1109 comments

  1. Nargo44
    Nargo44
    • member
    • 1 kudos
    Do I need the DLCs to play it?
    1. Coldheart2236
      Coldheart2236
      • member
      • 0 kudos
      No, the ESM only requires the base game to play, so it's all based on vanilla content with no use of any DLC assets.
  2. wiktornob
    wiktornob
    • member
    • 0 kudos
    Quick question, are these roches in the infested bomb shelter near Megaton supposed to respawn? After killing them all, I had to fight another one of those ugly enormous ones and two big ones. They spawned behind me, near the entrance, while I was in the lower deck. 
    1. blackrat99
      blackrat99
      • member
      • 6 kudos
      They don't respawn. You just get those extra ones to attack you as you go out.
  3. Jentel13
    Jentel13
    • member
    • 0 kudos
    I've been playing this mod now for a while and I have to say, it's a lot of fun! I love the rumble zones, and the additional places, enemies, etc. I found, however there are two mods that are conflicted with this one:

    • Vault 691 (Sperry's Quarry)
    • Vault-Tech Hideout (Fort Lewis)

    I am running into an issue though, and I'm hoping someone can help. I finished Friendship Asylum (altough apparently from other comments you can pick up the bobblehead? I couldn't.), picked up the clues to move to the Capital Research HQ, and now I'm lost on where to go next. I have the clue that there's another facility nearby that uses the card system, and I remember interacting with a terminal that inputs cards, but I cannot remember where for the life of me! I can't find any guides on what to do next. Any help, please? Vonna is absolutely no help.

    I really want to get rid of Vonna as a companion. She doesn't give any option to dismiss her, only 2 options of the same to say "Wait here" and 1 to say "Relax here". Any help is greatly appreciated!
  4. Splicedcrazy13
    Splicedcrazy13
    • member
    • 1 kudos
    Awesome mod you should add more locations!
  5. VoluptuousBIG
    VoluptuousBIG
    • member
    • 1 kudos
    Thank you for making this mod. My encounter with The Baron has given me a bone-deep fear of roaches. Fear the Baron. Fear the Baron. Fear the Baron.
  6. SG013
    SG013
    • member
    • 2 kudos
    I've been up and down the Talon warehouse and subway but I just can't find Lockheed. Can someone point me in the right direction?
  7. idrmorris
    idrmorris
    • premium
    • 9 kudos
    Greetings,

    We just wandered around in the pitch-black Friendship Asylum 4-5 hrs, collecting several keys, meet a preacher, was attacked by and subsequently killed The Chief (looted another key from him), finally meet Vonda and her survivors.
    Vonda said to "meet her outside", finally found the way back to the "front" door we initially entered in the Asylum through.
    Only now the doors opened into a water filled room with NO EXIT, unable to find a way to leave trapping us in the building.
    Circled all the way back to where Vonda was and a pool table with a Bobblehead on it, that we were UNABLE to interact with it, so we had to leave it there.
    Only way I could bail out was to "movetoqt", still working on a quest for Larry and Quo Vagis.
    Went back to the Asylum to see if Vonda was there, nope no Vonda.
    So we re-entered the Asylum again, making our way all the way back to the area Vonda and the Bobblehead were. (still couldn't claim the Bobble)

    After reading through several pages here all the way back into the 2017's looking for any comment to explain the removal of the entry doors or if that was indicative that there was something still left to do before exiting the building, found nothing.
    I saw one vague reference that the Asylum was a main quest and couldn't be completed "until the end" whatever that is???
    I've just barely started this quest mod, done the Springvale Sewer (didn't CTD) a few other misc. locations on the way over to the Asylum to see the new "companion/follower", so if we did it out of order or context, my bad.
    Tempted to go back to Megaton house, grab night-vision goggles and go back in, but that seems senseless because I have no idea what I would even be looking for and I couldn't care less to find more loot that I don't need or really want to add to the stuff I'll never use.

    If "there's anybody out there" that has gotten trapped and found a way out without the console, or actually tell me what to do to finish this "main quest" in the way it is supposed to be done, would be VERY APPRECIATED.

    Live long and prosper.
    Cheers
    1. SirHarksalot
      SirHarksalot
      • supporter
      • 0 kudos
      You talk to Vonda, go back out and back through time. This leads you back to the bloody room.  Turn around and go back the same way again to Vonda and it should lead you to the next section of the asylum.
    2. idrmorris
      idrmorris
      • premium
      • 9 kudos
      Greetings,

      Thank you for the reply, we've gone off to the FONV world, killing time just in case someone, anyone would ever respond.
      OK, how, what, where is this "portal" back out?
      From where we meet Vonda, which heading do we take to get to the door, or whatever, we're supposed to go forward in time through.
      After we consoled out, returned back to the Asylum, then re-entering we did NOT go through another time warp on the way back to where we initially meet Vonda, but again we were still unable to leave bc the "exit" doors again put us in a water filled room.
      Oh yea, what about that Bobblehead on the pool table, is it supposed to be picked up or just a static decoration?
      Any guidance is muchly appreciated, THANX.

