Fallout 3

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AmaccurzerO

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AmaccurzerO

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27 comments

  1. sriniboss
    sriniboss
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    Just wanted to point out, the Sentinel prime quest, the MDPL-16 location is in Spanish, otherwise great mod! 
  2. XerionTheBraveWarrior
    XerionTheBraveWarrior
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    Lol these are all from TF2
  3. TrickyTrack00
    TrickyTrack00
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    2023 review: Well, it's no coincidence that this project felt (at least in my opinion) like a more refined and polished version of "We Want More" quest series by big0ofN (AmaccurzerO already stated in comment section that it was inspiration for his mod). But WWM can't ensure very stable new content with few broken quests, uncorrect scripts, dirty edits and etc. 
    So, in this case "Heroes Around The Wasteland" provides more available companions to your journey with little quest features. Quest content isn't really a major part of this project, so if you expect proper side stories with different characters, locations and choices - you will be disappointed (this desire can be satisfied with several other AmaccurzerO 's story-mods). 
    New different wastelanders are a mix of interesting concepts (like technician that can build for you new robots) and pretty standard examples (like another BoS Outcast and another typical Regulator).
    I wasn't really engaged with any of them, but it is only my own problem. It's hard to connect or actually travel with such "vanilla" followers after using, for example, excellent Star Paladin Praetus or my little buddy Scratch
    But from the techincal side of things - this mod worked as intended and almost zero compatibility issues with other popular quest mods.  And it's great because if you need just another walking backpack/second gun, but was annoyed with WWM's problems, "Heroes Around The Wasteland" can be a good replacement, until someone (maybe, just maybe) will try to fix We Want More series (because I liked some stable parts of it). 
    So, should you try this mod in 2023? Yes, if, as I wrote, you need more vanilla type companions with very little background story and personality.
    Endorsement from me.
  4. KresoX
    KresoX
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    Nice mod with some interesting NPCs. I only wish it wouldn't rename some of the locations to Spanish, but it's not a big deal :-)
    1. Voyager23
      Voyager23
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      • 20 kudos
      Quite late to the party, but with kind permission given this will restore the locations to the original names.
      https://www.nexusmods.com/fallout3/mods/25331/
  5. flyboy254
    flyboy254
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    So where specifically can these companions be found after their quests? Just as an example, I'm trying to find John Doe in Arefu but I got nothing.
    1. AmaccurzerO
      AmaccurzerO
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      You've got to wait they reach their location. They dont travel as fast as player does.
    2. flyboy254
      flyboy254
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      Made sure to wait, but now whenever I go to Arefu I can't find him. I didn't have any trouble with the other new additions, but I can't find John Doe anywhere within Arefu. Did I do something wrong?
    3. AmaccurzerO
      AmaccurzerO
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      Well, that never happened to me with this mod, but it did with Fawkes. You can do this:
      1- Go to a previous save where John Doe hasnt disappeared yet.
      2- Open the console and click on John Doe. His ID number should appears on top of the screen. Copy the number or remember it and close the console
      3- Go to the actual save where John Doe is disappeared.
      4-Open console and write: PRID "ID number" ( the ID number of John Doe without quotes). Press enter and the number should appear on top of the screen.
      5- Type: moveto player. Close console. John Doe should appear next to you.

      It works for any NPC or creature.
  6. VeteranAlpha96
    VeteranAlpha96
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    Hey there dude, i was wondering if you were considering making a TTW Edition for this mod, i was really looking forward to playing this but i simply cannot play since i have Windows 8.1 and Fallout 3 isn't optimized for Windows 7 or later, i am really sad with that fact, i get crashes like every 5 mins and cannot even get out of Vault 101 without a crash, i tried every possibility and it still doesn't work, so my only question is can you try and make a TTW patch for this amazing looking quest mod? If you can then that would make my life so much happier.

    Cheers
    Veteran
    1. AmaccurzerO
      AmaccurzerO
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      I think you have to reply to TTW site. They made a TTW edition for two of my mods in the past. I gave them permission to convert any of my mods. I dont know if they are going to convert this mod aswell. I only manage the GECK.
    2. VeteranAlpha96
      VeteranAlpha96
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      Oh sweet, that is great news, if they will do it then i will ask them to convert it since you said that you gave them permission to convert any of your mods.

      This is great news.

      Cheers
      Veteran
    3. AmaccurzerO
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      Yes, they asked me once ago and I gave them permission as long as they credited me as creator of the mod and linked to NEXUS. But I cant play any TTW edition because I dont have all FONV's DLC.
  7. MaeseAtorrante
    MaeseAtorrante
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    Cleaning report:

    [Removing "Identical to Master" records done] Processed Records: 999, Removed Records: 40, Elapsed Time: 00:00
    1. AmaccurzerO
      AmaccurzerO
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      ???
    2. MaeseAtorrante
      MaeseAtorrante
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      http://www.nexusmods.com/fallout3/mods/637/?
    3. AmaccurzerO
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      I still dont understand the message.
    4. grneely
      grneely
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      Unfortunately the message poster did not make an effort to be understood. What the poster means is that the mod contains "dirty edits", records that are unchanged copies of original Fallout data. This can easily happen accidentally when using the GECK.

      Dirty edits can be a problem when using multiple mods. Say mod "A" changes a door position. Now say another mod, "B" has a copy of that same door record from the original Fallout master, but with no changes. In the game, mod "A" is loaded and changes the position of the door. But then mod "B" is loaded after "A". The record in "B" will over-write the record in "A", changing the position of the door back to the original Fallout position. Mod "A" may no longer work as intended. This can lead to mods mysteriously failing.

      An editor like FO3Edit can locate "identical to master" records and remove them automatically. In small mods, it's also easy to do it manually with FO3Edit.

      Here is an FO3Edit guide which contains a tutorial on how to remove "dirty" or "identical to master" records:

      http://www.nexusmods.com/fallout3/mods/8629/?

      Hope this helps.
    5. MaeseAtorrante
      MaeseAtorrante
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      Thanks, grneely. Expressing myself in english is difficult to me, and I am also very lazy.
    6. grneely
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      I understand. Hopefully between your posts and mine the author can figure it out.
  8. ajbakey
    ajbakey
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    Gotta love the pretty obvious grammatical error in the picture speaking with Mun Dee.
    1. AmaccurzerO
      AmaccurzerO
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      English is not my mother language. I tried to do my best. I am sure there are many grammatical errors in my mod. If you please tell me where exactly is the error, you would kill my curiosity, cause I cant find it. Maybe he should say "gangs" instead of "gang". ???
    2. big0ofN
      big0ofN
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      Yes. It should be gangs. And don't be bothered by mean people with attitudes, especially when they haven't contributed anything to the community. I'm personally glad that you and others are still taking time and effort to mod this game.
    3. AmaccurzerO
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      Thanks for your comments, buddy. I made this mod isnpired in your "more quest" series and in a companion mod I wanted to do since I started modding.
  9. Tolkienfan6389
    Tolkienfan6389
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    Team Fortress 2 send it's regards
    1. AmaccurzerO
      AmaccurzerO
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      A toast to TF2
  10. elr0y7
    elr0y7
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    Chins for days, lol. No, this looks pretty good though, I'll check it out.