Fallout 3

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Vegaswanderer

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  1. hcbigdogdoghc
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    As per my comment from last year, this edit from this mod is messing up the blowing up megaton event, causing it to be no explosions when you press the button. Removing this edit via xEdit fixes the effect.

    Why is this edit here?

    
    1. vegaswanderer
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      It's being a long time since I made the  mod. I honestly don't remember. But if removing that edit fixes it, then problem solved.
  2. TrickyTrack00
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    Early 2023 review: overall good enhancement and answer to old question - where do settlers take new food? Some places have deeper and more nuanced work, like Little Lamplight settlement and, of course, Museum Of History re-worked section. Adding new ghoul farmer with pretty decent voice acting is also plus and keep you immerse in game world.
    But some places for crops still make wish it was implemented better, like crops in Paradise Falls and near Dukov's Place. They don't feel natural and out of place in mainly dead environment and some replacement would be an improvement.
    In the end, I must warn potential users that this mod will conflict with Enemies Of The Wastes because main hub where you'll recieve new contracts uses the same spot as a crops near Megaton. So I suggest deactivating "Farms of the Wasteland" until you finish mentioned quest mod.
    Should you try this mod in 2023? Yes, if you need this kind of addition to Wasteland's cities and settlements. 
    Endorsement from me. 
    1. vegaswanderer
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      Thanks for your feedback. Fallout 3 wasn't designed with farms in mind so the structure of the different locations don't make room for them so I had to adjust and do the best I could. Next time I play Fallout 3, I might go through the mod and make some improvements. But, you know, having time and all that.

      Thank you for playing!
    2. TrickyTrack00
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      @vegaswanderer
      Of course, your additions are still appreciated nonetheless. 
      And thank you for your project! 
    3. hcbigdogdoghc
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      This mod and Enemies of the wastes are compatible 
  3. laclongquan
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    What the description dont tell you is the Museum History's Lower Hall is rearranged for the ghoul indoor farms, pretty nice place and new feel for players too used to the dank and dark lower halls of yore. This is the reason I use v20 instead of 12 EVEN THOUGH I like unfenced look better.
    +++ Side note: Lamp Light farm molerats~

    Also William's voice is pretty nice.

    vegaswanderer: If you have spare energy for rearrangement, please add much more lighting source for MoH Lower Halls. Indoor plants would have need of it. I know current lighting is pretty good, but honestly, it's inside a concrete/mable structure, no light source otherwise.

    Also, please consider four farmers (Underworld, Rivet City, Megaton, Tenpenny Tower) doubled as a fresh produce seller (apple/carrot/pear/potato/mutfruit/crunchy/wild and refined punga fruit) Just one unit each type is fine, since the wide variety compensate for that. They would be generic "produce sellers" with that common inventory.</p>
    1. vegaswanderer
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      I'll consider your suggestions for a future update. To be honest, I am and have been very busy in the last few years. I still want to keep modding but I barely find any time as of late. The original plan was to add a couple of more farmers here and there with nice voice acting that would add to the atmosphere with lore bits but for now, that would have to wait.

      Thank you for your kind words and for stopping by :)
    2. streetyson
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      If you do ever update, note ghouls don't absolutely need regular food & drink to survive (though they still like it) but you could role play the crops for making drugs & alcohol, as they do take drugs and do have a bar. The bigger issue is raiders are cannibals, and of course raid for all their food and everything else anyway - that's their whole thing, they aren't farmers, they're raiders. Maybe instead of crops you could give their locations a couple of extra hanging corpses, bathtubs/fridges, bloody tables and knives/rippers - like the stuff you find in a certain locked location you have to uncover during one of the game's vanilla sidequest stories.
    3. vegaswanderer
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      Hi, streetyson. You are mistaken. Ghouls need food and water to survive. The plot of Fallout 1 literally revolves around the vault dweller acquiring a water chip, the only working one being at a Vault inhabited by ghouls. If you don't fix their water pump as an alternative, they die of thirst. Also, a trapped ghoul in Fallout New Vegas said he had to resort to eating radroaches to survive. So I would take the child in a fridge in Fallout 4 as a Wild Wasteland event and a joke, even Pete Hines said that event should be taken just as a joke, the same applies to the ghoul in a coffin in Fallout 2.

