Honestly the only impressive thing I found was the vat of molten metal killing you, instantly, as for everything else, it was, disappointing, though that doesn't mean it's bad, I thought the Vault was uninhabited.
I think the quest mod has quite a few very refining qualities; the maps are excellent from a design choice since they're kept interesting by having an 'on the rails' feel without being linear thanks to creative passages through areas like the canyon chasms and the building within the city section. Sam Hudson is entertaining as hell. The NPCs with voice acting are done surprisingly well. The door closing in the NCR compound was unexpected and a nice twist. Overall, it was quite the fun opportunity to go on a combat spree in lieu of games like Wolfenstein or CoD.
The factors that do take away from it are the sporadic lack of voicing on certain NPCs and the static 'weakness' of 30 and 50 hp enemies.
Sorry that wasn't enough for your smooth nut-sized brain to enjoy since you were expecting an overhaul instead.
I can't finish the mod. I'm freezing right after entering the vault
@edit
ok i am done this mod. Only Viper stronghold is very good and interesing. Good fight in sewer and very good if we have two companions. Earthquake ? No, Fallout Waaaar !
Acceptable reasons for taking away the player's ability to chose to use their weapon: - Player is currently an infant. - Player is under water. - Player has had their brain removed and are under the effects of a pacification field. - Player is wearing a spacesuit and in outer space.
Unacceptable reasons for taking away the player's ability to chose to use their weapon: - The person the player would attack would almost certainly die in one shot, but you need them to survive the scene, so you chose to be lazy and just script that the player can't draw their weapon for mysterious "reasons".
I just finished the mod not too long ago, and now I'm noticing a bug after going back to the Mojave... Whenever I attack any member of the Legion, I've noticed that any other Legion members do not become hostile, and when I kill the Legion member, there's no message saying I gained infamy. I'm wondering if this has to do with the NCR's involvement in this mod; perhaps there's a script allowing the player to attack the rogue NCR forces without gaining NCR infamy or otherwise ruining the game for NCR characters by disabling the consequences of attacking members of a faction...
There are things you could work on such as the quest bugging out many times near the end and the story could be spruced up as well as the story had pretty much lack of choice like the decision of killing Sam without any other option to save the vault. Killing an onslaught of NCR may be a good choice for legion/independent players but it breaks the lore for the ones siding with NCR.
Also don't understand the wonked up zombie NCR near the entrance of their base.
Start the quest, get into the tunnel.. crash to desk top.. fun.. well .. I wanted to endorse it.. it's a good idea, but it seems mighty dead at the moment as well.
I'm having the same issue. Even after disabling many mods the game crashes either during or after going through the tunnel. Most of the mods I've played don't have this problem, especially while using the 4gb patch and NVSR.
Recently got this mod, I was having a great time until I went into the NCR base. When I went inside, I couldn't draw any of my weapons(rifles,pistols,melee,etc) and I could not use VATS. I'm not sure if this is a bug from your mod or from one of my other ones, please help if you can.
93 comments
I think the quest mod has quite a few very refining qualities; the maps are excellent from a design choice since they're kept interesting by having an 'on the rails' feel without being linear thanks to creative passages through areas like the canyon chasms and the building within the city section. Sam Hudson is entertaining as hell. The NPCs with voice acting are done surprisingly well. The door closing in the NCR compound was unexpected and a nice twist. Overall, it was quite the fun opportunity to go on a combat spree in lieu of games like Wolfenstein or CoD.
The factors that do take away from it are the sporadic lack of voicing on certain NPCs and the static 'weakness' of 30 and 50 hp enemies.
Sorry that wasn't enough for your smooth nut-sized brain to enjoy since you were expecting an overhaul instead.
@edit
ok i am done this mod. Only Viper stronghold is very good and interesing. Good fight in sewer and very good if we have two companions. Earthquake ? No, Fallout Waaaar !
Vault story is too short, pif paf and mod over
- Player is currently an infant.
- Player is under water.
- Player has had their brain removed and are under the effects of a pacification field.
- Player is wearing a spacesuit and in outer space.
Unacceptable reasons for taking away the player's ability to chose to use their weapon:
- The person the player would attack would almost certainly die in one shot, but you need them to survive the scene, so you chose to be lazy and just script that the player can't draw their weapon for mysterious "reasons".
There are things you could work on such as the quest bugging out many times near the end and
the story could be spruced up as well as the story had pretty much lack of choice like the decision of killing
Sam without any other option to save the vault. Killing an onslaught of NCR may be a good choice for legion/independent players but
it breaks the lore for the ones siding with NCR.
Also don't understand the wonked up zombie NCR near the entrance of their base.
Otherwise this is okay for a beginner.