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7thsealord

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Everything posted by 7thsealord

  1. Nope, you DON'T have to shoot Tenpenny in the head. Check YouTube for alternate ways to deal with the @#$%^&. Insane quantities of explosive devices being a special favourite. :wink: And, in answer to the original question of this thread - Explore, Explore and Explore. Even without mods, there are a bunch of Quests (and other possible activities) that will present themselves..
  2. I have every confidence that people will find SOMETHING about FO4's chargen process to mod. Thinking that sharing presets will be probably be a big thing. Given the immense detail of face creation, I can easily see people creating entire libraries of presets of celebs and so forth. You want your character to look like Richard Nixon? Or ScarJo? Or Colonel Sanders? Or..... ? You get the idea.
  3. Really, a lot is about individual tastes and jiust what you want from your game - AND the limitations of whatever system you might be using. Ask ten different people, and youi are extremely unlikely to get the same answers. One mod I think most people will agree on is 'DC Interiors'. It just adds s-o-o-o much extra interior space and items to the game. If you like exploration and/or collecting junk, you cannot go past this one. Otherwise, for me, in a very mixed order: COL Enclave Armors - Considerably improves the look of all Enclave armors. You see how kewl they look, and you WANT them for yourself. 700 Nitro Express - Very nice heavy-hitting weapon for early on. Doesn;t need CALIBR. TecVault - Quest mod involving a series of battles with Talon Company. The prize is an expecially nice (and upgradable) Vault staffed by friendly NPCs as a home. BusWorld - adds varied (and detailed) interiors to buses and railway carriages all over the wastes. Uncle Shubs Salad Scissors - for an interesting array of Wasteland melee weapons. Tailor Maid - For outfit "extras". Enclave Hideout - Provides a very nice base just outside Springvale School. All you have to do is take it off the several Enclavers living there. Very nice roomy place, all mod cons, plenty of storage and base-level gear, expecially good if you have multiple companions.
  4. As with FO3, I think any modding along these lines will mainly be either tweaks (such as additional hairstyles and/or eye colours, improved skin textures, etc.) or what I call "novelty" stuff (for people who want to play "unusual" characters - eg. Ghouls,. Elves, Aliens, whatever). Assuming. of course, that all is as advertised. I am hoping so. But, not to be overly pessimistic, but it could also be that much of the modding community's early efforts will be all about simply making the game playable.
  5. If you haven't already, check the 'Bugs' section here - http://fallout.wikia.com/wiki/Big_Town
  6. The one thing consistently expressed here, that I absolutely agree with, is that this entire affair is NOT a proud moment for this community. Have been quietly putting up with all the loud screaming and ranting going on from all sides. Until now. Honestly, how many of you are actually paying attention to what you are saying? Or to what other people are saying? From where I sit, not many. I am strongly tempted to wish a plague upon ALL your houses.
  7. It's a reasonable point. Maybe there were originally force fields around these particular exhibits (and in a few other places?), which all broke down in the 200 years since. OR .... Given how militant the US had become just before The War, maybe these exhibits had especially well-armed guards. Guards that would not hesitate to whack, stun, zap or even downright SHOOT any too-curious visitor who looked about to mess with the exhibits or break any other rules. Hey, the standard "housekeeper" robots were routinely equipped with flamethrowers and buzzsaws, so who can say? :wink:
  8. Check out the rest of this forum. There are several threads on making Win7 and Win8 run the game - a certain amount of fiddling and fine-tuning is required.
  9. Welcome aboard, grymmlord I strongly recommend (IF you don't already know) checking out the wide range of resources on Nexusmods. I recall there are a number of Vaults and Vault-related items amongst them, which may prove useful to your project. Plus many other things of possible interest and relevance (a collection of North Korean patrol caps, for example). There are also some YouTube videos that provide helpful advice on modding in general. Whilst definitely not fanatical about the game's lore, I am unsure about the VPPC idea - that's kind of what The Enclave is (or so I have always felt). Still, your game, your vision, your rules. Good Luck!
