This mod screw with my game terrain. Whenever I am near the quest area of this mod the ground would be all kind of f*#@ like they are missing meshes or something. The player and the npc constantly phasing in and out of the ground, falling off the ground like the collision of ground is missing.
Early 2023 review: Good extension for previously "empty" unmarked quest which was just another "too little, too late" radio signal cry for help. Now you actually can have an impact on this little story from the Wastes and it was just enough to put some meat on "narrative" bones of this quest. Don't expect much, "short but gold" and without any bugs or conflicts with heavy loaded plugin collection. Some misspellings and grammar's errors, but nothing too extreme. Another decent and immersive new piece of content from AmaccurzerO. Should you try this mod in 2023? Yes, because it's really improves this umarked vanilla content even without long adventure.
Excellent fleshing out of this sad little side quest. Another gem from you.
I did have to spend a little while in FO3Edit fixing the Spanish renaming of the sledgehammers and the various locations, such as the Drainage Chamber and the Museum of History, but that only took a few minutes, so not a big deal. I'm not American but I play with an English language version of the game so I prefer consistency throughout. "Almádena" would still be a great name for a unique sledgehammer, by the way! I also slightly changed some of your dialogue, from my own preference I wanted the raider to sound a lot more like stupid cowardly trash, and Huge to be even more obviously a decent man struggling to overcome what he has become, although this does come across quite well in your original dialogue.
FYI your location for Huge's shack is immediately adjacent to the quest location for a bounty in the "Regulators" mod, although they don't conflict or overlap. In fact it provided for a bit of extra challenge, having a second group of raiders to fight as well as a pack of wild dogs and a giant radscorpion.
Hello, thetyrannyofmemory. Thank for your comments.
This is one of my first mods. It is pretty old. I am glad people still plays it. The first version had dialogues with voices, but later I remaked the mod making the story a bit longer and added new textures but not voices.
Interesting to see how your work has changed from quests to animation and dynamic world objects. Like many current FO3 players, I use quite a few of your mods (I took a ride on your monorail last night, very nice!) and I just happened to be up in that north-east corner of the map and recalled seeing an Oscar Zulu story mod on your files page. Glad I found it.
I played the original version a couple of years ago, and last week I merged it with other quest mods for my upcoming new playthrough. Could you please comment about the differences of this new version to help me decide if going throught the fuss of remaking my merged patch to incorporate it?
Por cierto, visitando la página me he dado cuenta de que nunca endorsé tu modificación, error que corrijo desde este mismo momento. Excelente trabajo.
La historia cambio bastante. Los padres del niño murieron por la radiacion cuando cayeron las primeras bombas y el chico sobrevivio 200 años. Como? No puedo seguir sin darte spoilers, pero luego de encontrar al chico, la historia continua. Tambien añadi nuevas texturas. Estoy buscando alguien para dar voz a los personajes ya que los dialogos originales cambiaron un poco.
34 comments
A few name changes were little annoying, but nothing some GECK tweaking can't fix :)
Don't expect much, "short but gold" and without any bugs or conflicts with heavy loaded plugin collection. Some misspellings and grammar's errors, but nothing too extreme.
Another decent and immersive new piece of content from AmaccurzerO.
Should you try this mod in 2023? Yes, because it's really improves this umarked vanilla content even without long adventure.
EDIT: OK re-installed the mod and I saw the note. All good now
I did have to spend a little while in FO3Edit fixing the Spanish renaming of the sledgehammers and the various locations, such as the Drainage Chamber and the Museum of History, but that only took a few minutes, so not a big deal. I'm not American but I play with an English language version of the game so I prefer consistency throughout. "Almádena" would still be a great name for a unique sledgehammer, by the way! I also slightly changed some of your dialogue, from my own preference I wanted the raider to sound a lot more like stupid cowardly trash, and Huge to be even more obviously a decent man struggling to overcome what he has become, although this does come across quite well in your original dialogue.
FYI your location for Huge's shack is immediately adjacent to the quest location for a bounty in the "Regulators" mod, although they don't conflict or overlap. In fact it provided for a bit of extra challenge, having a second group of raiders to fight as well as a pack of wild dogs and a giant radscorpion.
This is one of my first mods. It is pretty old. I am glad people still plays it. The first version had dialogues with voices, but later I remaked the mod making the story a bit longer and added new textures but not voices.
Por cierto, visitando la página me he dado cuenta de que nunca endorsé tu modificación, error que corrijo desde este mismo momento. Excelente trabajo.