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7thsealord

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Everything posted by 7thsealord

  1. Emphatically second (or third, or fourth .... ) DCInteriors. If you could only put ONE mod into your FO3 game, this would have to be it. Busworld adds (varying) interiors to all Buses and Railway carriages. Original - http://www.nexusmods.com/fallout3/mods/4736/? , and Improved English Translation (plus some fixes) - http://www.nexusmods.com/fallout3/mods/13064/? . If you think Talon Company needs to be less of a joke, this mod gives them Power Armor and other extra gear - http://www.nexusmods.com/fallout3/mods/5483/? Uncle Shub's Salad Scissors provides a variety of new melee weapons for Raiders and other folk -http://www.nexusmods.com/fallout3/mods/15445/? . Historical Items & Action Figures provides an assortment of weapons, costumes and artifacts (with backstory) scattered around different places - http://www.nexusmods.com/fallout3/mods/17676/? Despicable Dashwood adds a lot to Daring Dashwood's backstory, including a bunch of different weapons and other items (some quite high-powered) to be found in various places. http://www.nexusmods.com/fallout3/mods/13883/?
  2. Another example - a selection of Nuka Cola items from DCInteriors and a couple of other mods. All nicely arranged for display and, because each item is locked in place with Feng Shui (a process taking from seconds to maybe a minute at most per item), nothing short of a grenade is going to mess it up - and possibly not even that. Yeah, I'm kind of a Feng Shui fan. Thinking what I went through to arrange stuff before I had it ...... :O
  3. For basic object placement, Feng Shui isn't difficult to use, truly. As with the majority of things, the instructions may look intimidating but it just takes a little practice to get the hang of. It has some options I STILL haven't tried, but I get plenty of use out of it just for displays. This is a picture from one of my games, taken in the TecVault's Museum. A few items from MajorKrupp's 'Action Figures' mod are displayed beside Button Gwinnett's Wig. Feng Shui was used to lock the framed flag on the wall behind Uncle Sam (who uses the Mannequin mod, BTW) and to anchor the smaller items in place (that last in itself makes Feng Shui worthwhile - how many times does that stuff get knocked around j-u-s-t when we've gotten it all nicely arranged?).
  4. How about we agree to disagree, then? Using the notes I referred to earlier, definitely do make for a stable game. As the author of them points out, no matter how wonderful BOSS may seem to be, it does have its limits. Also I suspect that, even for the latest BOSS, one is well-advised to Mark One Eyeball Check the results rather than blindly trust it. To each their own, anyhow.
  5. As said, best not to look TOO closely. Noting also that FO3 is very '1950s Mad Science' in style, and deliberately so. Given a lot of the stuff that goes on and what passes for tech in the basic game, I think it is easy to imagine it all being part of a 50's horror/SF epic of some description. Regarding the idea of a decentralized power grid, I think this has merit. For one thing, it may be one explanation for the various "rad pits" one finds scattered around DC. Rather than being ground zero of various nuclear strikes (seem kinda small for this, and there are NO craters), they might actually be the remnants of small nuclear power plants that failed (Chernobyled, China Syndrome'd, whatever) either during The War or in the period since. Would also explain why the DC Wastes remain as irradiated as they are even after a couple of centuries.
  6. A number of people swear by BOSS. Others have nothing to do with it. Had a bad experience with an earlier version of it myself, so I'm in the latter category. If it is just a matter of FO3's load order, the Description of this mod is arguably the most helpful thing you will find anywhere on the subject - http://www.nexusmods.com/fallout3/mods/18721/?
  7. Yep, to get around downtown DC (and a few other places) you have to go underground A LOT. Always always always look for (and check out) Metro Stations, Utility Tunnel accesses and Manholes wherever you go. Otherwise, quite aside from being unable to complete various quests, you miss a great deal in terms of exploration.
  8. I've used the 'Disable' command myself under broadly similar situations, and it really helped get things back on track.
  9. I note that a number of companion mods have adjustable settings for various things, such as Bravery / Aggression.
  10. Given that FO3's dialogue changes depending on the LW's gender, I don't see the problem.
  11. Yeah, fire discipline and good judgement is not something one should expect of companions.
  12. My own thought (which you should feel free to ignore if it suits you better) is that, for your next story, you might do well to temporarily step away from most, if not all, of the familiar characters - if just to avoid sequel-itis. She's headed out into the Wastes, so there should be new possibilitires opening up, not just re-hashes of the old ones. Certainly going to be Fallout (pun intended :smile: ) from her prior actions, but this should not be all there is. As for Daniels, yeah, my own guess is that it was "just another job" for him at first, but the big risk with that kind of deception is identifying/empathizing with the subject.
  13. Check this out - http://fallout.wikia.com/wiki/Fallout_3_weapons
  14. Well-done, certainly. Vivid descriptions. I do have to say the 'Good Cop, Bad Cop' routine the Enclave used was fairly obvious (to me, anyhow). Sarah does seem to have made some progress towards rejoining the human race despite her best efforts otherwise.
  15. Noting too that there is a '1950s Mad Science' vibe all the way through the Fallout-verse. So expecting the larger-scale science-y ingame stuff to conform to what we (think we) know about science is a bit of an ask.
  16. Noting too that crashes tend to be a thing for most of us. Doing certain basics (such as completely killing the Autosave) definitely helps but, unless you are highly skilled (see above), frequent manual saves tend to be your best defense.
  17. W-e-l-l, she has my sympathy right now, for whatever that's worth.
  18. Not bad at all. So far, a lot grimmer than my own tastes run to, but then the core of this is a (ex-)Raider being interrogated by the Enclave. Looking forward to more.
  19. OK. checking through the Console Command material, it looks like doing 'equipitem <ID>' for each item is what will work.
  20. Yep, I left this much too late in the game (it's post-Broken Steel and the Temple Of The Union has the LIncoln Memorial), but I want to peacefully enter Paradise Falls (for the first time) to complete a couple of quests (recruit Clover, free the Lamplighters, etc.) before going postal on the place. Always a highlight of the game for me. I can bribe Grouse no problem, the scripted scene with Forty and the runaway slave goes OK - but every Slaver, associated scumbag and his/her dog immedaitely goes all-out to kill me the insatnt I go through the inner gate. Can't imagine why. Thought the 'setenemy' command, to alter the Slavers' attitide towards the Player's faction to 'neutral', would be a way to go. ButI apparently I need an ID number for the Slaver faction, which I don't have (not on Wiki - I did check). So, I need a way in. All assistance welcomed. (BTW, flipping my character to Total Evil is NOT an option.) :smile:
  21. Yeah, given all the bad stuff that goes on in the DC Wastes, a surprise resurrection or two is no biggie. ;)
  22. The quest does not finish with killing whichever two Dragoons you are talking about, but with clearing the area of enemy forces in general. Maybe you have missed some, or a mod is interfering. Check here: http://fallout.wikia.com/wiki/Paving_the_Way
  23. VV has the way of it. NPCs can die or disappear at the most inconvenient times. Note that 'resurrect' is a Console Command, so you will first need to press the tilde key (top left of standard keyboard, just below ESC) before clicking on Evan and resurrecting him..
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