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  1. harimau93
    harimau93
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    According to Bethesda's new canon, all ghouls eventually turn feral unless they die before that happens thus turning some form of
    post-apocalyptic discrimination into a justified case for segregation.
    Bravo Bethesda.
    1. streetyson
      streetyson
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      That's not entirely correct. Current canon merely reinforces the perception that the process is inevitable, it doesn't say it's a fact. And it is that perception which makes humans wary of all non-feral ghouls. The only (currently) sure notion is that IF a ghoul turns feral, the process is irreversible. The doc at the Underworld was working on it so I guess even that is potentially not forever certain, but the only likely medical advance would be to block or slow down the process rather than completely reverse it.
    2. Zeke1F1rank
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      even if that's really what happens that is so reason to be so racist about it, like how there is no reason to fear getting hit by an asteroid or being in a plane crash, like they've  been alright for 210 years or so and why would they just randomly change.
    3. jazcerda
      jazcerda
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      Unfortunately the new Fallout Show confirms that ghouls go feral unless supplied steadily with Rad-X.
  2. Dieselface
    Dieselface
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    I'm planning on getting into Fallout 3 again, and I had used this mod last year during my last playthrough, though I remember having one issue, or really a nitpick. Even after I killed Roy to prevent him from killing the humans in Tenpenny Tower, while the named humans would be fine, all the generic human Tenpenny Residents were replaced with ghoul Tenpenny Residents. I'm not sure if this is an oversight, a bug, or if that's how you intended it, but I figured that if Roy never killed off the entire human population it's unlikely that many more ghouls aside from the three would end up moving into the Tower. If there's some way to add a small number of generic ghouls residents while keeping the majority of generic residents humans, that would probably be the best solution, otherwise I'd just make it so none of the generic human residents get replaced if you kill Roy. That's just my two cents anyway.
    1. NestleCrunched
      NestleCrunched
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      I noticed that as well, I guess one could just write it off as the other anti ghoul residents leaving. Although I do wish the ratio of human to ghoul generic residents favored the humans more.
  3. NestleCrunched
    NestleCrunched
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    My experience with this mod:

    I was not sure what path I wanted to take for this quest, on one hand, I liked the outcome where the ghouls kill the residents in terms of roleplaying / development for my character, but on the other I liked the vendors such as Gustavo. When I found this mod, I was quite happy as I could complete the quest with an outcome I liked, but Fallout 3 is already quite unstable as is, without any mods, so I was a bit worried how it would affect my game. I didn't want to have any mods installed so my plan was to download this mod, complete the quest, and then uninstall it.

    So I proceeded with my plan and luckily, everything worked great and I was left with a desirable outcome although it seemed lots of the generic human NPC's were replaced by ghouls but I guess one could just write it off as the other anti ghoul residents leaving. The only "issue" I cant think of is that two of the human residents who left the tower, were outside megaton after the quest had completed. I am not sure but I think in the vanilla game they are supposed to disappear after the ghouls take over. I didn't want them loitering outside Megaton for the rest of time so I just disabled them with the console. There were some other human residents that I learned could've died by taking a different route in the quest so I just disabled them as well. This particular event is not due to the fault of the mod at all, I just didn't want to reload to do the quest differently.

    All in all, I am very satisfied with this mod, it did what it said it would with minimal issues and I was able to uninstall without any noticeable problems. 
  4. TheGreenie
    TheGreenie
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    So I'm not sure what is going on.

    I convinced the residents to let the ghouls move in, and then killed Tenpenny for personal reasons (sending all those contract squads on me got on my nerves). I then went to Roy and they moved in and everything seems hunky dory.

    I made a save and waited at least 36 hours in-game time to see if anything would happen, and they're still fine. Talking to Roy doesn't expose any new options. Do I need to do anything else...or what?
    1. TheGreenie
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      Follow-up: I went and did a DLC, came back, and it went to "Roy took out all the trash". Never saw an additional speech option talking with any of the residents indicating I needed to take further action, at this point though I'd rather live with it than re-do the whole DLC over again. Not sure what the difference was, guess I took more than 36 hours to do the DLC and return?
  5. dragonbornjoshua
    dragonbornjoshua
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    Hi! I think it's not compatible with Tale of Two Wastelands mod? Because my game hangs before it loads the main menu. :( Please help!
  6. wowliker642
    wowliker642
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    As good as this mod is trying to stop Roy after the quest is just to vauge. I do get the message of something happening to tempenny from roy but there doesn't seem to be any other alteritive way to stop this besides killing Roy. There needs to be some sort of walkthrough for this quest mod.
  7. lthomp7244
    lthomp7244
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    Just wondering what to do, some residents agreed and some where forced out. Nothing seems to be happening, what is the next step?
  8. johnnykirk89
    johnnykirk89
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    Hiya, don't know if you're still about, but I have found a bug (I think), and I have a suggestion.

    Once the Tenpenny Tower quest is over, Tenpenny and his guard act like you have never met. I have the "You Gotta Shoot 'Em In The Head" quest started but not done, so that might be it. It's a bit strange. I'd recommend Tenpenny and his guard continue to act like you can go tell Phillips he can move in, as I doubt Tenpenny has any new dialogue considering he would normally be dead.

    My suggestion is that killing Phillips shouldn't result in negative karma after he has hinted that he is going to kill all the humans.

    Thanks!
  9. NicotineCaffeine
    NicotineCaffeine
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    You know what would be an interesting alternate ending? After you have the default Tenpenny residents killed, and some ghouls move in, instead of having generic ghouls residents (which honestly i don't understand from where should they come, since inside warrington station there's only the three: Roy, Masters and the girl, the others are only ferals..) you could add an option to invite either the npcs from Underworld, or the kids from Big Town. I mean, especially the poor sods from Big Town, letting them living in the dusty dump when maybe there's the entire Tenpenny's Tower. Of course could be troublesome with the dialogue's lines...
  10. OnlySlightlyDead
    OnlySlightlyDead
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    Are you able to get the player home in the tower?