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Sierra Madre casino

The Sierra Madre casino is a part of the Sierra Madre casino and hotel in 2281.

Contents

Layout

The main (first) floor of the casino section has the gaming tables and machines, cashier counter, electrical closet, and a vending machine in the center of the room. The second floor has a lounge area just above with a bar. Behind the bar is a corridor with a stairway to the third floor straight ahead, and the personnel and security offices to the right (west). On the third floor, there is the locked entrance to the Cantina Madrid kitchen, another security office with a hologram control terminal for the office guard, a medical office with an Auto-Doc, and through the medical office, a small set of stairs down to a door.

The casino has three exits leading back to the lobby: the main double doors to the casino lobby, another exit upstairs on the second floor southwest past the offices that leads to the west end of the second-floor lobby, and the third exit behind the medical office on the third floor and down a few steps that leads to the east end of the second-floor lobby.

There are three security holograms patrolling the inside of the casino: one near the entrance and the bar stairs, another in the second-floor office area, and a third by the electrical closet and cashier counter. Once the power is activated, the security holograms will disappear and hologram dealers become visible behind the Blackjack tables and Roulette wheels, making the casino games available to play. A cashier hologram appears behind the cashier's window that exchanges pre-War money for Sierra Madre chips.

Hologram emitter locations

To make exploring the casino easier and safer, the security holograms can be removed by destroying (or manually disabling) their emitters (the small bright blue discs) one by one. There are three emitters in the casino section, one for each hologram. The emitter for the bar stairs guard hologram is located over the west railing from the lounge area on the second floor, on the surface of one of the rafters, facing upwards. The second emitter, which is for the personnel offices/security offices guard hologram, is located between the personnel office and the security office on the second floor, on the top of the wall behind the doorway, facing to the south. The third emitter, for the closet/cashier counter guard hologram, is on the first floor, hiding just a few steps from the electrical closet door, in the corner by the corridor entry, on the ground facing upwards. The utmost care should be used; if the emitters are shot, the rest of the holograms will be alerted.

Gambling

Games

The Sierra Madre Casino offers Blackjack, Roulette, and Slots. Only four of the slot machines are functional. Blackjack tables can be found in a separate room across from the vending machine. Unlike the casinos on the Strip, the maximum bet for Roulette is 100 chips and only 25 chips for slots. A maximum bet of 200 remains on the Blackjack table.

Rewards and ban

As the player character earns chips, the casino offers increasing comps and gifts:

  • 2,500+ chips: One wine and one Scotch
  • 5,000+ chips: pre-War parkstroller outfit and a pre-War hat
  • 7,500+ chips: Complimentary voucher

Winning 10,000+ chips will result in a permanent ban on playing games in the casino. Receiving a complimentary voucher (worth 1000 chips) unlocks the means to redeem the vouchers at vending machines. This must be done if one wants to be able to redeem vouchers received at the abandoned Brotherhood of Steel bunker upon completion of the add-on.

Notable loot

  • Guns and Bullets - On the floor behind the cashier's desk.
  • Tumblers Today - Third floor on top of a tool cabinet in the southeast room with the Auto-Doc. - On the counter of the bar upstairs. - In the filing cabinet near the Guns and Bullets. - Can be found in the room next to the Auto-Doc room. - On a countertop behind a very easy locked door on the second level. - Top shelf of wooden case, behind the bar on the second level.

Notes

  • By jumping over the railing from the lounge area and walking on the beams crisscrossing over the main part of the casino floor, it is possible to jump down behind the cashier's window and pick the Hard locked safe.
  • Unlike the casinos in New Vegas or Primm, the hologram cashier pays out in pre-War money instead of caps, but still 1:1. As pre-War money is worth 10 caps each, this makes the jackpot far higher than any other casinos, at 100,000 caps.
  • In the backroom where the poker tables are, you can hear a disembodied sound of somebody shaking dice in their hand and rolling it on the craps table. It seems to come from the craps table nearest the doorway of the room in the back of the casino.
  • Being banned from gambling does not affect the progress of completing The Courier Who Broke the Bank.
  • Getting three oranges in the slots may result in a loss of 25 chips.
  • Getting two oranges and a grape in the slots may result in an orange jackpot.

