Fallout 3

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Tome326

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tome326

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42 comments

  1. tome326
    tome326
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    Sticky
    I have just made a Bug Report thread for this mod, long Overdue, considering the amount of bugs reports I've had sent to me, concerning the same things. If a bug is found, and it is not marked in the thread, please make a posting for it, and I will try to get it fixed. Thanks.
  2. soupaman1
    soupaman1
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    "brotherhood outcast" this mod predicted maximus
  3. spoonsandvich
    spoonsandvich
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    the gladiator Armor is just a giant missing mesh, Bethesda pls fix
  4. painlesstragedy
    painlesstragedy
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    My VATS mod really great and must have mod total deserves 50,000 downloads. If you like me and have a Fallout3 modded with like 200+ mods anyways.
    1. sniperbyker
      sniperbyker
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      wtf nice ad
    2. SaikyoFox
      SaikyoFox
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      wtf nice ad
      Yea and you replying to a 6 year old comment just pushed it to the top of the comment section >.> Maybe you do like the "Ad" after all. Why are you searching old comments anyways?
  5. crowlotus
    crowlotus
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    While I love what you have done with this mod, it crashes in Megaton for me. Leaving Moira's and going down the steps, constant CTD no matter where I put your mod in my load order. I was really wanting to use this but made my  game unstable. Whether it's from a mod conflict or computer not being able to handle it, I regretfully had to uninstall it.
  6. AtomicTEM
    AtomicTEM
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    Still Alive?
  7. painlesstragedy
    painlesstragedy
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    I'm having trouble with Nexusmods so here is my first and only contribution so far. It completely fixes the VATS issues when using modded non Vanilla Guns and Mods.

    http://www.mediafire.com/download/3w0m7tc3g7d9vy0/VATS_fixed.esp

    This works 100% without fail.

    No more 95% on everything with like sniper range. You will miss realistically and you will not beable to hit covered Enemy NPCS. I would like to reduce the Headshot accuracy by at least 50%. Maybe in a future release.
  8. MarleyJr
    MarleyJr
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    Hello there!
    I really like this mod and I think it deserves more endorsements.
    How ever I (like seemingly many others) am having problems with Megaton NPCs falling off the walkway and just sticking in clusters, so it would be very much appreciated if you could look into that.
    I also really like the idea of turning Mr. Burke's house into a barracks for the Megaton militia (since he never uses it).

    Anyway, keep up the good work!
    1. tome326
      tome326
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      I am looking into the bug, but it is difficult, as I have never experienced this bug myself. If you would, would you tell me if the NPCs are fallout in the same area as they are for 7thsealord(between the bomb and the church.)
    2. MarleyJr
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      Yea, the NPCs are falling in two places: Between the Bomb and the Church & Next to the medical clinic. In my case they are not dying though, just standing there.
  9. 7thsealord
    7thsealord
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    I still look forward to seeing what will be done with this mod.

    However:

    1) HateHateHATE that structure outside Megaton. It seems so pointless except as an easy way of getting the town guards killed. It is much too exposed and open to be a proper defensive position. Also can't shake the idea that it interferes with the Caravans' ability to visit Megaton.

    2) FAR too many guards in and around Megaton, IMO. Even with another mod that specifically puts extra people in Megaton, there are considerably more guards than other people. They are on every street corner, or so it seems - is Simms expecting a major riot or something?.

    3) I have a growing pile of dead guards between the Bomb and the Church, all of whom apparently fell to their deaths from the exact same spot on the new walkway. Also in that pile is the late Lucas Simms, who seems to die in that locale at the end of 'The Power Of The Atom' quest whatever I do. If I resurrect him, he instantly T-ports up to the same spot and falls to his death again.And again. And again. And again.

    As said before, I look forward to seeing what will be done with this mod. But all these problems together are enough for me to uninstall it for now.
    1. tome326
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      I understand most of this, so I'll try to explain my point to having these.

      1) The structure isn't a defense point, it is a look out point. The entrance to Megaton is basically a small canyon, so they need to see if there are raiders heading there way.

      2)There are so many guards because while talking to Manya, one of the problems she mentions about Megaton's starting is Megaton is constantly attacked by raiders and supers mutants, and to be perfectly fair, a wall wouldn't keep them out.

      3) I have been informed of this issue and am currently looking into it. I'll try my best to fix it, and may have to remake the walkway if it comes to that.

      I'm not sure of this will change your opinion on anything in this mod, but that is all I can say about them for now.
    2. 7thsealord
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      Thanks for the response. Your mod, your vision, naturally.

      But ....

      If that structure is all about providing a place for lookouts, it seems odd that they didn't instead make additions to the gate or walls - they are considerably higher (therefore lookouts can see further), offer better protection (as distinct from standing on an exposed catwalk), and would be less trouble and expense to build.

      Walls *never* keep out determined attackers, they just slow them down and provide an advantageous position for defenders. The trouble with having unlimited numbers of guards is that they all still have to be fed, housed and paid. Having a few extra on the walls and near the gate may make sense - having so many that most are idling on street corners seems extreme to me, even assuming Megaton has all it takes to support this many.

      Good luck.

      BYW, something you *may* choose to consider is the usage of Mister Burke's house. If one takes the Good option and not blow up Megaton, that place stands idle and unused for the rest of the game. Given Megaton's shortage of living space (referred to by a couple of people), this seems strange.Maybe it could be converted into something useful - barracks space for all your guards, perhaps?
    3. tome326
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      Thanks for the suggestion(to be perfectly honest, I would have never thought of Burkes house). And the support for the guards I do intend to at least attempt to remedy via the use of Megaton controlled caravans. However, when this mod gets to the point where I feel comfortable converting it into an .ESM file, I will make a "Less Megaton Guard Plugin."
  10. SawedOffLaser
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    Looks like an awesome mod. Gonna track it for now, will definitely try this after a few updates!
  11. TomoYukino
    TomoYukino
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    Is it COMPLETLY incompatible with craft?
    1. tome326
      tome326
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      It is not completely incompatible, but you won't be able to craft any of the weapons added by this mod.
    2. stewcalkins722
      stewcalkins722
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      Would your item creation module still make the items available? This could still work as a temporary fix until it is addressed (will it be made compatible with craft? That mod is needed for FWE...is this compatible with FWE for that matter?). I'd love to try this, but not at the expense of a stable load order. Thanks.
    3. tome326
      tome326
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      To access the Creation Module with CRAFT installed, enter into the console "set aaRPWeapCreateModule.ModuleAccess to 1".