While quests (with the exception of the last one) are perfectly playable the whole map is very big and very empty. For someone like me who likes to explore everything it was a f***ing chore. In the end (with one exception) all the places I explored I would revisit later, through quests, and the one exception was just lonely truck with some boxes.
While you can get a lot of stuff robbing NPCs (half of them have houses full of unowned stuff), you meet only a token few enemies in Newark, so no much fighting to talk about.
Notable location was the Morgue, it was done almost perfectly (again with the exception of too much stuff to be found - I think I got there ~40 human blood packs and comparable number of Rad-Aways).
TrigPlayerDisableSCRIPT (0002cc2a) should not be replaced under any circumstances. This change resulted in collision walls placed temporarily for certain scenes not being disabled and becoming permanent in not only other mods but in the base game as well (GNR Behemoth battle). Once I tracked it down to this mod and copied the original record from Fallout3.esm into my postmerged custom patch file as an override this problem disappeared.
Waste of time, unless you like being kidnapped and forced to eat $hit for hours just to get out. Empty, boring, vast, with quests that want to waste as much of your time as possible and they are boring. Spoilers: New York doesn't exist. The hotel has a hidden door and is an unfinished trap. Fhank Uou Adam for this mod. If it's your baby (as you say in post msg), please use a condom next time.
on the off chance that anyone is still here and at the risk of sounding stupid but will this mod conflict with other mods that add New York to the game?
Wish I had something nice to say but I'm here to warn fellow gamers to not waste their time. This mod is sadly way, way undercooked. Areas seem pointlessly massive and empty - made worse by the total lack of LOD which means streets/buildings just pop into view. NPCs are just standing around and don't talk, or say very little. Many exterior and interior doors either don't work or open into voids. Even where doors do work, interiors are unecessarily large, often empty/underdone, and pointless. After ages I managed to find an NPC - who told me nothing useful about this "Recluse" I had to find. At a Reseach place tons of defenseless folk were standing around doing literally nothing (no sandbox) and nothing to say. I reached a target point and there was nothing nor no one to talk to. I investigated the explosion & spoke to some doc, which did no good at all other than let me use their elevator. I wandered around another hour or so, in there & thereabouts, and then elsewhere, looking for folks to talk to about anything. I even found and killed 3 "Rut" raiders - who were just standing doing nothing. I eventually found more researchers, in two other locations - but who mostly had nothing to say (and certinly nothing that was quest-related).
Before reaching those parts I'd also earlier found "USB" ghouls (who had nothing to say/do), an army of mutants (who were defending, er, nothing). Yet more doors to empty rooms or void spaces, or were just locations mostly woefully underdone, and frankly meaningless.
Some buildings aren't even solid, you just run straight through walls etc. And all of this is made infinitely worse by an extremely poor and seemingly not in the least play-tested quest design (or related info, prompts, triggers, mapmarkers etc). Pretty disjointed first-draft stuff.
Don't get me wrong, if this was a test/alpha, I'd be here to cheer it to the rafters and say keep up the good work! But issued 6yrs ago as a supposedly fully working quest mod it's a huge fail. Sadly another typical Nexus example of a grand ambition which bit off far more than it could chew, and thence abandoned, leaving behind (I'm sorry to say) a raw muddle that is definitely NOT what it purports to be. A real shame.
Hi. I know this thread is old, but I'm stuck. I have defended Institute J and found the Recluse. I travelled to the Ironbound and talked to Victor Kwong but the quest won't show that I talked to him and the quest marker still points to him. I can't find the Red Successors anywhere in the Ironbound. Is there a console command I can use to advance the quest. I have been playing the mod for a couple of days and REALLY REALLY enjoy it. Such huge spaces - must have been an awesome amount of work. I know from the posts that you're working on your own game, which I'd love to hear about, but do you have a few minutes to help me with this?
So sorry for the delay in responses. Victor won't go with you until you give him bad news that comes from the Red Successor quest. The Red Successors are within the iron bound library, but they only spawn during certain hours.
I'm not familiar with how Tale of Two Wastelands works, regarding mods. I think there *is* a way, but it's a bit complicated, since Bethesda doesn't like assets from one game being used for another. Also, if you play on Steam, there should be a way to "run" Fallout 3, but as if it was running on an older OS. I forget the exact setting to change, but that's how I play on my Win10 computer
Do I need Philly or can I just go ahead and shoot him? My character is kind of a jerk and I can't imagine him putting up with a little centaur latching on to him.
170 comments
While quests (with the exception of the last one) are perfectly playable the whole map is very big and very empty.
For someone like me who likes to explore everything it was a f***ing chore. In the end (with one exception) all the places I explored I would revisit later, through quests, and the one exception was just lonely truck with some boxes.
While you can get a lot of stuff robbing NPCs (half of them have houses full of unowned stuff), you meet only a token few enemies in Newark, so no much fighting to talk about.
Notable location was the Morgue, it was done almost perfectly (again with the exception of too much stuff to be found - I think I got there ~40 human blood packs and comparable number of Rad-Aways).
Empty, boring, vast, with quests that want to waste as much of your time as possible and they are boring.
Spoilers: New York doesn't exist. The hotel has a hidden door and is an unfinished trap.
Fhank Uou Adam for this mod. If it's your baby (as you say in post msg), please use a condom next time.
Before reaching those parts I'd also earlier found "USB" ghouls (who had nothing to say/do), an army of mutants (who were defending, er, nothing). Yet more doors to empty rooms or void spaces, or were just locations mostly woefully underdone, and frankly meaningless.
Some buildings aren't even solid, you just run straight through walls etc. And all of this is made infinitely worse by an extremely poor and seemingly not in the least play-tested quest design (or related info, prompts, triggers, mapmarkers etc). Pretty disjointed first-draft stuff.
Don't get me wrong, if this was a test/alpha, I'd be here to cheer it to the rafters and say keep up the good work! But issued 6yrs ago as a supposedly fully working quest mod it's a huge fail. Sadly another typical Nexus example of a grand ambition which bit off far more than it could chew, and thence abandoned, leaving behind (I'm sorry to say) a raw muddle that is definitely NOT what it purports to be. A real shame.
So sorry for the delay in responses.
Victor won't go with you until you give him bad news that comes from the Red Successor quest.
The Red Successors are within the iron bound library, but they only spawn during certain hours.
Hope that helps!
Adam
I think there *is* a way, but it's a bit complicated, since Bethesda doesn't like assets from one game being used for another.
Also, if you play on Steam, there should be a way to "run" Fallout 3, but as if it was running on an older OS.
I forget the exact setting to change, but that's how I play on my Win10 computer
(also, he respawns and follows you, so if he dies, then you play for several in-game days, he'll come back)