Appearances

The Sierra Madre Casino appears only in the Fallout: New Vegas add-on Dead Money.

Cole's Hideout at the Sierra Madre - Dead Money Safehouse

A safehouse for the Courier located in the Villa main square. Includes lots of lovingly-crafted details and a backstory.

DLC requirements

DLC name
Dead Money

Author's instructions

File credits

Donation Points system

This mod is not opted-in to receive Donation Points

Version 1.1

  • - Polished Cole's terminal entries
  • - Removed the fission batteries from the hideout, as they were potentially unbalanced
  • - Replaced the jar of Cloud Kiss with some Cloud Residue
  • - Cole's body can now be found in the Villa, along with her final words and a unique weapon and outfit

You've heard of the Sierra Madre Casino. We all have, the legend, the curses. Some foolishness about it lying in the middle of the City of Dead, a city of ghosts. Buried beneath a blood-red Cloud, a bright, shining monument luring treasure hunters to their doom.

Updated 08/09/21 - Yes, really! See Changelog and read the updated sticky post

The Courier wasn't the first person to get lured into the Sierra Madre's trap; some were captured by Elijah just like they were, others came here of their own accord, searching for treasure and finding only death. Many were killed quickly, either by the Villa's many dangers or their own greed, but a few managed to survive longer than most.

One such person was Coleen Matthews, or Cole, who came to the Sierra Madre 8 years before the Courier. Cole is gone now, but her legacy endures in the form of the abandoned building she called home for all those years and her memories which remain recorded on her terminal.

It served Cole well in that toxic ruin - maybe it will do the same for another?

Cole's Hideout is a player home located near the Fountain; I chose this location because it is the central quest hub for the Villa quests, and the most convenient place to duck in, rest, drop off some gear. Since there's no fast-travel in the Sierra Madre, I felt I shouldn't make people run all over the Villa to get to their base.The hideout is locked by default and the clue leading to the key is on a piece of paper stuck to the door. It's a very simple puzzle, but if you get stuck,I will provide the solution in the comments.

The idea behind the hideout is that it belonged to one of the most successful Sierra Madre explorers, hence the cluttered, lived-in look. Some of the furniture is improvised from what Cole could scavenge in the villa over the years. It was my way of justifying something other than an empty room, which would have looked boring. :P

There is NO overpowered gear inside, in fact the only usable weapon is a Cosmic Knife and Cole's hat can be found on the dresser. From that point of view, it won't give anyone an unfair advantage. Most of the items I used for decoration are static and just for show.

What it DOES offer are the following:

  1. A bed to rest in.
  2. Several containers to store stuff in.
  3. Crafting stations (workbench, reloading bench, chemistry set, cooking station - look for them, they won't look exactly like how you remember them.)
  4. A few consummables, some Sierra Madre chips and a sink with irradiated water.
  5. A map marker so you always know where to go - no fast travel allowed, though.
  6. Cole's Terminal, detailing the ill-fated story of the hideout's original owner.
  7. An additional piece of armour to wear in the DLC and a matching weapon, if you can find Cole's remains in the Villa.

I suppose having all those readily available can be considered an advantage, whether it's an unfair one or not is up to you to decide. If you're going for a hardcore, ultimate challenge playthrough, maybe don't download this. On the other hand, if you've played the DLC before or don't mind a bit of convenience, I don't think this makes it substantially easier.

Q: What are the two files for? Which one should I use?
A: I use Interior Lighting Overhaul and as such the lighting inside the hideout has been adjusted for it. It will look too bright in a vanilla game (or one without mods that make it darker), so I provided a file with light adjusted for that. Depending on what visual mods you're using, YMMV.

