Fallout 3

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JkKILER

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JkKILER

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  1. JkKILER
    JkKILER
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    Sticky
    Hello everyone!

    There has been some trouble in certain areas of the mod. Duplicate scripts, lights ect. But thanks to a good friend Purr4me, the file has been thoroughly cleaned!

    The files are currently up

    Thanks again for your patience!

    (side note) Remember to endorse and vote if you liked this mod. It really helps me out!
  2. clockmon
    clockmon
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    Just had a full run-through with this, and really enjoyed it. Some noted that it ran fine with DC Interiors with one minor issue. I noted one area, NW Seneca, that I adjusted two objects. No need to change any cells for this since you cannot access them once the entrance door is removed. Also, for the Storage Level elevator switch, move it away from the wall just enough so it can activate. Here are the changes to be done in xEdit. I'd like to know why the switch's activation area moves behind the object in it's original position.
    1) DC Interiors: Remove nearly overlapping door to DC Interior space):
    Worldspace, Persistent, xx0619E2, DoorStorefront01 "Door", Record Header, Record Flags (sorted) = ADD Initially Disabled or Deleted.
    2) DC Interiors: Remove DC Interiors store sign since it's a Radiation King store with OWS that's needed for the quest:
    Worldspace, -1,0; -2,1, <NorthwestSenecaMetroExterior, <-10, 9>, Temporary, xx061A4B, SignCoffeeACuppaJoe02, Record Header, Record Flags (sorted) = ADD Initially Disabled or Deleted.
    3) OWS: Move Storage Level elevator switch so it can be activated. It will float away from the wall, but that's a compromise so it works.
    Cell 3, 6; 0MillitaryStoragelevelL3. XX019101, 0RealElevatorSwitchStorage "Call Elevator " [ACTI:3A019104], DATA - Position, Rotation, Position X = change TO 2073.2 (will be 2073.199951).
  3. TrickyTrack00
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    Early 2023 review: "Old World Secrets" is one of the "old" mod projects from JkKILER and it's interesting to see his skills and ideas improving throughout his mods catalogue.
    This quest is straight forward, lore-friendly and for about 1-2 hours. No puzzles or quizzes, action with some location's exploring. Right choice to relax and just "turn off your brain" after another Puce Moose's or AQFH mods.
    No bugs or problems were encountered in my playthrough. 
    Some dialogs and style of writing characters lines could be better, because sometimes I had a feeling that, from the dialogs lines, "thoughts of the characters were faster than their mouth" in metaphorical way (but log entry in the bank terminal was fun and in the style of Fallout 3 pre-war companies logs).  But it is what it is for now. 
    Music in Bank's Vault was a nice addition and I instantly remembered that I already heared that piece of music in Bioshock Infinite main menu. 
    New locations aren't heavy loaded with clutter and items which is a great plus from me, because after playing and writing reviews for at least 30 quest mods, It's really got boring to repeatedly search every shelf, cabinet and box for next note or quest item in other projects.
    But, again, after reviewing Overpass mod from the same creator, I clearly see some funny pattern in his projects where he just didn't want to give a f about building structure or "hatch" logic. Like in Overpass mod, where he put "secret tunnel" right into a bridge's column and multi-leveled laboratory with 2 floors on the bridge, in "Old World Secrets" you'll encounter another "secret hatch" which is a literal drainage manhole inside the dumpster. why someone would cut "circle" in dumpster and moved it right above luke. It's not closed or covered with junk, so why does it called "secret"? Oh boy, author, as I see this again, really like adding this kind of stuff without any consistency or architectural logic. 
    Also, as a minor point, there are too many pop-up messages for my taste. Author broke his own immersion in the mod story with this "context explanation" about what has happened or what you see in the game. And I really don't understand why he needed to do it, because in every situation when these pop-ups appeared, you clearly can see everything  and understand narrative on your own. As an example, you go to shack and see dead guy (spoiler), and you understand logically that it would be better to search the place and inspect his corpse. But wait, now there's a pop-up message that tells you the same thing. And it'll happen many times until the end of the mod. Do we, as players, really need them in situations like this? I don't think so. 
    I know that JkKILER was inspired by Puce Moose's works. but in his stories he used pop-up context messages because his quests intentionally didn't have any marker to stages of quest. That way player'll get a hint to do next thing without point arrow to his objective, but why author used pop-ups, if his quest entirely consists of "quest arrows"?
    Overall it was a nice little adventure and light story with bearable dialogs.
    Should you try this mod in 2023? Yes, surely it isn't "the best of" or nowhere near the best quest mod for Fallout 3, but entertaining and short experience for any player.
    Still gave my endorsement.
    1. JkKILER
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      A great review. Thank you for downloading, I made this when I was 17 for fun. I’m obviously not supporting them anymore, but it’s really cool to see people still playing my passion projects so many year later. Excellent and fair review 
    2. TrickyTrack00
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      No problem, it's a great piece of new content!
  4. coffeenom1988
    coffeenom1988
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    This was actually really good!!! I was expecting just a small fun little quest but it was a whole series with some nifty lil plot twists and the writings good. Definitely wouldn't recommend doing it all at once if your character is new, but do it piece by piece or delay the whole series til you get some levels in. Your character's gonna need to be toughened up for this one.