      Regarding raiders being cannibals, there is no evidence to state that all raiders are cannibals. Some sure, but not all. In any case, there is no way you can survive on cannibalism alone so they would definitely need to grow their own food, even as a suplement.
    4. streetyson
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      Well, given how much Bethesda keeps rejigging all the lore, you shouldn't base things on a waterchip in FO1, nor one FNV ghoul who may have been lying, speaking metaphorically, or about before ghoulifying, or they needed the roaches' rads for regeneration.

      I assure you I'm not mistaken. For despite the wiki saying ghouls needing food & drink, it then quickly contradicts itself by admitting its not just FO4's fridge kid, in FO2 there's two examples of ghouls trapped for at least months with no food or drink. And anyway there's many in-game dungeon crawler examples of ghouls found in obviously closed spaces for vastly long times where there's little or no food or drink. And the simple fact they're in Underworld all this time with mainly just booze & drugs proves what FO3 thinks about their main needs. The only logical conclusion is they don't absolutely need food & drink to survive, but still like it.

      But here's the clinchers: ghouls (at least in FO3, as stated by MARGoT) give off no body heat, thus can't have a digestive physiology. And their flesh is necrotic (i.e. dead) so there'd be nothing to nourish anyway. Sorry. Most you can argue is ghoulification may be a very extended, slow process, and for many years ghouls may still want for decreasing amounts of food & drink while they change.

      But you needn't have been so defensive for my suggestion wasn't to attack your mod, but aimed with the same purpose as yours in deepening the FO3 immersion. For they're never interested in food & water in Underworld (even aqua cura is only for a wonder cure, not thirst), hence my suggestion for the crops & water being used to make what they consume in game - booze & drugs.

      And you miss the point on raiders - they are primarily cannibals, and they're also called raiders because they raid for their needs. They simply aren't going to farm for it - they'd raid farms for it. What you've done so far is making them less-immersive, less raidery. Hence my suggestion instead of cropping to have more places and stuff to butcher and store human remains, and other booty.

      I hoped you'd appreciate I was merely trying to suggest, if you did ever update the mod, these are all ways to increase immersion.
    5. vegaswanderer
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      The only logical conclusion is that Bethesda was lazy or simply they didn't even think about people and ghouls needing food until New Vegas showed Bethesda the way. After New Vegas, Bethesda included farms in Fallout 4  but never did in Fallout 3 simply because they were not looking for immersion, just for a theme park action experience. They never treated Fallout 3 as a real living world, but as a shooting range with mutants.

      So, yes, you are totally wrong. And you cannot cite Underworld as proof for anything because the rest of the people in the Fallout 3 wasteland also don't have access to reliable food sources (minus Rivet city and not that much even) so according to your logic, no one needs to eat. And even if ghouls don't give off body heat, that doesn't mean their body hasn't adapted to digest in a different way (I mean, ghoulification is basically magic at this point but in theory, there should be a scientific reason, it's just the scientist of this universe don't know how to solve this puzzle. They might make conjectures about it like Margot, but they haven't discovered all the pieces to make sense of it).

      And again, Fallout 1 was the beginning, it established the rules of the Fallout universe, so yes, I can totally cite it as evidence. And again, why would the ghoul in FNV lie to you about being desperate and having to eat roaches? It doesn't make sense. So I will go with that logic instead of Bethesda's goofiness or Fallout 2 silliness (Fallout 2 is famous for its constant references and absurd humor so citing that as a reliable source is dubious at best, and I already mentioned those two examples to you before as proof of this humor that is closer to playing with Wild Wasteland in NV).

      Regarding the dungeon crawlers, those are not normal ghouls, they are feral, and they are in tunnels with rats, roaches, and other creatures. It is implied they eat those and because they are feral, they probably don't need much sustenance, they probably can survive for long periods of time with little food, plus they can go to a kind of hibernation state as they do in Fallout 4 to save energy.

      Next, I really don't think raiders live only off raids. They would starve because basically, they are not strong enough to attack settlements (which in vanilla don't even have farms), the random odd travelers they can kill don't have enough food or cannot feed them for a long period if they are cannibals and they don't have control over any small settlement which they can get a tribute from so one would think they need some stable resources, even if they do in fact raid. Vikings raided for a living as well and they knew about agriculture. One thing doesn't negate the other. Some of them might be cannibals too but that doesn't make all of them cannibals. That's just your take on it.