Q: Does the ILO file require ILO?
A: No; it's just designed with it in mind.

CREDITS:
This mod wouldn't have been possible without the wonderful resources these people shared:

The Sierra Madre

The Sierra Madre is an old-world resort and casino. Long the subject of wasteland urban legend, it was commonly believed to be a mythical construct until fairly recently.

Contents

Background [ ]

The Sierra Madre is the subject of innumerable wasteland tall tales, a fabled city of gold where foolhardy treasure-seekers went, and never returned. In actuality, the Sierra Madre is just another old world resort, albeit an extremely luxurious one. Surrounded by a toxic red cloud, the casino and outlying villa are home to the original generation of Ghost People, former contractors trapped in their hazmat suits and mutated by the cloud. In the last years of the Mojave Wasteland, the Sierra Madre captured the imagination of a disgraced Brotherhood of Steel Elder named Elijah. Armed with the most unethical science the Old World had at its disposal, Elijah set about trying to unlock its secrets, using kidnapped scavvers fitted with bomb collars to try and break into the casino for him. Eventually, one such team apparently succeeded, though only one survivor made it back to tell the story. Elijah, however, was left alone among the ghosts, unable to let go of the desperation that drove him to the Sierra Madre.

NCR Expedition [ ]

Following its victory over Caesar's Legion, the NCR was eager to consolidate its gains. Knowing that the Sierra Madre was more than just a waster myth but also aware of the very real danger the location posed to explorers, the leadership made overtures to the residual Legion tribes to extract tech from the villa for them, in an effort to kill two birds with one stone. While initially unwilling, the tribals were eventually coerced with promises of anything they might want. With each subsequent visit, the tribals went further and further into the Madre recovering more old-world tech for the NCR who eventually gave them free reign over scavenging operations with no oversight, leaving NCR personnel stationed outside the gate.

The Father [ ]

Unbeknownst to the NCR, the tribals still harbored a deep antipathy towards them for the destruction of the Legion, a fact not lost on Elijah, who still remained at the Madre and had his own scores to settle. As the tribal expeditions were given more free reign, Elijah began making subtle overtures to them, first by leaving choice bits of tech out for them and eventually through direct communication. The tribals, resentful of being servants of the NCR, responded favorably and began taking direction from him, passing on tech of his choosing to the NCR garrison for transfer back to the Mojave wasteland.

The Scourging [ ]

In time, Elijah was able to achieve a long time dream of his through the tribals. A weaponized version of the blood-red cloud which surrounded the Sierra Madre was passed to the NCR sight unseen. His goal realized, Elijah instigated the tribals to take revenge against the NCR for the fate of the legion. The tribals, now known as "Cloud Walkers" by this time, had come to revere Elijah on the same order that they had Caesar, and they gladly obliged him. In the fighting, the NCR's officers were killed by rioting tribals and the retreating garrison blew the Sierra Madre gate to cover their retreat. In the aftermath, Elijah gave a glowing sermon, commending his children for giving the Bear-men the means of their own destruction. As the flag of the Legion was raised over the Sierra Madre's fountain, Elijah encouraged the Cloud Walkers to drink deeply to their victory and the bright future that awaited them.

None of them, including Elijah, ever left the fountain.

In Dust [ ]

The Sierra Madre is only accessible by way of the Camp McCarran vertibird. Due to heavy concentrations of cloud residue in the area, the vertibird will crash land in the Madre's villa just outside the police station, alerting nearby Ghost people. Near the landing zone is a locked manhole cover to the sewers below. Short of a few buildings, most of the Madre's villa is inaccessible. Fighting your way through the Ghosts, a Survivor will eventually come upon the macabre remains of Elijah's final sermon. Searching his body reveals the sewer key as well as a transcript of his final words to his tribal followers. Through the sewers is Camp Adytum, a Followers safe zone.

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