Fallout 3

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WillieSea

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WilliamSea

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71 comments

  1. RussianBear888
    RussianBear888
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    Now founded 3 bugs:
    - no autosave, if down in the lift;
    - on the tables before lift (2pcs, probably): finded 3 bottles - but only 2 caps;
    - vault 13 dont know, what is Jet. But in medical territory before lift he exists.
  2. TrickyTrack00
    TrickyTrack00
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    2023 review: Interesting revised version of old weapon with actual proper dungeon to get it.
    I should say right away that this mod works great even if you don't need this "solar" type new energy weapon. The "teleportation/time travel" revisiting of Vault 13 was amazingly well-crafted and supported with a lot of details in interiors. It's really very polished and engaging mini-dungeon which can also be viewed as little unmarked quest (honestly - way better than dozens of so called "unmarked quests" for Fallout 3 in "Quest and Adventures" category).
    Around 15-20 minutes to see all new content, find this weapon and deal with several deathclaws. 
    Short, but sweet addition for those who (like me, huh) prefer "quality over quantity" type of modifications.
    As for technical side of things: no bugs or problems, every door activated as intended, every key/password worked as they should. Also should be compatible with pretty much any popular quest mod.
    Should you try this mod in 2023? Yes, absolutely, even if you don't want this energy weapon, but have a desire for small, but polished optional "dungeon type" unmarked quest.
    Another good mod by WilliamSea, endorsement from me.
  3. TheRealGman97
    TheRealGman97
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    The mods is pretty good tbh. I like it!

    Although can someone tell me what's the name of the armor the charecter is wearing in the screenshots?
  4. Hiwatcher1
    Hiwatcher1
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    I've just tried this mod for the 1st time and it's great! Everything went smoothly and the solar scorcher functions well. The only weak part about the mod IMO, is that the turrets will kill any of the raiders nearby. Otherwise, well done and thanks for a great addition to the game! Endorsed!
  5. WilliamSea
    WilliamSea
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    @Restutitor Orbis - Its not a bug, the door 'inside' does 'not' lock. If its locked I would have to say you have a different mod that is doing it. You might try getting right against the door, opening the console, clicking on the door and typing 'Unlock' and pressing enter. The door should be unlocked.
    On another note, did you cheat to get into the building or did you open the door the correct way using the keycard that was outside?
    1. gasdorf
      gasdorf
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      • 1 kudos
      the f ing doors wont open ? you mod is buggy spent 3 hours trying to no hope ? says door is open elsewhere ? I picked up the two key cards?
    2. gasdorf
      gasdorf
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      retried the computer emails it finaly gave me the password after verifying my steam files tew ! I gotta a headache what a long mission ..pistal is excellent ! my steam is buggy ?
  6. prensa
    prensa
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    • 292 kudos
    WilliamSea - Hello!

    "I am glad to see people are actually still using my mods for FO3"

    Solar Scorcher's stayed in my load order since downloading way back.

    I also use your Auto Gates mod & the Animation Fix too.

    "I am updating a few of my other mods"

    I'm still playing Fallout 3 so definitely pleased to see creative people still modding for it.

    Prensa
  7. WilliamSea
    WilliamSea
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    @prensa - Thanks, I am glad to see people are actually still using my mods for FO3.
    Yeah, 2013. :rofl:
    I am updating a few of my other mods, such as the Levelers Chamber, Johnny Appleseed and Nightmare Realm.

    @palingenesis21 - The animation fix is not necessary. Its actually a separate mod I had created and fixes a specific issue with the laser pistol and the solar scorcher. You can read more about it here:
    http://fallout3.nexusmods.com/mods/13907
  8. palingenesis21
    palingenesis21
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    Vanilla Animation Fix is it necessary for 1.2 version ?
  9. prensa
    prensa
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    WilliamSea - Hello!

    So glad to see that you're still about!

    I love this mod, such a wonderfully done & lore friendly quest.

    It really has the feel of older Fallout games' quests & fits in so well to Fallout 3.

    I recommend it to others whenever I can.

    By the way, I think you've put 2012 by mistake instead of 2013 in your post about the update.

    Thank-you kindly for this mod & it's update!

    Prensa
  10. WilliamSea
    WilliamSea
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    New version uploaded.
    Version 1.2 - 04/28/2013
    1. Added another version of the weapon, re-did the levels required to get each weapon.
    2. Added model types available message to the receptionists terminal which you can view 'after' you get the gun.
    3. Gun now displays better in the force field holder.
    4. Vents in lower level now have better percentage chance to give random ammo.
    5. Training terminals actually train you now.