2023 review: Many important things and overall impressions were written before me about this project. And this time I don't have much to add. In general, this quest is a pretty simple straightforward combat/battle type mod with new faction (which background is very hit or miss, depending on a few notes and logs that you can find). Mindless fun for mindless pleasure. The only downside for me was, as already been mentioned by other players, too much copy-pasting of the same vanilla interiors to provide dungeons. Way too many slightly changed locations from Broken Steel DLC and Operation Anchorage "Outcasts Bunker" which felt a bit undeveloped. But new additional worldspace with main camps and base of The Project was pretty good and large to provide many cool-looking ways to fight this "dangerous" organization. In the end, if this quest had more proper story and background lore for new enemies, a little bit more variation in interior cells, it would've been one of the good examples of "faction/combat" type new content for Fallout 3. So, should you try this mod in 2023? Maybe, depending on how fast you can get bored with reused interiors to reach the main strong part of this mod - new little (but interesting) worldspace. Endorsement from me.
I've finally got around to finishing this mod now and I would echo NetNoob's comments below.
There's a good amount of content, in the form of places to clear and loot, in this mod and the Frederick County worldspace is rather nice (but needs LOD generating). I encountered no significant bugs or crashes. However, contrary to the impression given when the quest starts, there's really no story here. The Project are in the Wasteland because... they are; and you destroy them because... you can.
If you're looking for an interesting quest, you're in for disappointment here. However, if you just treat the Project as another species of raider then I can see no harm in having this mod in your game and you'll get a few hours of looting and exploration from it. Endorsed, with those reservations.
Just finished, really enjoyed it. Impressive size, and the re-used maps are acceptable (the anchorage bunker was the most obvious, that could stand being edited a bit so it's not a perfect clone). My issues are:
Needs more story and information. As is, we start off fighting Talon Mercs, then suddenly the Project guys are shooting at us too. Why are they immediately hostile, instead of grateful that we're helping them fight Talon? What is the Project anyway? Why are they here, where did they come from, what do they want? We don't know, we just start slaughtering them. There's one note saying something about an artefact of some kind, and that leads us to the next bunker, but we never hear about it again once we're there. Instead of finding whatever this artefact is, we just kill everyone involved in the Project, and that's it. Hop in the vertibird and go home.
If you fleshed out the story, this could be one of my fav mods.
I also noticed two bugs: in the power plant before the final bunker, if you go into the first room on the right and walk into the wall, you can see through it (http://s12.postimg.org/d82fyq2el/Screen_Shot4.png). And in the final bunker, there's a bunch of forcefields, but the terminals next to them don't have a deactivate option, just an activate (which is useless because they're already active).
This is one excellent mod! It's really action-packed and I enjoyed the battles; there are well-designed interiors, exteriors, goodies (weapons and apparels), and while there are a few technical issues (see the previous post) they're all completely irrelevant for the completion of the mod. All in all, this is some great work.
I've only completed the Springvale bunker so far, but since it will be a while before I continue with the quest I thought I would add my thoughts here.
So far, I've enjoyed the mod. I can't really comment on the story, as there hasn't been too much of it so far, but there's been enough to pique my interest. The main thing is that the mod works and hasn't caused any crashes. The new weapons look very nice indeed. I love the silenced smg, looks great, pity it uses 10mm though as there isn't too much of that around.
If you are using MMM, be prepared for a LOT of enemies!
The cons: the mod feels unpolished. It just needs a bit of tidying-up, as follow:
- FO3Edit shows that there are a lot of redundant edits in the file and 'identical to master' records that should be removed. I also had to turn the file into a master to prevent it crashing the game every time I tried to quit (that's a 'feature' and not this mod's fault).
- The interiors are re-used from the base game and for the most part this works without being too immersion-breaking. However, the command centre in the Springvale bunker really needs to be altered as it is just too obvious what it is/was.
- Two terminals that are supposed to be used to unlock doors in the bunker supply area are actually turret terminals.
- There are a lot of floating objects around: floating crates, floating ammo boxes, floating guns. A minor matter, but it would be nice to get rid of them.
- The various parts of the bunker have all been set up with seemingly random encounter zones. The problem with this is that enemies will not move between zones, so you can cheese the game by moving in and out of cells secure in the knowledge that enemies won't follow you.
- All the Project scientists are identical. Maybe they are supposed to be clones, I don't know, but there's no hint that that's the case.