      And finally, the official wiki agrees with me. Case closed.

      So If I ever update the mod, I will keep the immersion going the way I think it should be done, because it's the most logical one.
  4. jjb54
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    So I'm guessing that this is just visual only and that the crops are just "eye candy"?

    As I have found one cannot harvest anything.

    Thanks!
    1. vegaswanderer
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      It's there for immersion. Basically trying to answer the question of what people eat. A more skilled modder could probably implement some kind of interactivity with the crops. However, I don't have the time for that, sadly, but anyone is welcome to create that as an update and I will gladly update the mod here with that version ;)
    2. jjb54
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      Thanks for the answer ... still a great mod .... and makes the game make more sense!
    3. vegaswanderer
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      You're welcome!
  5. hcbigdogdoghc
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    This mod is somehow making it so that your follower can't enter megaton (from the main gate). 

    So when I enter megaton, my follower won't enter, and I have to press t and wait for my follower to show up.

    Still the case with only this mod active. 

    Not sure why seeing that this mod doesn't edit the megaton worldspace at all, just the outside.

    edit: Also messes up (kinda) the blow up megaton quest with this mod active, if you choose to blow up megaton, you won't see the nuke explode on tenpenny tower, only hear the sound
  6. ebinmemes462
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    Anyone else getting the plants changing colours at different distances? 

    nvm archive invalidation fixed 
  7. laclongquan
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    Thank you vegaswanderer. This add some much needed green color to that desolate wasteland.

    A suggest for future update, please: Arefu and Citadel.

    Arefu is a small community but still 3-4 times bigger than Grayditch. So they need maize and mutfruits much more.

    Their location is on a big highway, so I suggest add a bunch of barrels holding soil for the maize and mutfruits. it's tougher than other towns because you have to add more items but that's the logical design for that location.

    And a tiny, tidy patch of green outside of Citadel, maybe on the riverside? Like, some labour can very make them there and sell to BOS personels inside. This should be easy since it's like other towns.
    1. vegaswanderer
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      Thanks for the feedback. Those are good ideas. I'll see if I can implement them when I have the time. 

      Cheers
    2. laclongquan
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      On Arefu, if you feel rust barrel for plants is too much problem, I can suggest an alternative: using the normal design you have for ground and plant, and place them directly under Arefu, which are on height. The first time I visit there I was under so see noone despite at the dot on the map.

      On Rivet city, i dont think one or two patch of fields will satisfy the biggest town in capital wasteland. You can add one or two extra field covering such location (on the other side of bridge tower on the proper land, more on the hangar deck because all those empty space there, and the other door of market that overlook the broken bow). Think about it: it has plenty of natives, and plenty of visitors. Of course it need more crops than other towns.

      Extra locations: Northwest Seneca station and Meresti trainyard proper. These two small fields are to supply the community of The Family. Just because they are vampire and can survive on blood doesnt mean they dont eat normal food, especially when they are not cannibals. Why these two locations? because Karl has biggest inventory in CW to sell and Murphy sell his unique Ultrajet, both worth a trip to visit.
    3. vegaswanderer
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      Thanks again for your valuable feedback. I'll think about those changes. They are good ideas ;)

      Cheers
  8. twokeykneenumb
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    Hello and good day, this is one of my must have mods in FO3 and will never leave my load order because of how it adds more realism and immersion to the game. :)
    It's just that I run into a bug which, if I choose to make Megaton explode during the power of the atom quest, the explosion and dust clouds won't be present if this is active in my load order. I hope that this is only an error on my end, though if this is also the case with others, then I hope it can be fixed soon.
    1. vegaswanderer
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      Thank you for your kind words :)