    There was one technical issue though. The military terminal. There's an entry on there that gives you a note but for some reason if you continue reading to the 2nd page of that note, the game crashes. I found a slight work-around though, thankfully. Instead of going to the 2nd page, just hit the power button on terminal to exit out of there.
    1. JkKILER
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      Thank you for playing! It’s so cool seeing people still playing my projects from when I was in high school. Glad you enjoyed, and thank you again. 
  5. xENJAJVEx
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    I really enjoyed this mod. No annoying puzzles (which seems to plague a lot of quest mods I've seen so far) and yeah I prefer map markers tbh. Good story and fun battles. Also loved the music! Only thing that would've made this even better is some voice acting (doesn't matter the quality) and some animations for the door/missile. Oh, and I liked how the lights turned on as you walked through that corridor. I found some floating rocks/trees and road near Nick's stash but I have many other mods installed. Maybe Flora Overhaul but I'm not sure. Didn't find any issues with DC interiors. Endorsed!
  6. shadowofdread
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    Having a fairly serious issue. I finished the mod and was able to play for a while but after I quit the game and came back in again, whenever I try to save or go to another cell, I CTD. I know it's a problem caused by this mod cause I disabled them one at a time until it worked. Once I disabled this mod, it was fine.
    I could just keep it turned off but then I'd lose all the gear that I found while doing it. Is there any other solution to this issue?
    1. Richwizard
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      It sounds more like the save bug common to FO3's game engine. When you enter another cell the game auto saves. It will continue until you die in game and it automatically reloads. That clears the bug temporarily.
    2. shadowofdread
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      Yeah that seems to work. It started happening again later after I disabled the mod. However, this mod certainly seems to make it a lot worse. I don't know why.
    3. xENJAJVEx
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      Load a save game -> kill yourself with the Fat Man -> No more crashes (for a while at least). 
  7. Bajlando01
    Bajlando01
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    Hi jkKILER
     
    Great quest. I have "small" problem on the flat rooftop where the big bomb is. I got there and nothing. I found on you tube there suppose to be a guy next to three big computers. But in my case he is missing. Can you please give me his ref ID so I can spawn him?  I had the same problem with Sally missing on mother ship Zeta and spawning her solved the problem. The guy's name I need ref ID for is missile admirerer. Thanks
     
    BTW. I noticed in your profile your surname is Sedlak? It's a Czech name. Do you have an ancestor from Czech Republic? I'm from Czech myself. I  lived in the USA for 10 years.
    1. Victory666
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      Hey, I'm sure you've either found the RefID or moved on by now, but if anyone else is looking the character "Missile Admirer", his ID is XX0168d1, with the XX replaced by the load order of your mod.
    2. lthomp7244
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      I have this same problem but he wont spawn.
  8. jjb54
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    For those of us that resurrected FO 3.
    For those of us

    01 May 2018, 5:53PM
    Hey so I'm playing the mod and I'm doing the quest where I'm at the SatCom looking for the warhead and there's a marker that has nothing on it, is there a character missing or a holotape or something? I doubt anyone would respond since this mod was released four years ago but I still want ask about this issue. Anyone replying would be appreciated.


    This works:

    Victory666 30 August 2015, 7:03PM
    Hey, I'm sure you've either found the RefID or moved on by now, but if anyone else is looking the character "Missile Admirer", his ID is XX0168d1, with the XX replaced by the load order of your mod.


    It can have nothing to do with how you enter the last building or not. The reason I can say this, is because before I even entered the last building in question, I simply used: player.moveto ( XX0168d1 ) and found him under some foundation stones / rocks of the first building.

    So ...... when you get to the top of the building and the arrow points to vacant spot, use the console command:

    prid XX0168d1 - () with the XX replaced by the load order of your mod )
    moveto player < return >

    Close Console Command and continue the Quest.

    Hope this helps!
  9. HybridKiller13
    HybridKiller13
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    Hey so I'm playing the mod and I'm doing the quest where I'm at the SatCom looking for the warhead and there's a marker that has nothing on it, is there a character missing or a holotape or something? I doubt anyone would respond since this mod was released four years ago but I still want ask about this issue. Anyone replying would be appreciated.
    1. KresoX
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      It's been a few months now so I don't really remember, but it's always possible that the item you're looking for fell through a hole or crack, or got stuck somewhere where you can't see it or reach it. It can happen during intense shootouts or explosions. Try reloading the last save before entering the SatCom, and getting rid of enemies by using regular weapons (as opposed to energy weapons, explosives, granades and such).

      Also, in a location where you're certain you should be able to find an item, sometimes - with a bit of luck - it helps to look around without the physical constraints. So (hopefully you're using a PC) open the console, enter the tcl command and look around. When you're done, tcl again.
  10. KresoX
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    An excellent quest mod, with very nicely designed exteriors and interiors, as well as fun and tough NPCs and fights. Haven't spotted any technical issue other than this insignificant one - when done near the westernmost SatCom array I couldn't use the elevator to go back down (button not working), but it's ok to simply drop off the top of the building as it's really not that high, in a power suit it's just minor damage.

    Combine with other quest mod(s) for hours of fun!
  11. EmperorNiro
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    Not to insult this mod, but it has 104 identical to master records.