Thanks for your support everyone! If you have any ideas of what I should add next, leave them in the comments! And please endorse if you would like more updates.
A big thank you to AlChestBreach and Music Scene/ImDespise/TheAdipose for reviewing my mod. If you want a preview (and a bunch of spoilers) go watch some linked videos.
Also, Please read the Troubleshooting section of the mod description! It will help me out a bunch if you guys and gals follow those instructions before commenting with a bug! Thanks !
I have been enjoying this mod, but now I am stuck - (1) The elevator from the Lab to Jarrod's house requires authorization 002, which I was able to find, but the elevator entrance will not acknowledge that I have the code so it won't open; (2) The Armory can only be opened by using one switch, but I can find no notes or information to help me determine which switch to use.
Unless someone can give me some tips on these two things, it looks like, unfortunately, I cannot finish this mod!! :(
Ok, I figured out the elevator, but still have no idea which switch opens the Armory. Also, I have been unable to find the key that allows access from Jarrod's house to the roof. I do enjoy mods where you have to figure things out - ENDORSED (and I will keep searching for that pesky key!)
Idk man it’s been 10 years best of luck ! Thanks for the endorsement. I really wish I could remember how to help but I seriously forgot. One thing I thibk Is true is that the levers for the armory are a bait except for one if you wanna save scum.
So far so good... very nice mod, but I stuck on armory switches (can choose only one) because no one of them works... and, yeah, I cheated after seems to have cleared all the map, searched all computers, read the notes and can't find how to end the lookdown nor the right switch.
This one's such a mixed bag, and that's pretty unfortunate. Bad writing/grammar and truly excessive loot are the order of the day with this mod, and they permeate every inch of it. Yet at its core, this mod boasts the skeleton of a decent story, an overall good quest, and otherwise pretty decently designed areas. Like many Fallout 3 mods, it's rather janky and lacking in polish. I can't recommend the mod on the whole, but that's not to say there's nothing of value here. The guy definitely as some talent - with a bit of work and cleaning up, this really did have the makings of a reasonably good quest mod.
Endorsed. There were a few bugs - a certain person did not spawn so I was unable to complete the mod without using a console command - and some things could do with tidying-up ("Fort Constantine Door" for example), but overall an entertaining hour or so of game play.
Loved playing this when it first came out. I had a few complaints, though: the spelling/grammatical errors are plentiful in this one. I took a night to fix up all the errors that I could. I also made some bug fixes and some balancing changes.
On the off chance you ever see this, I'd love to release the patch I made!
Going to be honest, I didn't realize the bodies were supposed to spawn, in some instances it made it more eerie, like they'd been removed by something, dragged away, really made it difficult to pin down exactly when the events took place. Made it better IMO
Help, I forgot to place the thombstone for days and now when I get close to the grave nothing will happen and I have this item stuck in my inventory and weghts 20 , ):
Ok it was that jarrod was invisible for some reason? i returned to the balcony and a message ppped up saying I picked up a body, then I could turn the thombstone in, other than that great mod!
I wouldn't say a "fun mod", per se, as it involves a very tragic story of work frustration, control, love and madness in a dystopian world. Maybe because I am older than many who play Fallout 3 and remember living through many of the game's tropes during the '50s and '60s, it is understandable the subject of "madness" brought up and being so"bittersweet".
One suggestion. If you ever make a 1.8 version to allow raiders to travel Up the cause way? Or other travelers to walk up as you see with Arefu?
239 comments
A big thank you to AlChestBreach and Music Scene/ImDespise/TheAdipose for reviewing my mod. If you want a preview (and a bunch of spoilers) go watch some linked videos.
Also, Please read the Troubleshooting section of the mod description! It will help me out a bunch if you guys and gals follow those instructions before commenting with a bug! Thanks !
An infirmary & one of those oh-so-popular rad-cleaning showers in the guardhouse!
Maybe add another map-maker up near the house? Or in the play yard?
Overall, I really like your mod. It's joined my list of 'always load' alongside FWE, Firefly Ranch, & AWOP,
Kudos & wirh I could endorse more than once!
Unless someone can give me some tips on these two things, it looks like, unfortunately, I cannot finish this mod!! :(
Ok, I figured out the elevator, but still have no idea which switch opens the Armory. Also, I have been unable to find the key that allows access from Jarrod's house to the roof. I do enjoy mods where you have to figure things out - ENDORSED (and I will keep searching for that pesky key!)
So far so good... very nice mod, but I stuck on armory switches (can choose only one) because no one of them works... and, yeah, I cheated after seems to have cleared all the map, searched all computers, read the notes and can't find how to end the lookdown nor the right switch.
Anyway, thank you for this amazing mod
On the off chance you ever see this, I'd love to release the patch I made!
The note in Jarod's entry tell us the ' secret entry ' is in the Armory ....... only at the door do we find the Guard house.
You might want to get the two clues in sync .... as I read the journal entry first and was look for the passage in the Armory.
Of course - this is IF anyone is reading this???
One suggestion. If you ever make a 1.8 version to allow raiders to travel Up the cause way? Or other travelers to walk up as you see with Arefu?