I dont understand the speech in the video, (Being it is in French). SO, I have to follow more closely visually. Visually I Noticed that this looks JUST LIKE THE RR VAULT.
Follow up comment: So after applying the previously mentioned fixes, everything works perfectly. Likewise, the translation is still not the best but I honestly don't mind it. It's translated enough to get a rough understanding of everything being said and as somebody that is admittedly fond of all things french, I enjoyed some of the untranslated things like the **spoiler** big deathclaw because it sounds a lot more metal/hardcore when you find out the translation. I wasn't really a fan of the whole...rock...armor...thing.. that the amazons wear but I honestly can't do any better and it DOES work great as camo, so I can't fault you. The story flows kind of weirdly but maybe it's just because of the translation. That's not to say that the story was bad, just that it felt weird to be suddenly accepted and then do the hero's journey through errands. But I have to admit, the errands were unique, fun and generally enjoyable.
Overall, I really like this mod a lot. It's a lot more than I expected to get and certainly more than most other mods on the Nexus provide. I enjoyed it's uniqueness, the experience and all the lore, locations and characters it adds (not to mention the armor and weapons). I do have some lingering questions though, and it is a little disappointing not to have the answers.
TL;DR Great mod, very unique and original, definitely wish there was more/a sequel and most definitely keeping this one installed
I really like this mod. It's unique and it adds things it didn't have to, like weapons and armors. Problem is: I was hardly able to play it. When I first downloaded it, the door to the vault caused a CTD every single time. It wasn't until I saw the comment here about changing the .esp to a .esm that I was actually able to enter the vault. The start was a little more vague than I expected (With the first NPC I met telling me to see the Queen, who wouldn't talk to me. So finding the key and **SPOILER** the note that tells me to talk to her was a bit disjointed imo). I was able to do the whole first mission without any problems buuuut when I got back to the hospital, it started CTDing again and at this point I'm out of ideas on how to fix it. Which is a shame because as I previously said, I really like this mod and I was really looking forward to seeing everything it had to offer.
EDIT: To anybody reading this in the future, if you experience the same problems I just outlined, try using the coc command from inside a building. It seems like being in the wasteland is what's causing the crashes.
Hey, this was really good. You did a great job on the mod. After a TON of crashes, I was able to finish all six quests. I even grabbed a couple of your hotties to be my companions. Here is what I think would make it better: ******SPOILER******** 1. Brahmin quest: WAY too easy. How about making an alien crew with a boss captain? A spaceship would have a crew and a captain. Since the aliens are the ones doing the mutilating, doesn't it make sense to have a shootout with them? This would make the quest more enjoyable. Right now, it is quite boring. 2. It would be good to have a merchant/vendor in the vault to sell the loot to. 3. Make an option to remove the weird music in the strange house after the quest is finished. The house is really nice but the music is annoying. Thanks for the great mod.
Thank you for the compliments and for the suggestions.
1°) Brahmin quest is based on leveling and use the mecanisms of the game (spawns, attacks etc.) And I admit that the main idea was to bring alive all the brahmins, ... (But at run time, I found it not so easy for the player in the wastelands) So this constraint was deactivated. But your Idea about the boss is nice, I regret not having thought of it. ^^
2°) The merchant was also an idea. This is why you can see him in the quest "00xbase", but about the trade, I preferred to let the player interact with the environment, rather than to cloister him (by cultivating his laziness) in my mod. XD
3°) I did'nt simply imagine that a player can want to return to it (maybe to settle down there?) having finished the quests...
I am soon going to replay to Fallout3. If I bring additions or modifications to the mod, I would leave a private message to those who have write in this topic.
Sorry to have delayed in my answer and Thank you again.
I have a problem with the quest Brahmins! I reach for Vera marker in pen Brahmins, waiting, sleeping, walking, but nothing happens! Escort does not appear! console commands under quests do not work! Help please!
80 comments
Overall, I really like this mod a lot. It's a lot more than I expected to get and certainly more than most other mods on the Nexus provide. I enjoyed it's uniqueness, the experience and all the lore, locations and characters it adds (not to mention the armor and weapons). I do have some lingering questions though, and it is a little disappointing not to have the answers.
TL;DR Great mod, very unique and original, definitely wish there was more/a sequel and most definitely keeping this one installed
EDIT: To anybody reading this in the future, if you experience the same problems I just outlined, try using the coc command from inside a building. It seems like being in the wasteland is what's causing the crashes.
I'll try to convert it to .esp with master flag set later.
Update: works fine with master flag .ESP.
Very nice level design, but found no clues how to start the quests. Also, the game is lagging a bit inside the vault.
(One image linked to this topic is labeled : "To begin the quests look here")
Here is what I think would make it better:
******SPOILER********
1. Brahmin quest: WAY too easy. How about making an alien crew with a boss captain? A spaceship would have a crew and a captain. Since the aliens are the ones doing the mutilating, doesn't it make sense to have a shootout with them? This would make the quest more enjoyable. Right now, it is quite boring.
2. It would be good to have a merchant/vendor in the vault to sell the loot to.
3. Make an option to remove the weird music in the strange house after the quest is finished. The house is really nice but the music is annoying.
Thanks for the great mod.
Thank you for the compliments and for the suggestions.
1°) Brahmin quest is based on leveling and use the mecanisms of the game (spawns, attacks etc.) And I admit that the main idea was to bring alive all the brahmins, ... (But at run time, I found it not so easy for the player in the wastelands) So this constraint was deactivated. But your Idea about the boss is nice, I regret not having thought of it. ^^
2°) The merchant was also an idea. This is why you can see him in the quest "00xbase", but about the trade, I preferred to let the player interact with the environment, rather than to cloister him (by cultivating his laziness) in my mod. XD
3°) I did'nt simply imagine that a player can want to return to it (maybe to settle down there?) having finished the quests...
I am soon going to replay to Fallout3. If I bring additions or modifications to the mod, I would leave a private message to those who have write in this topic.
Sorry to have delayed in my answer and Thank you again.
(You are not far from the trigger Maybe)
If you are running on the first mission, check the vidéo on the same topic (Quest 1 : Holodisk) at 8:20 mn.