Fallout 3

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Sealurk

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Sealurk

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83 comments

  1. stuard
    stuard
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    After Fallout series,  I found my last modlist from Fallout 3 and it bring me here, to found the the 2.2 version never comes to see the light...
  2. LolTakket
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    half of the room ( "your room" ) in the vault (when your a baby) is missing, its not a massive problem because you're only a baby for like 3-5 minutes but its annoying, is there a solution?
    1. LolTakket
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      :3
    2. PureDragonVessel
      PureDragonVessel
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      Did you ever find a solution to this?

      Thank you
    3. Richwizard
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      Not for this mod, but there's another mod called Vault 101 Overhaul that expands on all stages of the overall vault. There is an extra room in the quarters that is ostensibly for your father, James.
  3. Dauntless07
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    If I could offer a suggestion, I recently watched a YT video that brought an "Escape!" flaw to my attention. Players have no choice other than to murder Officer Kendall, who is as far as we know a nice-guy Vault cop who even attended your birthday party.

    I think it would be better if Officer Kendal chased you down to engage you in dialogue. At that point, the player could either fight, surrender (gets executed by Overseer in cutscene,) or convince him to stand down, (speech check.) Just an idea, and it doesn't seem anyone on the Nexus has done this yet.
    1. Sealurk
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      Hmm, definitely an interesting suggestion, and I certainly love the idea of giving the player more options. I'm including a non-lethal combat option in the next version (tried and tested but needs a mesh and texture making for the weapon) but I really like your suggestion as well. I'll see what I can do. To make it as seamless as possible, Officer Kendall's dialogue responses would have to be in game already, though given how voice actors are reused that may not be too difficult.
    2. Dauntless07
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      Seems I was a bit confused. Officer Kendall is actually the one who the Overseer tells to break up the party a few minutes after he leaves. Still, nothing he did that day would indicate he'd one day try to kill you without even talking to you first.

      http://fallout.wikia.com/wiki/John_Kendall
      "John Kendall is friendly, yet tough and no-nonsense. While he's not actively sinister, he'll follow orders without putting much thought into it. Introspection is not a trait he commonly displays. He loves being a cop and whether what he's doing is right does not worry him; he is the law."

      In that case, I'd say the best way to talk him down would be to make him consider the lawfulness of his orders as a cop.
    3. Dauntless07
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      Found a small incompatibility with the "Character Traits" mod by SethCreiyd.
      http://www.nexusmods.com/fallout3/mods/2843/?
      He also tries to place a computer on the Lone Wanderer's desk, with comical result. Seems like it would be an easy thing to merge into a single computer, and could help make the escape sequence somewhat different each time you do it, which is why I downloaded it.

      As for your mod as is, I really like what you've done here. I never realized how much was just handed to me at the game's start, but I had to do some puzzle solving, actually use my wits, to arm myself an thoroughly loot the place. When that happened, I realized how much better this is than the vanilla game. The only criticism I have is that the lower level alarm can be heard blaring as a baby in the playpin, and were I to really nitpick, the alarm isn't in sync with the rest of the vault. Endorsed.
    4. Dauntless07
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      delete please
    5. Dauntless07
      Dauntless07
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      delete please
    6. Dauntless07
      Dauntless07
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      delete please
    7. Dauntless07
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      Update: It seems this problem was just fixed tonight by the mod "Vault 101 Escape_No forced slaughter", and the solution turned out to be a lot easier than what I suggested. All it took was downing the confidence of vault officers from foolhardy to average, and voila, no more forced murder.
    8. Dauntless07
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      Sorry, I didn't mean to post that 4 times; IDK how I even did that.
  4. DamianWolff
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    I adore the idea behind this mod, but I must ask if it expands the "Growing up Fast" and "Future Imperfect" quests in any way? The base game leaves to many character relations and experiences inside the vault unexplored, and on its own does little to provide incentive to feel saddened by having to escape.
    1. Sealurk
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      At the moment, no, this mod only expands "Escape!". There are plenty of things I would like to do with both "Growing Up Fast" and "Future Imperfect" but the game engine and existing assets (not least the available voice files) drastically limit what I'm able to do with them... a better modder than I might have more luck.

      That said, a slightly more achievable alternative would be an entirely new quest shoehorned in between these two. In the meantime however, I'm going to try and find the time to refamiliarise myself with the GECK (I've been working on a mod for Skyrim for a while) and tidy up the new and possibly final version of "Escape! Redux".
  5. Cinnaspice
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    I just tried this mod and although I love the idea of it, I experienced two defects and had to uninstall it. The first defect occurs when entering the underground area from the Overseer's office - when stepping through the door, if I turn around and look through the door - there is just void blue nothingness. The second defect is an instant CTD when touching the water in the only available path through the underground area - all doors are unaccessable and I couldn't go around/under the pipes so had to go through the water, but CTD'd twice. I also see some strange artifact overlay in the water and I've read in your change log that these two issues were fixed in v2.1 which is the version I have but I still have those errors. Please advise. Thank you. I did love the other aspects of the mod I played up to this point.
    1. Sealurk
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      Hmm, the first issue sounds like a room marker problem and should be easily fixed (of course, if it isn't a room marker problem it might not be so easily fixed, but I'll see what I can do).