      Live long and prosper.
      Cheers

  8. TrickyTrack00
    TrickyTrack00
    • supporter
    • 81 kudos
    Early 2023 review: So I finally completed most of the main content from this mod (I guess?) and ready to write down my impressions. 
    I used A World Of Pain back in 2013 and must say that quality and stability of mod is really improved throughout the years. Also, you must keep in mind that it was one of the first bigger projects for Fallout 3 back then. And after visiting pretty much all new locations, I have a very mixed feelings about mod. 
    First of all, yes, I must agree with other users that some new gun variations are pretty overpowered when using against vanilla enemies. But I solved this minor issue by adjusting difficulty with damage rebalance mod and selecting "Very Hard" difficulty option. 
    As for the new dungeons, some of them are really cool and even have some backstory like Crystal City under Old Olney, Springvale Sewer and Beastlords base. But others don't feel fresh or interesting at all (mostly because it's very little in variety department, more "waves after waves" style of combat).
    This mod have two big quests of some sort (no markers, just locations) - Friendship Asylum questline and Zeus's Rumble Zones. 
    Asylum for my taste is the chunk of new content that didn't work well in the end. Too repetitive and enormously big in my opinion. Also you can't exit Asylum until you completed main objective, so if it was a bit shorter, I would like it more. Too much dark interiors with no background music (I used radio stations) felt a bit lacking of substance. And final option to recruit powerful companion wasn't very satisfying at all. 
    Rumble Zones and Zeus's challenge were the main point of this mod and, only using vanilla enemies, give an opportunity to really test new guns and armor. I must warn you that some of the rewards, not including armor and weapons, is also pretty OP for the base game mechanics. You can get optional "4d storage containers" items which increase additional weight limit "to the skies". That's why I also installed mod to give every ammo type weight to compensate pretty much OP gear. 
    Overall, it's understandable that for large mods like this "giant", some elements and content can be potentially weaker than the other parts. But I don't regret using AWOP for my latest playthrough. 
    I didn't found any big problems or unavoidable bugs and it's seems everything worked as intended. 
    Should you try this mod in 2023? Yes, if you really somehow like gunplay in Fallout 3 and want to use all your deadly arsenal on new groups of enemies. A World Of Pain can potentially increase your playtime for at least another 5-8 hours to find and conquer all new dungeons. 
    Even if final revision of this mod isn't as deep as I wanted it to be, A World Of Pain still achieved a special place in pretty much every plugin collection of Fallout 3 mod players. And it is absolutely justified. 
    EDIT 27.05.23: If you really need more "dungeon type" of content with unique gear, hundreds of new enemies and sprawling "Diablo-esque" style of gameplay, well, check "Chaotic Sun" by kj666. It's the best new dungeon quest mod for Fallout 3, even better in some aspects than AWOP in my honest opinion (in variety of enemies, loot, "theme of dungeons" and so on). Also you can find my deep review in the comment section of "Chaotic Sun" mod page, as always. So, don't hesitate to check it out after completing AWOP. 
    1. zlostnypopolnik
      zlostnypopolnik
      • premium
      • 323 kudos
      Thanks again for the comprehensive information.
    2. TrickyTrack00
      TrickyTrack00
      • supporter
      • 81 kudos
      No problem, haha
    3. idrmorris
      idrmorris
      • premium
      • 9 kudos
      Greetings TrickyTrack,

      I have read many of your reviews and value your knowledge and experiences in the FO3 world, so I thought you'd be the perfect person to ask for help.
      We just wandered around in the pitch-black Friendship Asylum 4-5 hrs, collecting several keys, meet a preacher, was attacked by and subsequently killed The Chief (looted another key from him), finally meet Vonda and her survivors.
      Vonda said to "meet her outside", we finally found the way back to the "front" door we initially entered in the Asylum through.
      Only now the doors opened into a water filled room with NO EXIT, unable to find a way to leave trapping us in the building.
      Circled all the way back to where Vonda was and a pool table with a Bobblehead on it that we were UNABLE to interact with it, so we had to leave it there.
      The only way I could bail out was to "movetoqt", still working on a quest for to talk to Larry and Quo Vagis.
      Went back to the Asylum to see if Vonda was there, nope no Vonda, so we re-entered the Asylum making our way all the way back to the area Vonda and the Bobblehead were. (still couldn't claim the Bobble)

      After reading through several pages here all the way back into the 2017's looking for any comment to explain the removal of the entry doors or if that was indicative that there was something still left to do before exiting the building, found nothing.
      I saw a vague reference that the Asylum was a main quest and couldn't be completed "until the end" whatever that is???
      I've just barely started this quest mod, done the Springvale Sewer (didn't CTD) a few other misc. locations on the way over to the Asylum to see the new "companion/follower", so if we did it out of order or context, my bad.
      Tempted to go back to Megaton house, grab night-vision goggles and go back in, but that seems senseless because I have no idea what I would even be looking for and couldn't care less to find more loot that I don't need or really want to add to the stuff I'll never use.

      If "there's anybody out there" that has gotten trapped and found a way out without the console, or actually tell me what to do to finish this "main quest" in the way it is supposed to be done, would be VERY APPRECIATED.

      Live long and prosper.
      Cheers
  9. rotansomota
    rotansomota
    • supporter
    • 0 kudos
    The food mixer recipe book no longer works for me, Does anyone know the recipies?
  10. Mystiana
    Mystiana
    • premium
    • 1 kudos
    I love AWOP, but FoMM reports a problem:

    "# AWorldOfPainFO3.esm
    - CRC: 4F6B4072

    ## Messages

    - Warning: [FO3Edit v4.0.2e](https://www.nexusmods.com/fallout3/mods/637) found 192 ITM records, 2 deleted references and 1 deleted navmesh. It is strongly recommended not to use mods that contain **deleted navmeshes** as they're known to cause crashes. **Deleted navmeshes** must be corrected manually (a complex process that should be done by the mod author)."

    So, is it possible this will be fixed?   Anyone know if/where the crash due to the deleted navmesh might occur?

    Thanks!