This place is too damn big and there's too many enemies. I can't even find my way out of this and I stupidly saved over my save so it's either finish this or lose 2 hours of progress. I unlocked some doors with the console and I unlocked the lobby computer. Went to it and there's an option for "Disengage Entrance Lockdown". I pick it and I have no idea what it did because the elevator that leads here still doesn't work.
I am stuck in this place. The elevator that took me down to the lobby does not work to bring me back up, I've even TCL'd inside the elevator and pushed the button but it doesn't move. How do I leave this place?
EDIT: Well, I ended up having to reload to before I went through the shimmering door. I went through every available room and killed every ghoul, I disabled the lockdown on the lobby computer, but the elevator to take me out of there would not work, and using TCL to try to follow the arrow out just threw me back in either the ramp out or the lobby, depending on where I tried it. There is just no way out. It's a shame, because it could be a cool mod.
One of the required mods Animated Aquarium for your mod is now set to hidden...why not just remove it from your mod so we don't have to bother with it causing issues
Yep, you wouldn't be the first to find this type of problem, I've found this issue has broken other mods too. I thought the whole point of mod-resources was to provide a RESOURCE for modders to PUT INTO their mods, not just have the modder tell all end-users to go find those assets themselves in order for each and every person to reconstruct the mod. Maybe it's a permission thing but if they don't want to freely share a resource they shouldn't upload it as one, because it isn't a resource if modders can't just include & credit it. I can understand a major resource (or an entirely optional one) being treated like this but to require objects like coins, piano, and a fish tank? It's rather silly.
Btw, there is another Nexus mod called Aquarium which credits Kalten1979 (author of the Aquarium used in this Arbor mod), however the filepaths could be different and I've no idea what Kalten1979 used. Download the "complete file" version. You won't need the esp (that puts the aquarium into the Megaton House). Try the filepathing as-is but if that don't work I would try taking the aquarium mesh and texture folders out of the modder's "malo" folders and putting them straight into the FO3 mesh and texture folders. But it could be they go deeper, in furniture or clutter subfolders, or who knows where. If someone knows please comment. Of course, if you know how to use FO3edit you could, in theory, search the esp for the correct filepath info.
The other two resources are now found on new Nexus links here: US Coins and: Grand Piano. Hope that helps someone, anyone.
You're welcome! Also note if folks use UUF3P, it has for a while included the silent doors fix listed on this mod's description page.
PS - Folks, please note, I don't play this mod! The only FO3 mod by General Varus I keep in my game is Trenton Towers, and even that is edited by me to remove a third of the enemies. I'm just not into hordes of enemies to challenge a heavily mod-buffed player, I'm more into exploration and story. That should mean I like his Muldoon Electronics, but thought it a bit poorly devised and tad glitchy.
just finished this mod. enjoyed every second of it. I've played every BioShock Game (1, 2, and Infinite) and this was an amazing mod to satisfy my inner BioShock fan. I figure the mod is abandoned by now, but I'm glad I finally found it now.
Hi! I'm about to download this mod (I'm sure that's going to be great :D), and I noticed that when I tried to downlod the "Animated Aquarium" resource, the author hid it. Does it have a big part in the mod, or will I be fine without it?
I've played this through once already and now doing it a second time with a new game. Aquarium doesn't play any role in the mod, just scenery. At some point you'll just get the red '!' if its missing.. Having said that, I do have the aquarium file (1 mb). If you want it, PM me and I can send you a link.
It is unfortunate that the mod has been discontinued. Well crafted although with some insanely heavy combat. Using console commands and wandering freely, I can see that there are a lot of undeveloped areas.
I just wanna say there NEEDS to be more Bioshock related mods for fallout 3/NV on Nexus. I'm just waiting till the day we get a functional Big Daddy drill for 3/NV lol
174 comments
I unlocked some doors with the console and I unlocked the lobby computer. Went to it and there's an option for "Disengage Entrance Lockdown". I pick it and I have no idea what it did because the elevator that leads here still doesn't work.
EDIT: Well, I ended up having to reload to before I went through the shimmering door. I went through every available room and killed every ghoul, I disabled the lockdown on the lobby computer, but the elevator to take me out of there would not work, and using TCL to try to follow the arrow out just threw me back in either the ramp out or the lobby, depending on where I tried it. There is just no way out. It's a shame, because it could be a cool mod.
The other two resources are now found on new Nexus links here: US Coins and: Grand Piano. Hope that helps someone, anyone.
PS - Folks, please note, I don't play this mod! The only FO3 mod by General Varus I keep in my game is Trenton Towers, and even that is edited by me to remove a third of the enemies. I'm just not into hordes of enemies to challenge a heavily mod-buffed player, I'm more into exploration and story. That should mean I like his Muldoon Electronics, but thought it a bit poorly devised and tad glitchy.
It is unfortunate that the mod has been discontinued. Well crafted although with some insanely heavy combat. Using console commands and wandering freely, I can see that there are a lot of undeveloped areas.