAD will point you to easy experience and caps earning, which will come in handy on your start in California wasteland)

Look for loot:
Loot, loot and only loot. Grinding shiny things, mostly from pre war era is everyday hobby for most of people in
your neighborhood. Don't be a jelly Hub beggar and look for shiny things yourself! Don't forget, it's always safer (and more fun) to do things
in team.

As you are aware, New California land is divided by zones that you are able to see on your pipboy. NCR Guidance Counselor will show You way of using this knowledge for your personal benefit!

Zones to look for (be aware, all mentioned zones are opened encounters once you enter them)

6:14; 7:14 - [Tier 3 in lockers] Ruins around San Fran. Search it and check lockers. High possibility of tier 3 recipes and gear itself!
Just be aware of mobs, if you are not careful they can ruin your day as well as low trap or lockpick knowledge.

18:6; 18:8; 19:6; 19:7 - [Khans/Rogues] You have had enough of Kahns and Rogues roaming around all armed trying to shot you?
Just some of zones where you can deal with them and end their misery! Not only that, but they can have nice things  on them, including caps which they are extorting from honest drug re sellers and jet addicted hookers.
When you deal with them you just take what ever you can carry, any trader in wastealand will trade you for your surplus.
Keep in mind that when you deal with them, you have chance of finding map to Toxic Caves, strange holotape which will open doors of Cathedral for you or Explosive Filled Backpack (very worthy item, so don't be a fool and trade it for sixpack, as this item is worth at least all the beers you can drink in your lifetime!). But later on that.

10:10 - [Fire geckos] Ever dreamt of being a firefighter as a child? But firefighter that is putting down fire with a bullets?
Here is your chance to fill out that dream. Go there, hunt for fire geckos and skin their pelts!  Just follow the instructions given by trappers - Melsak in Junktown or Pestis in Boneyard, and one of them will teach you how to skin geckos with -BARE HANDS- for a minimum fee!
Best few hundred caps invested ever!
What for you are asking yourself? Except that you will fulfill your childhood dream, this is very lucrative job. You can sell it to guys obsessed with hubo robes, or become one of them! Also, don't forget about time when guy named Lee Balton from Modoc tannery buying it. It will be shown as global message on your pipboy!
But be aware, if there is no NCR in town protecting the trade, (and if you wont hear it on radio, that means its not) you will be probably shot at from random gangsters who are there to ruin your day!

18:18 - [Golden and Silver geckos] Do you like gold and silver? Well, you wont find it there, but You will find golden and silver geckos, and that is close enough!
Why? Remember that Balton from Modoc? He is buying them no matter what time of year is! If you are some fetishist on crafting leather armors, you will be able to fulfill your needs as well!

9:17; 10:17, 11:17 - [Mutants] If you woke up all angry and you want to get things even with this forsaken world, go there!
If you feel like lawbringer or just crazy person, clear that part of world by going berserk and kill all mutant remnants.
Not only that you will calm down your nerves, but these big crazy mutants have plenty of stuff on themselves. Including drugs.
So if You are wasteland junkie its a good place to get high in peace there after killing spread.

12:28; 22:28 [zones on south west coast, zones around glow] - [xp grinding] Are you feeling underestimated, but You have surplus of bullets?
Time to get your experience back to level it belongs! Go there, burst every evil floater, centaur or alpha deathclaw. Don't think about their children.
Everyone is cute when is young. Grind experience and grow tougher out of every fight.
Do note that adventure likely will cost you good amount of ammo and armor durability, and gain nothing but life experience from it.


PART 3

Your own loot mines:
There are few places where you can't be ambushed at, and your hard work will be rewarded, but lets start with two simple places that won't give you that comfort.

24:14 Vault 15 - Home of NCR predecessors, just on east from Shady Sands. You can get rid of current habitants there very easy, and in return you can have all nice items that past habitants forgot to take with them. You don't want to go there without knowledge of lockpicking and without electronic lockpick. You can ninjaloot dungeon and go fast out, but still there is very good possibility that you will find there other people.
As it is location near capital of NCR, you can often meet NCR patrols there. Take away your weapon, mind your business, be polite and you won't get shot at. That is if you are not interfering with current NCR operations there.

11:8; 11:7 Sierra Caves Complex - Some crazy things for sure happened there. Encounter specific cave entrance, with wooden ramp in front of it, go inside and you will find yourself in big complex of caves that someone filled with potential high tech stuff all around. Get rid of habitants, look for lockers and use your lockpick and traps skills! Cave complex has two levels, going down from first to second will give you opportunity to get nicer things for you and your family! Be aware that second level have tougher habitants, but also chance to encounter other people who are looking for same thing you are looking for. So write a will before you will exchange your wife for this moist caves!