  10. Check out some of the other threads. "What Mod(s) Should I Try?" is an extremely popular topic.
  11. Sig Sauer 14mm Pistol - Good-looking weapon that hits HARD, just the thing for tunnel crawls. My characters have been knocked off their feet by shots from this more than once, and they have done the same to Supermutants. Popular weapon with the tougher Raiders and other nasties. Needs CALIBR. http://www.nexusmods.com/fallout3/mods/2592/? DanWessons357 - Another good-looking weapon with a respectable punch. Two variants - scoped and unscoped. Repair with 44s and 32s. Needs CALIBR. http://www.nexusmods.com/fallout3/mods/3396/? 700 Nitro Express - Not much on looks, just an upsized Hunting Rifle. Not on any levelled lists, but I highly recommend it for starting characters (it was the first mod I ever put on my game, and I have NEVER taken it off since). Hard-hitting weapon with good range available (along with ammo) from a few vendors. Also at least two spots where one can find large quantities of extra ammo. Easy to repair (Hunting Rifles). Stand-alone mod, does not need CALIBR. http://www.nexusmods.com/fallout3/mods/10687/? ADF-X Tactical Flamer - OK, not on any levelled lists or found at any vendors either. But this is a very good-looking weapon and, if Pyromania / Pest Control is at all a thing for you, then this is MUCH better than the WW2-style Flamers that are already out there. http://www.nexusmods.com/fallout3/mods/17124/? For melee weaponry, I recommend 'Uncle Shub's Salad Scissors', which provides a wide range of .... interesting weaponry, mostly the strap-to-wrist type or variants of the Power Fist. Can be repaired with a variety of junk, depending on the type. http://www.nexusmods.com/fallout3/mods/15445/?
  12. The most obvious question I can think to ask is, are you sure you installed FOSE properly?
  13. Which mods are "best" is an extremely popular subject, oddly enough. I suggest checking some of the previous threads for recommendations. Straight-up - DCInteriors. There are plenty of other mods on the 'Highly Recommendsed List', but this one is at or very close to the top for nearly everyone, and for good reason.
  14. Check the Wiki - http://fallout.wikia.com/wiki/Portal:Fallout_3
  15. Refer here - extremely useful - http://fallout.wikia.com/wiki/Portal:Fallout_3
  16. All I can think of is the three-day reset cycle. But I'm pretty sure that wouldn't fix this kind of problem..
  17. It's an interesting idea. The larger Companion mods make allowance for this - it is possible for the relationship to change via actions or dialogue choices.
  18. Plenty of possibilities. Long-term, a male LW has as good a shot with Sarah Lyons as with Amata or Moira.
  19. FOSE = Fallout Script Extender. Basic link here - http://fose.silverlock.org/ Don't judge because the makers left 'Beta' in the name. It has been around for quite a while, and is absolutely essential for most of the better mods (and many of the not-so-great mods, too).
  20. Megaton IS one of the larger and better-known settlements in the DC wastes (Rivet City is larger but arguably less accessible). If your character is looking for employment and/or safe refuge, Megaton would be a reasonable place to head for. ..... Plus, all the caravans stop at Megaton, and there's this crazy lady who is a good source of tech. ;)
  21. My advice is that pretty much the first thing you should do with your newly installed game is get and run the 'Games For Windows Live Disabler'. Based on personal experience, the only printable thing I can say about G4WL is that the Disabler improved stability immensely. Another bit of personal advice is to kill the Autosave. Completely. You may dislike having to do manual saves but, again, it makes for a much much stabler game.
  22. Hmmm. Thinking on it, this might explain why Moriarty, Nova and Gob don't move around much in my games - after Burke gets what's coming to him, anyhow. Given that they never leave the bar (or, at least, I don't use any mods that would require them to do so). I've never given this any thought.
  23. Very interesting hint from chucksteel - thanks for that. But personally, I don't see the alarm as a real problem. Go in, deal with hostiles, search'n'loot, then leave - one time only. Ten minutes probably. Fifteen tops.. Not like there is incentive to hang around for longer than that or make any repeat visits. ( ... Unless there is something ELSE about this spot I don't know. ;) )
  24. OK, so now you can start loading up on mods and seeing which of them you like. ;)
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