- I personally didn't like the fact that the mod gave me reward items such as the Gauss Rifle that were reward items from another mod (well, dlc). That simply devalues the other quest. Again, this is a personal point, but I felt the amount of loot and XP from the quest were too high.
Overall, with things tidied up a bit, I'm quite happy to have this quest in my game.
this mod caused my game to crash any time a tried to save or quick save. oddly enough it only started once i got near the anchorage war memorial. If anyone know why or what to do i would appreciate the help as i do want to play this mod.
108 comments
In general, this quest is a pretty simple straightforward combat/battle type mod with new faction (which background is very hit or miss, depending on a few notes and logs that you can find).
Mindless fun for mindless pleasure.
The only downside for me was, as already been mentioned by other players, too much copy-pasting of the same vanilla interiors to provide dungeons. Way too many slightly changed locations from Broken Steel DLC and Operation Anchorage "Outcasts Bunker" which felt a bit undeveloped.
But new additional worldspace with main camps and base of The Project was pretty good and large to provide many cool-looking ways to fight this "dangerous" organization.
In the end, if this quest had more proper story and background lore for new enemies, a little bit more variation in interior cells, it would've been one of the good examples of "faction/combat" type new content for Fallout 3.
So, should you try this mod in 2023? Maybe, depending on how fast you can get bored with reused interiors to reach the main strong part of this mod - new little (but interesting) worldspace.
Endorsement from me.
There's a good amount of content, in the form of places to clear and loot, in this mod and the Frederick County worldspace is rather nice (but needs LOD generating). I encountered no significant bugs or crashes. However, contrary to the impression given when the quest starts, there's really no story here. The Project are in the Wasteland because... they are; and you destroy them because... you can.
If you're looking for an interesting quest, you're in for disappointment here. However, if you just treat the Project as another species of raider then I can see no harm in having this mod in your game and you'll get a few hours of looting and exploration from it. Endorsed, with those reservations.
Needs more story and information. As is, we start off fighting Talon Mercs, then suddenly the Project guys are shooting at us too. Why are they immediately hostile, instead of grateful that we're helping them fight Talon? What is the Project anyway? Why are they here, where did they come from, what do they want? We don't know, we just start slaughtering them.
There's one note saying something about an artefact of some kind, and that leads us to the next bunker, but we never hear about it again once we're there. Instead of finding whatever this artefact is, we just kill everyone involved in the Project, and that's it. Hop in the vertibird and go home.
If you fleshed out the story, this could be one of my fav mods.
I also noticed two bugs: in the power plant before the final bunker, if you go into the first room on the right and walk into the wall, you can see through it (http://s12.postimg.org/d82fyq2el/Screen_Shot4.png). And in the final bunker, there's a bunch of forcefields, but the terminals next to them don't have a deactivate option, just an activate (which is useless because they're already active).
So far, I've enjoyed the mod. I can't really comment on the story, as there hasn't been too much of it so far, but there's been enough to pique my interest. The main thing is that the mod works and hasn't caused any crashes. The new weapons look very nice indeed. I love the silenced smg, looks great, pity it uses 10mm though as there isn't too much of that around.
If you are using MMM, be prepared for a LOT of enemies!
The cons: the mod feels unpolished. It just needs a bit of tidying-up, as follow:
- FO3Edit shows that there are a lot of redundant edits in the file and 'identical to master' records that should be removed. I also had to turn the file into a
master to prevent it crashing the game every time I tried to quit (that's a 'feature' and not this mod's fault).
- The interiors are re-used from the base game and for the most part this works without being too immersion-breaking. However, the command centre in the Springvale bunker really needs to be altered as it is just too obvious what it is/was.
- Two terminals that are supposed to be used to unlock doors in the bunker supply area are actually turret terminals.
- There are a lot of floating objects around: floating crates, floating ammo boxes, floating guns. A minor matter, but it would be nice to get rid of them.
- The various parts of the bunker have all been set up with seemingly random encounter zones. The problem with this is that enemies will not move between zones, so you can cheese the game by moving in and out of cells secure in the knowledge that enemies won't follow you.
- All the Project scientists are identical. Maybe they are supposed to be clones, I don't know, but there's no hint that that's the case.
- I personally didn't like the fact that the mod gave me reward items such as the Gauss Rifle that were reward items from another mod (well, dlc). That simply devalues the other quest. Again, this is a personal point, but I felt the amount of loot and XP from the quest were too high.
Overall, with things tidied up a bit, I'm quite happy to have this quest in my game.