Fallout 3

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thefourwings

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thefourwings

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  1. thefourwings
    thefourwings
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    I've got to say, it's both surprising and really inspiring to still see new comments all these years later from people who have tried my mods and appreciate them, even today.

    I've gotten a lot of questions lately, about whether I have plans for a Fallout 4 mod, especially given that my first mod, The Institute, elaborated on the Commonwealth-based Institute that now appears to be the basis of the main plot in Fallout 4. The short answer is that I would love to, but that it's hard to justify. Those who closely followed the development of Ties that Bind know how much it killed me having to constantly delay the mod's development, due to balancing it with everyday life. Since finishing the mod, I've been living off a pittance in order to remain and independent game developer, and though I now have the flexibility to commit to developing a mod full time, it's hard to justify doing so when that's time that could be spent on standalone products.

    My secret hope had been that Bethesda and Valve would use Fallout 4 to take a second shot at rolling out a paid mod system - and actually do it right this time. That way, I could justify the investment of dedicating 1-2 months working 70hrs/wk at developing a quality F4 mod, worth spending a couple bucks on, which would in turn help financially support my indie game development thereafter. Bethesda has indicated, however, that given the trainwreck of their first attempt, they have not plans to try again at this time.

    So you'll notice I've finally added a "donate" button to my account/mods, which will serve for me as a sort of litmus test, to gauge whether developing a new mod is really feasible. Please do not misinterpret this: I am not saying "if you want a Fallout 4 mod, you should donate now." Rather, if you choose to donate, I would hope that it's for the same reason you normally would: that you enjoyed my work, and would like a way of saying thanks in a form that helps to reimburse my development costs.

    As always, thank you all for your support. I know I keep saying it, but it really is what keeps me going
  2. MyronR3AL
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    someone should make a TTW port, this looks cool and like a more interesting depiction of the institute then in f4 imo
    1. jesuscc
      jesuscc
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      I need some JETS!! ASP
  3. FrizzleLamb
    FrizzleLamb
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    I installed this recently and it was OK so far, problem is that the Institute Radiation Suit was unfixable (the armor repair kit mod is too buggy for me to use) ðŸ˜µ Had to uninstall and re-install ï»¿it, good thing I haven't played the story for very long. 
  4. GeoPiroi
    GeoPiroi
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    Vortex warn me that both your mods The Institute and Ties that Bind have incompatible with Fallout 3 bsa archive, that supposes to be for Oblivion that type of bsa file. It's a problem, or I just ignore it? 
    1. JudovanMoord
      JudovanMoord
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      Just ignore it. I've had the same issue with ''ties that bind'' and it works just fine.
  5. xXGarpurXx
    xXGarpurXx
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    Is this mod still lore friendly after Fallout 4 released?
    1. TrickyTrack00
      TrickyTrack00
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      Depending on your take on lore side of things. It can be viewed like Bethesda already did with different kinds of BoS in Fallout 76 time period. 
      So, it can be just another facility that built androids which has no connections to actual Commonwealth's Institute. 
    2. ArisuSanchez
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      lore wise you should view each fallout game as a seperate universe that share some things, and dont share others (which is lore friendly since doctor who lore also exists, so wibbly wobbly timey wimey universey floaty things just happen)

      thats the way i viewed it and thats also the way i view my multiple saves and saves w/mods
  6. squidinmypants64
    squidinmypants64
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    pls make a TTW compatible version i want to play this so bad in new vegas
  7. Gunray
    Gunray
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    Hello, I am using vortex mod manager and I get this problem when I download this game. Does someone have an idea how to solve this problem?

    "(i] Check failed

    Some of the archives in your load order are incompatible with Fallout 3. Using incompatible archives may cause your
    ‚game to crash on load.,

    Incompatible Archives The Institute - a fully voiced quest mod 1_0_1:

    + Theinstitute.bsa - Is loaded by Theinstitute.esm, but is intended for use in Oblivion.