Feeling introverted? Next two examples are places where you will be safe. At least from unwanted company:

18:26 Cathedral - You can enter to that spooky religious place by reading some strange holotape that you obtained earlier from Rogues, Khans or some strange dude in Hub for few thousands caps. Apparently you will be doing some filthy job for BoS. Like everything in this world, future of it depends on you one more time. It's better that you gather some tough team, as you will be fighting there very ugly, very big and very invisible mutants. And they wont be very polite when they see you! If you are looking for place with good items with minimum risk, and you have at least one friend, this is a place for you! Don't go there if you are under lvl 26.
Stay vigilante and don't let Cathedral brainwash you, nobody likes religious freaks!

2:0 Toxic Caves - Just west of Klamath. One closer look at Toxic Caves Map, and your developing brain will immediately know where to mark that place on your pipboy!
You can obtain it in same way as you obtain a Cathedral disk, with one small addition. Apparently they are so common that any creature with arms, legs and at least one pocket can have it!
That counts in mutants and ghouls too!
This is similar place as Cathedral, counting in your safety, though, you have less chance to get away with some awesome shiny pree war thingie. At least nobody can put bullet in your head.
If you don't like feel of radiation goo on your feet, take few rubber boots with you. Habitants are toxic geckos, so take anti rad drugs before going there.
If someone can do it alone, its You!

Recommended char stats:
Starting Build I
 - PvE/PvP; rt orientated. Sg, grenadier, crafting supported class, good enough if you plan to enroll for NCRA.
Starting Build II
 - PvE/PvP; rt orientated. Sg, grenadier, crafting supported class, good enough if you plan to enroll for NCRA.
Starting Build III
 - PvE/PvP - rt orientated. Sg, Bg, throwing. Good enough if you plan to enroll for NCRA.
Starting Build IV
 - PvE - farming, mostly for tb, usable in rt. Sg, throwing, crafting supported class. Downside
PVP Build I
 - PVP - school example of BG burster for RT combat mode. You can do most of in game actions with it, such as dungeons, events and farming. Approved by NCR officers when enrolling for NCRA.
]
NOTE: When making your char pay attention to maximize its potential - read books as lvl1, do Petes Repair Quest in Junktown. Starting Charisma on all characters should be 1, you can raise it by doing quest for Junktown sheriff Mike.

- For more info turn to any NCR officer -


-Important shortcuts-
Hotkeys:
- f1 = help
- q = field of vision
- w = weapon range
- alt + v = highlight items on ground
- ctrl + v = highlight containers
- f10 = toggle roofs
- ctrl + f10 = toggle walls
Addable shortcuts:
Fo2 folder>hotkeys.ini (check your other shortcuts and make/change it by your taste)
- use2hand=
- usesson=
- decraftinv=
- decrafthex=
Commands
~decraftinv - science all items from inventory
~decrafthex - science all items on hex player is standing on





Good luck!

NCR Guidance Counselor  and its "The Wasteland Survival Guide MKII" is part of "NCR MILITARY GUIDELINES" series and it is sponsored by NCR government.
Click for more details - Fo2 Wiki*
*Even that "FO2 Wiki" tends to be up to date, "FO2 Wiki" reserves right to be outdated at some sections.

                                                                                                                                                                                                     

14
New California Republic / Shady Sands Town Regulation
« on: September 01, 2018, 16:45 »
NCR government publishing regulations for visitors in capital. Please obey rules to avoid any possible misunderstanding.


