For the Enclave is a mod for Fallout: New Vegas that, as the title suggests, reintroduces the Enclave rather than just the Enclave Remnants as an in-game faction (that, unlike the rest of the series, the player can join) while remaining consistent with the established Fallout lore. Complete with their own fleshed-out missions, fully voiced characters and potential repurcussions for the Mojave.
After the numerous defeats across all remaining fronts, the Enclave has splintered into their own factions with their own ideologies. Two factions are about to go head to head in the Mojave Wasteland, and General Jamison is turning to the Courier for help. Will he join the Enclave, or leave them to their fate?
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The Atoner: Mixed with Heel Realization. The Enclave, according to General Jamison abandoned the genocidal plots of President Dick Richardson and John Henry Eden long ago, and are more committed to winning back America. Though that doesn't stop some of the hardline splinter cliques from pursuing them anyway.
Blatant Lies: Enclave Radio insists that the kidnapping of Vault 13's residents and the Arroyo tribals in Fallout 2 was for medical treatment. And that the Enclave totally did not make suspicious drug deals with the mobsters of New Reno.
Continuity Nod:
Apparently Drill Sergeant Dornan's son not only survived, but has taken after his father's footsteps.
Quite a few references are made both to the 'Presidencies' of Richardson and Eden. With Enclave Radio even attempting to deny that Liberty Prime had anything to do with their Capital Wasteland counterparts' downfall.
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Defector from Decadence: General Jamison's Enclave tend to see themselves as this. The defectors who wound up joining the NCR discreetly after Navarro might think themselves as this also.
Dude, Where's My Respect?: While General Jamison recognizes the Courier's reputation, he still treats the PC as an upstart at least at first.
Elaborate Underground Base: Unlike the Enclave Remnants bunker, which was a refueling outpost, the Enclave's Henderson Bunker is reminiscent of both the Oil Rig in Fallout2 and Raven Rock in 3.
Enemy Civil War: The infighting can be seen as this From a Certain Point of View.
Enemy Mine: It's possible for the Enclave to sign a cease fire with both the Brotherhood and NCR.
Fantastic Racism: Subverted this time around. The Enclave under General Jamison have not just dropped the old 'Final Solution' policies of Richardson and Eden but also have Ghoul scientists in their ranks, though that could just be exceptional cases rather than the norm. Not to mention are more open to bringing in more recruits than even in Fallout 3.
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Not So Different: To the Mojave Chapter of the Brotherhood of Steel, after a fashion. Both claim some direct descent from the Pre-War United States, suffered from costly defeats in the hands of the NCR and are based in secluded if elaborate underground bunkers. Unlike the Brotherhood however, the Enclave are more open to change and reform, to the point of forsaking rigid, inflexible adherence to old dogmas. In their case, it's abandoning the 'Final Solution' plans pursued by Richardson and Eden.
Nothing Is Scarier:
One early questline involves investigating an underground lab for Chinese stealth armor. Once you get there, there are Feral Ghoul sounds that pop up every now and then but otherwise, nothing happens. The lab is empty. Turning the power off however..
Another has the Courier joining a commando named Operative Killian and infiltrating a military bunker suspected to belong to the Richardson Elite. Save for some turrets and robots, the place is dimly lit and abandoned. One half expects there to be some dark secret lurking within. Except that nothing happens.
Propaganda Machine: Enclave Radio, though unlike in President Eden's time, there's a lot more punditry.
Renegade Splinter Faction: The combined impact of the Enclave's crushing defeat both in California and the Capital Wasteland has led to infighting. Aside from desertions, this has also resulted in a rogue clique known as the Richardson Elite claiming legitimacy that also want to finish what both Richardson and Eden started. And part of the mod's main quest involves bringing said clique back in line by all means necessary.
Shout-Out: Some of the Enclave characters are named after certain figures from the Metal Gear franchise.
Sympathetic P.O.V.: As with the main game's Enclave Remnants, the Enclave is depicted much more sympathetically even while refusing to whitewash the atrocities attempted in previous games.
Vestigial Empire: After their defeat against the NCR and failure to secure the Capital Wasteland from the Brotherhood of Steel, the Enclave under General Jamison (who were already the remnants of the Pre-War US government and elite) are definitely this. It doesn't help matters that infighting has led to various rifts within the Enclave, with some defecting outright to fashion themselves as warlords among hapless tribals. And like the Mojave Chapter of the Brotherhood, they can't afford to risk exposing themselves to either the NCR or Legion.
Well-Intentioned Extremist: The Enclave might be distancing themselves from their sinister actions in the past, but they're still commited to reclaiming their country, one wasteland at a time.
Worthy Opponent: General Jamison seems to have a begrudging respect of how far the New California Republic's come from its origins. After all, the NCR did defeat them.
