Fallout 3

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RexsModSquad

Uploaded by

Rexdorchester

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64 comments

  1. Rexdorchester
    Rexdorchester
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    • 8 kudos
    Sticky
    I've got three questions guys, is this mod well balanced, Is it lore friendly and do I have enough locations?
    1. Rexdorchester
      Rexdorchester
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      • 8 kudos
      Also, I could probably add calbr integration, but Ideally I have no more than ten types I have to add, which are the most used?
    2. InnerWasteland
      InnerWasteland
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      • 0 kudos
      You're amazing for caring about the mod! Kudos!
    3. bleeks333
      bleeks333
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      • 2 kudos
      45-70 for Magnum Rhino would be nice.
    4. Rexdorchester
      Rexdorchester
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      • 8 kudos
      I'll add it then upload it in a couple days
    5. sieboldii2
      sieboldii2
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      • 54 kudos
      There are several Calibr! ammo types that are not generally used such as needler ammo. All of the sniper calibers (50 cal, 7.62, etc.) would be useful as well as 44 magnum.
    6. Rexdorchester
      Rexdorchester
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      K man, I'm trying to integrate weapon mod kits but it's being defficult
    7. Pootisshark
      Pootisshark
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      • 9 kudos
      can you add .45 auto colt and .30-06 springfield?...they are unfindable in game :/
    8. swellsley
      swellsley
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      It's a mod, so "balanced" is relative - if someone's worried about it corrupting the vanilla experience they shouldn't really be using this anyway - but to try and answer your question I don't think making the game less of a PITA to play throws things out of whack. At all.

      Also, considering you have to track down Vault-Tec HQ to enable the main feature (ammo) I'd say it's quite lore friendly, beyond just the familiar Nuka Cola housing.

      The machine at the entrance to Evergreen Mills is evidence enough - to me, anyway - that you have plenty of locations!

      Adding 5.56 NATO rounds for the FN Scar would be pretty kickass...
  2. SabreXT
    SabreXT
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    For me, the mod crashes the game on startup. I assume this is because I'm using the GoG version of FO3.
  3. JenkieHarks
    JenkieHarks
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    • 1 kudos
    where are the optional files?
    i dont use calibr yet the esp in the main file requires calibr master esm.
  4. fghjhgfdfgh
    fghjhgfdfgh
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    • 0 kudos
    Ran through vault tec but seems i missed something since i cant buy ammo, could someone tell me where to look?
     
     
    "At VaultTech HQ you can find the password to buy ammunition, weapons, armor and more!"
     
    Edit:
    Found it on a
    Spoiler:  
    Show
    counter close to the exit.

  5. Nostalgiaheart
    Nostalgiaheart
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    IF anyone is wondering.....[ NO IT DOES NOT DO 30-06 ammo ]. Most all others.

    Other than that, I did endorse and its a pretty good mod......JUST needs 30-06.
  6. headsooter
    headsooter
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    Awesome mod really usefull, 9x19mm ammo is missing, also .45 ACP explosives would be usefull too, anyway incredible mod.
  7. Bundy714
    Bundy714
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    • 13 kudos
    I gave this a try after seeing it on a Xuul video showcase on Youtube. Otherwise I doubt I'd have ever found it on the Nexus.

    Great mod, works great for me, no crashes so far and I've got a lot of mods going. That was my only concern about this mod, the 75 locations for a vending machine. I figured with as many mods as I had, the odds of a location overlap was bound to happen. And of course it did. So....I tried a little experiment and selected the machine in question and Zapped it with the console command. I had no idea if this would cause a problem or not, but saved and gave it a try. And it worked fine, the other machines still work, and the one that was in the middle of a new merchant in Rivet City that was added by another mod was gone so that that merchant could still do his idles and such. He was totally glitching out because of the new Vending machine where he wanted to walk....but once removed everything worked great.

    So....two things: (1) I see you are asking if you put out enough vending machines and asking people for more locations. IF I had any criticism of this mod it would be that there are too many locations. Take that Rivet city example. There is a machine by the subway entrance, one on the walkway just before you enter Rivet City, and then one in the market right after you enter Rivet City. That's three machines in like 100 yards, lol. And two of them are just a doorway apart. That's a bit much, but I think you were enjoying placing them around.

    (2) the second question is this....will me zapping machines that are in the way of other mods, cause any problems that I haven't noticed yet? I really haven't played with this mod long enough to determine if there are problems with doing that.

    BTW....the animation for dropping what you buy into the basket is just awesome!

    Thanks for sharing your work, great job! And please, let me know if you think me zapping some of your awesome vending machines will cause a problem.
    1. Rexdorchester
      Rexdorchester
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      Thanks dude! I love hearing people like my work! I put my soul into the machines, I wanted them to be as prevalent a nuka cola machines so that's why I plastered the whole god damn place with 'em!
    2. Bundy714
      Bundy714
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      • 13 kudos
      In case anyone else was wondering if it was safe to Zap machines that conflicted with other mods you are running, this is the answer that Rexdorchester sent me:
      ---------------------------------------
      ITS COMPLETELY SAFE TO ZAP MACHINES! It really doesnt matter, each one is an object of itself and using one and it WORKS BECAUSE OF YOUR PROXIMITY TO IT, deleting it will do absolutely nothing to the other machines. The atomic storage is also not a problem becuse the container for it is in a cell you can't get to!
      ----------------------------------------
      So, there ya go people, no excuses not to use this awesome mod now. The ONLY thing that concerned me was there were so many machines, and some conflicted with my other mods. But since it's safe to Zap them, it's better to have too many than not enough. You can always ZAP any that are in a location you don't like. I will tell you it takes two Zaps, one Zap to remove the machine, and then another to remove the attached terminal. But safe to do.......and they are awesome, did I mention that already?Especially the animation of dropping what you buy into the basket. So much more satisfying and immersive than having things magically appear in your inventory.

      If you want things added to the machine, or changes to prices or such, download the mod and use it as an excuse to learn to use the G.E.C.K. and FO3edit, and make the changes you want for your own personal use. Just don't be uploading Rexdorchester's work as your own on the Nexus.

      Speaking of learning something....now I need to learn how to move one of these machines. Getting rid of the ones you don't want is easy, but now I want to move one near my Underground Hideout entrance....hmmm, or maybe even inside the hideout itself.
  8. lordkill136
    lordkill136
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    Hey man, this mod isn't very stable, or at least it makes my game crash. I launch through FOSE if that helps paint a picture. I use FOSE because of "Gun Mod" modification through NMM needs it in order for it to work, as well as my sprint mod [by the way, that doesn't work much either (I mean the mod itself, doesn't make you go much faster than you already are)]. Anyway, if possible, can you see if FOSE is the problem and possibly make the mod be able to work with it. Thanks and Kudos for the mod.
    1. zcardisquinn23
      zcardisquinn23
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      I'm having the same problem. This mod will not work with any of my mods and I even deleted it and reinstalled using the manager and still no luck. I say f*#@ it, I mean its a great idea but its hard enough trying to get fallout to look good and function properly with other add-ons so yeah. But if you figure it out let me know and reply to this post.
  9. DathusBR
    DathusBR
    • supporter
    • 12 kudos
    Great Mod!

    The only problem is that i can buy everything, if i'm broke (0 Caps) the machine give me the stuff anyways need fix that.
  10. Demonasius
    Demonasius
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    • 22 kudos
    This looks great. Any chance we can get support for Classic Fallout Weapons Revived - CFWR?
  11. iMoogleDusk
    iMoogleDusk
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    • 0 kudos
    -N/A-