I have played through this a couple of time. It is a great mod, very well designed. You have my thanks and my compliments for a project truly accomplished.
I see that many before were greatful for your mod, but I have a desire to say that, if I didn't know it was a mod in Fallout 3 Rebirth+ MC, I would've guessed that it was just cut content from the base game. So simple, but yet so cool to refresh bits of lore information in this style. So, thank you, really.
I like these "Interior" mods for FO3. I can't wait to try this alongside the mod authors other interior mods. Word of warning I would suggest cleaning this mod to be safe. It has some undeleted references and 1 ITM. IF it doesn't work after cleaning then the ITM and undeleted references need to stay. It is a good idea to clean most mods but read the descriptions as some need those ITMS.
A good rule of thumb is to read the S.T.E.P. guides to see if these mods need cleaning.
I will definitely endorse this and the authors other works when I get to the area then I will install and see how stable the mods are AFTER cleaning.
Well, I'm very sorry to say your supposed information seems more like self-promotion than sage advice because you hadn't even tried the mod so didn't know if the mod actually needed cleaning, nor report the impact of doing so. Nor did you provide any links. Nov 2022 update: Well, the mod's since been updated and now differently formed, and cleaned. And these days I'm more apt to use FO3edit myself. But I can tell you all, I played the old version of this mod as-was, and it was fine. Btw, it fitted in with the game and is a nice addition.
I also see in other comments/queries about DC Interiors and AWOP, and can confirm I had them installed too, along with others they're known to be compatible with (like Collapsed DC, Metro Carriage Interiors, Red Line North) - many others too. At the time I used them all as-was and had no problem, even though checking them now FO3edit screams that many of them are unclean. Just the other day I tested a mod with 200+ UDRs, another with 1982 ITMs. Sure, I cleaned them, but don't recall any issues with them on my last playthru, so I'm keeping the originals too in case the cleaning breaks something on some of them.
It is in the Robotic's Display room ON THE FLLOR of the EMPTY GLASS CASE to the left as you enter the exhibit.
But, * IF * you kill the Mutie that is standing in front of it, there is a 100 % chance that he will land on it and you will have to struggle to move him and find the key.
> I WOULD SAVE BEFORE YOU DO THIS!!
You might have to use the CONSOLE COMMAND and " Disable " the Mutie, as I tried this and did NOT disable the key ...
Great mod, very well made. If I hadn't already been to the Museum of Technology it would have been difficult to tell that this wasn't included in the original game. Lots of fun and interesting things to find.
I had a little trouble intially with some flickering and disappearing wall textures, but was able to resolve this by reapplying archive invalidation.
82 comments
A good rule of thumb is to read the S.T.E.P. guides to see if these mods need cleaning.
I will definitely endorse this and the authors other works when I get to the area then I will install and see how stable the mods are AFTER cleaning.
Kudos and fine work Wasteland Loner!
Nov 2022 update:
Well, the mod's since been updated and now differently formed, and cleaned. And these days I'm more apt to use FO3edit myself. But I can tell you all, I played the old version of this mod as-was, and it was fine. Btw, it fitted in with the game and is a nice addition.
I also see in other comments/queries about DC Interiors and AWOP, and can confirm I had them installed too, along with others they're known to be compatible with (like Collapsed DC, Metro Carriage Interiors, Red Line North) - many others too. At the time I used them all as-was and had no problem, even though checking them now FO3edit screams that many of them are unclean. Just the other day I tested a mod with 200+ UDRs, another with 1982 ITMs. Sure, I cleaned them, but don't recall any issues with them on my last playthru, so I'm keeping the originals too in case the cleaning breaks something on some of them.
That mutie coming out of the corner like that gave me the fright of my life. Have an endorsement.
The KEY to Room B -
It is in the Robotic's Display room ON THE FLLOR of the EMPTY GLASS CASE to the left as you enter the exhibit.
But, * IF * you kill the Mutie that is standing in front of it, there is a 100 % chance that he will land on it and you will have to struggle to move him and find the key.
> I WOULD SAVE BEFORE YOU DO THIS!!
You might have to use the CONSOLE COMMAND and " Disable " the Mutie, as I tried this and did NOT disable the key ...
>>> BUT I MAKE NO PROMISES TO THIS!
I had a little trouble intially with some flickering and disappearing wall textures, but was able to resolve this by reapplying archive invalidation.
Thoroughly endorsed.