Charisma-6 Endurance-6 Luck- 6 Perception- 6 Perks: 2. Hunter- Survival- 30/ Black Widow. 4. Entomologist-Survival-45, Int-4 6.Gunslinger 8.Commando 10. Finesse 12. Animal friend 14. Sniper 16.Math Wrath- Science- 70 18. Plasma Spaz- E. Weapons-70 20. Action Boy/Girl-Aglity-6 22. Action X2 24. Action X3 26.Laser Commander-Energy Weapons-90 28.Better Criticals- Perception-6, Luck-6 30. Grim Reaper Sprint If you make a female character you could take the Black Widow perk at level 2 thus pushing all the other perks down one and you would also have to sacrifice one of the perks along the way to make room for it I suggest sacrificing the Animal friend perk. As a personal preference I always take the Animal friend perkX2 because I like it when the Animals come to my aid and then just stand there after the fight while I kill them for extra experience points. Note: Do not take the Four Eyes trait because even with glasses on your base perception is going to be 1 below your actual Perception, ( If you choose a perception of 6 and the four eyes trait it will be 5 even with glasses.) even with the glasses on you won't have the required perception to get certain perks, Sniper, Better critical unless you buy the perception implant. I have tested this extensively. Skills: Note: These stats are based on the corresponding skill starting at 20, these numbers may vary depending on which skills you choose to tag during character creation. the order in which they are arranged is based on the order in which you'll need to raise the appropriate skill to get the appropriate perk. And with an intelligence of 6 you should get 13 skill points each level this could change if you have some how raised your intelligence like getting the intelligence implant or reading skill books. 1. Survival-up to 33 2. Survival up to 45/Energy weapons up to 21 3. E. Weapons up to 34 4. E. Weapons up to 47 5. E. Weapons up to 60 6. E. Weapons up to 73 7. E. Weapons up to 86 8. E. Weapons up to 91/ Science up to 28 9. Science up to 41 10. Science up to 54 11. Science up to 67 12. Science up to 80 13. Speech up to 33 14. Speech up to 46 15. Speech up to 59 16. Speech up to 72 17. Speech up to 80/Lockpick up to 25 18. Lockpick up to 38 19. Lockpick up to 51 20. Lockpick up to 64 21. Lockpick up to 77 22. Lockpick up to 90 23. Lock Pick up to 91/ Medicine up to 32 24. Medicine up to 45 25. Medicine up to 58 26. Repair up to 33 27. Repair up to 46 28. Repair up to 59 29. Repair up to 72 30. Repair up to 85 Note: The last 6 I personally like a High repair even that late into the game and I like my Medicine around 60 for the Nellis quests and helping at forelorn hope. Got to have everyone healthy before I slaughter them other wise it would be unsportsmanlike.
Where Is The Enclave In Fallout New Vegas Dlc
In the Fallout universe, The Enclave -- deservedly -- have a bit of a bad reputation. On the other hand, they have cool armor and they're always landing vertibirds all over the place like total badasses, and while that doesn't make me like them, it at least makes me think they're kinda cool . That's why For The Enclave , which recently released its final version, is the Fallout New Vegas mod for anyone who's always wanted to join the Enclave.
The modders behind For the Enclave know the best thing about the Enclave is their mode of transport, and starts their mod off in the perfect fashion. Rather than just have some schmuck courier run up to you, or simply add a quest marker to your Pip-Boy journal, they bring in a vertibird to locate you in dramatic fashion. A chopper landing just for you on any occasion is always awesome, but a vertibird touching down in front of you in the post-apocalypse? Double-awesome.
It seems an Enclave general has noticed your badassery and perhaps has gotten a bit tired of being on the receiving end of it. You're invited to an underground bunker, the Enclave's version of a Vault, really. You can travel there on your own time or climb into the chopper that's just landed. Personally, I chose to take the ride. Why the hell wouldn't you? You've got something better to do than ride a chopper?
The Enclave bunker is big and sprawling, with hangers, barracks, a command HQ, an armory, and several levels of corridors, which is why its so nice that the modders took the time to place maps all over the place, mounted on the walls. Let's face it, it's no fun running around in circles, repeatedly opening the same doors and climbing the same stairs as you try to find your way out of a facility, which was a problem even in the vanilla game.
Despite your reputation and the fact that the Enclave went looking to hire you, you still have to start at the bottom of the food chain and work your way up. There's a couple small, fairly routine tasks you'll need to perform before you get into some serious Enclave business, but it won't be long before you're strapping on power armor and doing some heavy lifting for your new crew.
One early mission will have you investigating a gloomy underground laboratory. It may seem like a spoiler, showing that picture of ghouls, but trust me, you will know there are ghouls around the second you walk into the lab the because you can hear them. Constantly. Screeching. It just takes a while for them to, like, actually show up. Maybe it's just me and the fact that I always found Fallout's ghouls completely unsettling, but this entire mission was creep-tastic.
It also turns out that things in the Enclave are not super stable, and the militaristic faction has itself split into sub-factions. There's a splinter branch of the Enclave, and they're not super happy that you're pitching in to help. Hopefully you've already got on your new power armor, because this other Enclave is no picnic to deal with.
Fallout New Vegas Enclave Armor
Soon you're in all-out war with the splinter Enclave group, and sent on a mission that's part stealth and recon, and part massive military conflict. Best of all, you get a chance to see more vertibirds swoop across the sky, touch down on the earth, discharge a bunch of Enclave troops -- and they've arrived to help you, not kill you. How sweet it is.
I don't want to blab about the entire mod, but there's a lengthy and challenging multi-part main quest, and a handful of side quests you can complete for some of the mod's new characters. You'll eventually unlock custom living quarters in the new bunker, and there's also a new companion that becomes available when you've progressed through some of the missions. There will be some new random encounters as well based on certain choices you've made during the main quest.
There are often waits of a few days between new missions in the mod, meaning this is a good mod to mix in with other activities or quests: when the Enclave has a new task for you, you can trust them to come and find you. There's some custom voice work in the mod, though it's mostly kept to a minimum, which is genuinely refreshing. Sometimes mod makers, when creating dialogue, create quite a lot of it, but here the talking is sparse and to the point.
This mod has been in development for a good long while, and earlier versions have been released in the past, but this appears to be the final version and is definitely worth your time.
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Installation : You can download the mod right here . Just make sure you've checked both the .esm and .esp file in your data files when you launch the game as both are needed. You'll also need to be at least Level 15 for the quest to activate. There are also some addition files for improving performance and adding new Enclave uniforms, read the 'Installation' section on this page to learn more.
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