    You can fix this problem yourself by removing any mods that are not intended to be used with Fallout 3. If you
    downloaded these mods from the correct game site at Nexus Mods, you should inform the mod author of this issue.
    Archives for this game must be BSA files (v104)."
  8. TrickyTrack00
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    Early 2023 review: I played this mod back in 2013 with not heavy modded load out of plugins and still, should say from the get go, this mod is cool but need at least remastered version. The same thing I could tell about other creator's mod "Ties that bind". Great potential, original idea and definite lack of polishing. 
    First of all, this version of Institute before Fallout 4 launched has its charm and it's very interesting to see creator's interpretation of so familiar faction in recent years. 
    As for the gameplay, you will encounter some enemies and decent amount of notes/logs to read. It's combinations of two parallel gameplay progression styles which can work together but wasn't polished to satisfy both needs for users. 
    Mostly because it was a very buggy experience. Many save/load tries to make scripts work but I couldn't complete questline and was stuck, as I understand it, at final stage. Main portion of story was interesting enough to keep me going and examination of failed experiment worked (in style of Fallout 3 vanilla quests). 
    And this time, in conclusion I really don't know how to properly give a verdict to this quest. Some parts definitely need additional fixes and improvements, but story and side notes give mod so much needed "weight" to feel connected to the story of these characters. But in the end, broken scripts made me put this project down for future times, when maybe someone will try to remaster all of this material. 
    Should you try this mod in 2023? No, not the best choice for now, but maybe we'll see better version of this ambitious and creative work. 
    Still my endorsement without a doubt. 
  9. photonfanatic2013
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    So how are you supposed to repair the institute radiation suit found on the body at the start of the quest? The vendors can't see it, and the player can't seem to repair it. So if it takes a tiny bit of damage you can never wear it again. Any idea how it can be repaired?
    1. Ajiqmukiz
      Ajiqmukiz
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      download the armor repair kit mod, that'll solve ur problem
  10. janedynamite
    janedynamite
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    This is the biggest fcking piece of foreshadowing in modding history lmao
    1. deleted127669558
      deleted127669558
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      Not really. The institute was already teased and established in vanilla F3. This mod simply expanded on that concept, and F4 made it the main plot.
    2. somewhereovertherain
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      You're a buzzkill, man. I disagree with you, the Android quest in F3 was one quest among many others.
      Who would have guessed back in 2010 that the next Fallout game would deal with the Institute in the Commonwealth ? Could have been dealing with an entire BoS/Enclave main storyline or a prequel. Anything was possible. That wasn't as obvious as you suggest.

      (Sorry if I offended you, wasn't my intention, I feel like that guy was just expressing his surprise when he found out that modder made an entire quest about this small quest that litteraly became the next game's main storyline… and you just killed it.)
    3. janedynamite
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      thanks Kynaz you get my point lmao
  11. DullCandle29
    DullCandle29
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    PSA!!! THIS MOD CAN BREAK YOUR LOADING SCREEN SLIDE ANIMATION!!!
    Found this out after extracting the mods .BSA when I was merging all my game assets into BSAs.
    Apparently the "TheInstitute.bsa" file has some sort of modified "loadinganim01.nif" that broke my loading screen slides and would only show the main menu image when loading anywhere. I uploaded a fix that reverts the loading screen slide animation back to the original one, if you're having this same problem then go on my uploaded mod files in my profile and download & install the fix.

    The fix is just the original loading screen slide animation NIF file, just drag and drop the meshes folder from my fix to the games data folder.
    1. streetyson
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      Didn't happen to me - the only reason I disabled the mod was because of the uber (and heavy) radiation suit that could not be removed from my inventory. Maybe it could have if I'd completed the mod but apparently that can be glitchy(?) and I was some ways from even wanting to start it, and by the time I realised I couldn't stash the suit at home I'd already done several days of other questing and didn't want to lose all that progress to go back to before I'd found the suit. Another issue is the mod unannounced creates other map locations that begin active as if already visited, and much earlier I'd gone to one and cleared it out long before ever "finding" the correct quest start point. Maybe mid-late game when I'm running out of places to visit I'll give it another go, but prob not.
    2. maybakhbereh
      maybakhbereh
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      You can edit it in FO3edit , under Armor, InstRadsuitMathers , remove the Quest item\ Persistent reference record. You should be able to drop it then.