1- Multiple shop owning from same person is strictly forbidden. One person can own maximum one shop. Any person caught in this offensive act will be blacklisted on all of his shop owners except one.
Constant neglecting of this regulation will end up by blacklisting all shop owners from that person.
2 - Persons in possession of shop in town that will keep them empty for more than a week will be blacklisted, so shop can become available to potentially more quality owner.
3 - Persons that gets into shop ownership only to re-sell it will be blacklisted.
4 - Be aware of market prices. Shop owners that will heavily overcharge for their shop items, and will keep their prices for over a week, will be blacklisted, so potentially more competitive trader can get his chance. This way NCR wants to keep Shady Sands market competitive and attractive to potential visitors and traders.
5 - Keep safe distance from NCR soldiers on their duty in Shady Sands. Persons that are constantly interfering with NCR soldiers on their patrol and guard duty in town will be shot on sight and blacklisted.
6 - Thieves will be shot on sight. Persons that are constantly doing thievery are risking to be blacklisted.
7 - Follow instructions of NCR personnel in case person will need to be searched to determinate threat level. Constant disobedience will be punished by force.
8 - In case of town shooting NCRA members are only authority to deal with situation.
Persons that will use their weapons in town will be shot at. NCRA members are entitled to secure items both of perpetrators and victims.
Items of perpetrators will be confiscated by NCR.
Every person that is trying to steal items from victims or perpetrators will be shot at.
NCRA members are entitled to return victims belongings after their return to town. If victims are not returning to town items will be confiscated by NCR.
Perpetrators will be blacklisted from town.
9 - Any offensive act towards other person by individual or faction will result with blacklisting. Any organized raid on town will result with blacklisting individuals and gangs that are participating in it.
10 - Known criminals and raiders will be blacklisted, no matter of their current affiliation.
11 - NCR reserved right to keep enemy gangs out of town blacklist upon an agreement with their representatives. NCR is vouching their security on town premises as long they will follow town laws.
[Known persons from enemy factions wont be blacklisted from town on their alts, if they will own shop, house or do their business in general, not breaking NCR laws and regulations. That counts only for persons that didn't do numerous offensive acts against NCR, in game and aside from game]
12 - Wearing robes that are hiding person's identity (sand robe, hubologist robe) is strictly forbidden. Anyone who will wear mentioned robes will be warned to remove their robes. If they will neglect instructions, they will be shot on sight. Repetitive disobedience can result with blacklisting that person.
13 - NCR government is open to discussion with individuals or representatives of faction that wants to report any regulation discrepancy or remove their blacklist status.

Contact NCR personnel if you have questions about town regulations.


NCR is cares about Your interest, citizen!
Enjoy your stay.

NCR Constitution is updated accordingly.

For more information about NCR visit:
Shady Sands Info [english and russian version]
NCR constitution
Citizen Info


Signature:
NCR government
President of NCR:
               Knight Shift

15
NCR capital, ground plan map with point of interests:


(ORANGE) - NCR and NCR RANGERS faction points of interest.
(RED) - General town point of interest.

1 - General Bethlehem, a NPC that will upgrade level of NCR guard's weapons for a price.
2 - NCR members instanced room.
3 - NCR Ranger members instanced building.
4 - NCR officers computer terminal.
5 - NCR faction storage building. Only officers have access there.
6 - Quartermaster. If you're a NCR faction member he can paint your combat armor (both regular and CA MKII) into NCR colors for 500 caps.
7 - President's Residence.
8 - Gecko Express.
9 - Caravan master.
10 - Caravan Packer, a local who can offer you the box lifting job.
10a - Box Delivery Zone, drop boxes from Boxes lifting box quest here.
11 - Trader.
12 - Bartender, minor trader.
13 - Trader.
14 - Trader.
15 - Town doctor, minor trader.
16 - Bartender, minor trader.
17 - Katarina. She sells the Desert house base map for 40 000 caps.
18 - Diane Colress. An NPC selling Nuka Cola. For 40,000 caps, players can purchase the small house base map from her.
19 - Robin Wood; he will offer you a job.
20 - Ranger's technician. He sells Kevlar polymers for 750 caps.
21 - A brahmin herdsman. He has a very special task for wastelanders.
22 - A waterpump. You can fill your water sacks here.
23 - A waterpump. You can fill your water sacks here.
24 - FLC. Local bank. You can get access to Auction house from here.
25 - Forcefield town gates A. NCR officers can toggle forcefield, making the inner town closed. Mostly used during full scaled town raid or by implementing "curfew hour" by NCR side.
26 - Forcefield town gates B. NCR officers can toggle forcefield, making the inner town closed. Mostly used during full scaled town raid or by implementing "curfew hour" by NCR side.
27- Workbench.
28 - Workbench.
29 - Westin ranch, inaccessible location.
30 - BoS outpost.
31 - BoS paladin; visit him after finishing Cathedral quest for BoS.
32 - Rangers Camp gate, leading to inner town. Only NCR and NCR Ranger members can use it.
33 - President's Residence gate, leading to inner town. Only NCR president can use it.
Moo! - Brahmin pens.

T - Player shops.
HS - House small - price: 15k, 1k monthly rent (real time) taken from bank account.
HM - House medium - price: 25k,  5k monthly rent (real time) taken from bank account.
HL - House large - price: 50k, 10k monthly rent (real time) taken from bank account.
Large house contains primitive workbench.

BE - Bazaar, main town entrance.
SE - Suburbs town entrance.

RE - Rangers Camp entrance - available only to NCR and NCR Ranger members.
PE - President's Residence emergency exit.
PS - President's Residence direct wm entrance, available only to NCR president.



Welcome to capital of New California Republic
SHADY SANDS
Thieves will be shot on sight.
People we don't like will be shot on sight as well.


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