      I'm honestly not sure what to do about the second issue at this stage other than removing the water or providing an alternative route. I was able to replicate the water bug and subsequently fix it, but it sounds like that might just be for my machine. There's a suggestion it's an error in the code due to the latest patch but I don't know how accurate that is. Instead I'll try and provide a means of bypassing or removing the water entirely in the next version.
    2. Cinnaspice
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      Sounds good. Thank you. I look forward to trying it out.
    3. Dauntless07
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      I had the water bug as well, but disabling some random mods in my load order seemed to fix the problem. For me, at least, it was a stability issue. Too many mods will cause CTDs.
  6. Sealurk
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    Just an update - I will be continuing work on this mod and hopefully producing an improved version but I don't know when that will be due to a busy time in real life.

    Please of course continue to let me know of any bugs, issues or suggestions and I will get to them as soon as possible. Offers of assistance are also very gratefully received!
  7. Killerband4256
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    Good mod, if you need a voice actor I'd like to participate. If you need a sample of what my voice sounds like I can send you a voice file or link to what I sound like.
  8. holliberri
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    I love this mod, and I like the changes since I last used it (sidequests, the lab).

     

    However I'm kinda having a problem with Ted. 

     

    First issue is that, since I never have a stimpack when I get to him, I just use medicine (skill of 33 or so) to fix him up. He feels better, thanks me and gives me a gift... and then keeps sitting there. If I talk to him again, he asks for a stimpack, and if I then select the (greyed out) medicine option, he thanks me (again), gives me the key (again), skips over the speech challenge and finally gets up to make his very, very slow way to the infirmary, where he leans against a chair (doesn't even sit down, which you might expect).

     

    I mean, OK, he's had his leg half eaten off, and it is appropriate that he doesn't move fast, and really I find it great that I can help him out so he can get back to home and hearth. However, he's unbelievably slow, and given that I've had to do the dialog twice to trigger him moving at all, I'm feeling concerned enough to want to wait to move on until I've seen him reach his supposed end point. Which means I have to wait to enter the Atrium for a loooong time, while Ted painfully climbs two flights of stairs, walks down a hall and around a corner, climbs another flight of stairs, and limps down another hall to the infirmary. It's all very authentic, but rather tedious to watch.

     

    If waiting till Ted had completed his walk resolved the issue, that would be great, but it doesn't--- Ted has appeared to me in various places where he had absolutely no business being, limping a few steps and looking at me mournfully, before winking out of existence. Twice I've opened the second door after the tunnel under the Overseer's desk (to the room where the first terminal is) and was surprised by Ted coming the other way (back towards the Overseer's tunnel). Twice I've found him in the living room of my mod-added house outside Megaton (Bridge House). I really like Ted, but he's kinda starting to freak me out.

     

    The Lab is also really great and creepy, and I like being able to get some food out of the kitchen (so I can eat an apple while waiting for Ted to make his painful climb    . I also enjoyed the Computer Room, especially wondering about some of the entries in the Timeline-- one is explained elsewhere, but one I can't guess what happened. Which is just great. 

     

    So I love the mod (it's been one of my "Won't Play Withouts" for a long time), but thought you might want to know about Ted The Limping Stalker Ghost Man   .

    1. Sealurk
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      Apologies for the late reply, it seems I either missed or didn't get a notification about this comment! Thanks for the kind comments about the mod, glad you're enjoying it.

      For a man who's reduced to limping at a painfully slow speed Ted does indeed seem to get around. I'm looking into the source of the bug and now that I'm back into modding I will try and rectify it as soon as possible - same with the reward, inaction and speech option issues.

      I introduced the limp because I'm ever so slightly obsessed with details and authenticity, but I agree it can be a little frustrating - tolerance and compassion only go so far when half the vault's trying to kill you - so I'm now thinking about introducing an option to get him moving at normal speed. Maybe something along the lines of bringing him Med-X (which is after all a potent painkiller) rather than a stimpak he can move at normal speed (and pay for it later thanks to all the extra damage he was inflicting on himself by not being able to feel the injury, but at least we won't have to feel the pain of watching him move slower than an asthmatic snail).
  9. Vault202
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    This and V101 Overhaul would be AMAZING to see together.
  10. CommanderEwok
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    Is this compatible with "Vault 101 Overhaul"?
    1. Sealurk
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      Probably not by the looks of it as that mod seems to make some architectural changes that would conflict with rooms added by Escape Redux. However I am only going by the images provided and the change log in the mod's description. At some point I will download it and have a look around.