      Regarding the bug, nobody else has reported a similar issue but I'll have to check myself since I rarely if ever, blow up Megaton. I don't know how a few crops could affect the explosion but who knows XD. I'll check on my next playthrough but it will probably be a while since RL keeps me real busy these days.
  9. cybermouse2
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    Great work. Kudos.
    .
    But a few questions.
    .
    Can you change the color to be slightly darker?
    Like normal grass maybe?
    I find strange how bright they are compared to normal plants.
    -
    Also, on topic, there's only one type, right?
    But you plan to add more if i read right? And more NPC's?
    That's great! Wonderful idea. Thank you.
    If i may be bold i suggest create some patterns to the NPC farmers?
    Like type one, type two, etc...
    And then you can just change the skin and plug and play in several places.
    And if later you want to make one unique is just change that guy.
    That should make your work easier.
    .
    And another comment.
    Every (or almost) plant in very neat perfect lines?
    Can you make so they are not as perfectly planted anymore?
    You know, not everywhere - and not in river city, for sure - but i know there are places they should not be in such straight line, right?
    Just move some slight to the right or left in the same line, at random?
    -
    Again, about Rivet City, i loved the idea of making those bigger.
    Can you make so they have three sizes?
    Like, in some places crops are smaller, but in others crops are slightly bigger?
    Those NPCs farmers could talk about it!
    And River city could be those HUGE crops there, but also other smaller in a separated area (like some are still growing)
    .
    You can't walk through the crops, but maybe you should?
    Or make so the areas cannot be entered?
    Just to avoid possible bugs / NPCs getting stuck...
    I don't know, i don't think is a problem now.
    But it could become one in some cases.
    You should really think hard about clipping everytime you add something to the game.
    And you're adding a lot of stuff...
    .
    Maybe transform they in containers would made possible for you or other people add food inside later!
    Not player owned, of course.
    And containers are a simple thing to do.
    If people want to bother to create scrips to respawn food or whatever that's their problem, i'm right?
    .
    That brings another thing.
    Sometimes crops grow in the wild.
    They just do, but it's not common and they never in great numbers.
    Will you add some of those around the wastes? Like one or two lost?
    If so it should happen around water and in places close to spawns of natural animals?
    .
    Finally, again, thank you.
    1. vegaswanderer
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      Thank you for stopping by, cybermouse2 and thank you for the compliments.

      I'll try to answer your questions as thoroughly as possible:

      1. The assets I used were created by another author who uploaded them as resources to the nexus. Can the colour be changed? Possibly, but I feel it's fine as it is and I've never dabbled in visual modding before. It's also not really a priority for me. When I have time to upload the mod, I'll concentrate on adding new characters instead. I think having farmers tending the crops have a bigger impact in the mod overall.

      2. There is only one type, yes. In-game world explanations, you can rationalize it that due to radiation in the Capital Wasteland, this is the only crop that grows effectively and hence the one farmers tend to grow.

      Farmers already have a routine, they will go and tend the crops sometimes.

      3. You have a point about being perfectly planted. Maybe I'll change that. On the other hand, that's a clear sign they have been planted by humans/ghouls. That's how plantations are in real life. So it makes sense they have a structure.

      4. Maybe I can add variety in sizes here and there, especially in Rivet City. That's a good point. I think I tried back in the day but it simply didn't look good and didn't make much sense either (If they are planted at the same time, they should have the same height and size).

      5. I have to look into the clipping. Maybe it's best to deactivate their solid state as you said to avoid companions getting stuck although it never happened in my playthroughs.

      6. Too much work. Transforming them into containers was my first thought but I didn't know how to do it at the time and I still don't but I think it shouldn't be that difficult. However, at this point, I would have to go back and change each and single crop's status, one by one. Not worth my time, sorry. The crops are only there just to add to the atmosphere and credibility of the setting. I think that's enough.

      7. This is a great idea. It never occurred to me to add crops in the wild. Here I could make them in different sizes since they grow at different rates and maybe try to implement them as containers so the players can get something while exploring. Maybe around bodies of waters makes the most sense, as you wisely suggested. Thank you!

      :)

  10. ronyalan
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    mods like this make the game much more alive.

    must have

    10/10
    1. vegaswanderer
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      Thank you so much for your words. I appreciate them :)
    2. deleted86523568
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      Literally more alive ^_^ When you look at the vanilla FO3 world vs FO1, 2, NV and 4.. you just ask "WHAT DO YOU PEOPLE EAT? Brahmin Steaks and dogs??" 10/10 Immersion, logic, Fallout.