Tale of Two Wastelands conversion is up! It also comes with bug fixes courtesy of DarianStephens. Please show your appreciation and give him kudos if you enjoy the mod.
EDIT: Fallout 3 v1.5 version (with bugfixes) is up!!
Is this mod playable without THAT middle-aged guy -A Dialogue Overhaul mod? I don't plan on using it in my playthrough... How would it affect the dialogue and make it "less rewarding"?
With THAT middle-aged guy -A Dialogue Overhaul mod I basically rewrote most of the player dialogue choices to what I think are more sensible, sometimes neutral and overall better-written lines but that mod is not necessary to enjoy this one.
Alright, first off, AMAZING mod, had a blast going through the changes, almost felt like it's part of the vanilla game without me noticing at first.
But I must say, the key to Dr. Braun's room is infuriatingly obscure. Like, I know the room being empty and seemingly purposeless does indicate that, but that little spot in the back is such a throw off. Guess you really meant it when you mention "More rewarding exploring", huh? Albeit, it did felt rewarding, just... it's embarrassing how much time I spent looking for that overseer key, especially when I though the key was in the simulation.
On that note, how does the "A system that makes the old trial and error sequence inside Tranquility Lane obsolete" work? Is it the failsafe sequence? 'Cause I had to do the trial and error thing to get the failsafe to appear, still.
Anyways, like I said at first, absolutely amazing mod, definitely enhanced the vanilla experience for me, it's not perfect, but heck... it's as great as it can be, as far as I'm concerned.
Regarding the key location, it wouldn't make much sense for the key to a physical place to be in the virtual world, would it? But maybe you thought it was an internal activator that would trigger the door to the office to open? In any case, regarding the location of the key, I guess I am old school and I explore in games like I would in real life so I don't think it's difficult to find if you just slow down and start paying attention to the details. Then again, I created the mod so I might be biased. The funny thing is, it's been so long since I played F3 that I don't remember exactly where the key is so when I play again, I will check by myself how difficult is to find it and maybe adjust the mod but keep in mind that it's supposed to be extremely difficult to find the key because if someone does, Braun is totally exposed and he wouldn't want that.
And regarding the trial and error, again, yes, it is related to the failsafe sequence and you are supposed to read all the extra notes in the terminals and the hidden ones in objects related to Braun and the simulation, if you do, they basically hint at you what to do thus removing the trial and error part. Again, I don't remember the details anymore so I will check for myself when I play F3 again.
Cheers, thank you for your feedback and stopping by :)
Installing your mod causes my game to be unable to exit properly lol might be a conflict with other installed mods will investigate but curious will only enabling when i get to vault 112 quest be ok?
It must be a mod conflict. Never had that issue myself or reported by others.
In general, it's better to install your mods of choice first and then start a new game. It should be safe to install mid-save before you enter or load the cell where Vault 112 is but shenanigans might occur.
I don't recall exactly. I made this mod years ago. But it probably had some logic to it. Check corners, look under furniture, and move objects that can be moved. It shouldn't be that hard. If I time, and I reinstall Fallout 3, I will go through it and find out.
Does your mod have the option to keep the people in the pods alive? Because thats really all I want. Todd Howard is dumb as hell he thinks if you massacre all the residents that is somehow "good karma" sure if they're dead they can't be terrorized by Doc Braun but if you kill Doc Braun only that would have been better. Let them live in a nice simulation, they believe it anyway.
Arguably they been there for 200 years, so I get why they cannot come out they would get sick in 1 year tops like Mr. House when you expose him to germs in Fallout: New Vegas.
There is no option for that. I was kinda trying to staying true to vanilla. This mod was designed in a way of offering a vanilla+ experience in a way that if you install it in someone's game and they are playing for the first time, they wouldn't know this content is not vanilla. I just expanded the backstory and added a few challenges. Maybe in the future an extra option can be added but I don't have time right now.
Then I'm not going to download it. Pointless if I cannot get rid of Dr. Braun. This quest never really had a good moral ending & they don't explain why the Chinese program doesn't shoot you or your Dad or Braun. And your dad doesn't seem to care that you just genocided an entire vault either its just trash Bethesda writing. At least it wasn't as bad writing as Fallout: The Frontier.
Suit yourself, man. I honestly don't really care if you download the mod or not. I made this for myself and decided to share it for free with the community. If you like it, download it, if not, move on.
69 comments
EDIT: Fallout 3 v1.5 version (with bugfixes) is up!!
But I must say, the key to Dr. Braun's room is infuriatingly obscure. Like, I know the room being empty and seemingly purposeless does indicate that, but that little spot in the back is such a throw off. Guess you really meant it when you mention "More rewarding exploring", huh?
Albeit, it did felt rewarding, just... it's embarrassing how much time I spent looking for that overseer key, especially when I though the key was in the simulation.
On that note, how does the "A system that makes the old trial and error sequence inside Tranquility Lane obsolete" work? Is it the failsafe sequence?
'Cause I had to do the trial and error thing to get the failsafe to appear, still.
Anyways, like I said at first, absolutely amazing mod, definitely enhanced the vanilla experience for me, it's not perfect, but heck... it's as great as it can be, as far as I'm concerned.
Regarding the key location, it wouldn't make much sense for the key to a physical place to be in the virtual world, would it? But maybe you thought it was an internal activator that would trigger the door to the office to open? In any case, regarding the location of the key, I guess I am old school and I explore in games like I would in real life so I don't think it's difficult to find if you just slow down and start paying attention to the details. Then again, I created the mod so I might be biased. The funny thing is, it's been so long since I played F3 that I don't remember exactly where the key is so when I play again, I will check by myself how difficult is to find it and maybe adjust the mod but keep in mind that it's supposed to be extremely difficult to find the key because if someone does, Braun is totally exposed and he wouldn't want that.
And regarding the trial and error, again, yes, it is related to the failsafe sequence and you are supposed to read all the extra notes in the terminals and the hidden ones in objects related to Braun and the simulation, if you do, they basically hint at you what to do thus removing the trial and error part. Again, I don't remember the details anymore so I will check for myself when I play F3 again.
Cheers, thank you for your feedback and stopping by :)
In general, it's better to install your mods of choice first and then start a new game. It should be safe to install mid-save before you enter or load the cell where Vault 112 is but shenanigans might occur.
Because thats really all I want. Todd Howard is dumb as hell he thinks if you massacre all the residents that is somehow "good karma" sure if they're dead they can't be terrorized by Doc Braun but if you kill Doc Braun only that would have been better. Let them live in a nice simulation, they believe it anyway.
Arguably they been there for 200 years, so I get why they cannot come out they would get sick in 1 year tops like Mr. House when you expose him to germs in Fallout: New Vegas.
Pointless if I cannot get rid of Dr. Braun. This quest never really had a good moral ending & they don't explain why the Chinese program doesn't shoot you or your Dad or Braun. And your dad doesn't seem to care that you just genocided an entire vault either its just trash Bethesda writing. At least it wasn't as bad writing as Fallout: The Frontier.
Edit: Reloading an autosave in Smith Casey's garage fixed it.