File information

Last updated

Original upload

Created by

Team Silent Pizza

Uploaded by


Virus scan

Some files not scanned

About this mod

Journey to Maddox Island in the Chesapeake Bay, in search of riches and new technologies! Meet new people along the way and discover the secrets that the island has in store.

Permissions and credits
NOTICE: The 2.4.x series of updates will be the last version that is released. It's time to move on. Thanks to those of you who gave this mangled mess a chance!

Thanks for pushing this mod over 3,000 downloads!


Looking for the Tale of Two Wastelands edition?
You can find it over on the New Vegas Nexus!

Stuck on a certain part of the main quest?
Check out the wiki page here!



If you use an ENB, you will notice janky behavior from NPCs during what are supposed to be scene transitions. Washington's Malevolence makes use of imagespace modifiers to set up story events (the most noted one being the initial encounter with the Enclave at Paradise Falls) and while using an ENB, you will notice NPCs being disabled, moved around, etc. This is totally normal behavior that the player should never see. If I knew how to get ENBs to play nice with the modifiers, I'd be all over trying to get them fixed! As it stands right now, I can't advocate using ENBs with this mod for that purpose. If you want to use them, you use them with the understanding that this is a known issue and there's really nothing I can do about it.

Thanks for your understanding and I hope you enjoy Washington's Malevolence! -Adam, Team Silent Pizza


"Nor thieves, nor covetous, nor drunkards, nor revilers, nor extortioners, shall inherit the kingdom of God." ~1 Corinthians 6:10, KJV

Washington's Malevolence is a DLC-sized quest mod that enables the player to travel to Maddox Island in the Chesapeake Bay, in search of the old Rocky Cape Bank, a pre-War bank said to house untold riches. Along the way, the player will get to explore the island, visit several new locations, and meet different people from different backgrounds that will shape and mold the events that take place during the player's visit.

This project has been a self-built labor of love for the past 5 years of my life. Without the help of a great team of voice actors, this project may have never seen the light of day.

(In fact, this project was stopped completely several times, the longest stretch being about four months, due to rocky events in my personal life. But enough about me!)

I'm proud to finally release this thing out into the open; I'm very excited to share the story of Maddox Island and its inhabitants with you, the player.

Watch the original teaser trailer HERE!


As this project has been in development for so long, there may contain locations, names, and events that conflict with established canon from Fallout 4 and Fallout 76. This mod is MOSTLY NOT LORE FRIENDLY, and will likely contain elements that conflict with the lore of the Fallout universe as it stands today.

The project was initially completely voiceless; however, after some consideration, I decided I would attempt to get as many of the roles voiced as possible. Some roles are as of release un-voiced; only a few roles were left that way because I couldn't find anyone to do the voices for them.

Plus, I have been working on this for a few years as a spare-time project; I will do my best to offer support but I cannot guarantee I'll be able to answer every single last question. If I ignore a post, I promise it's nothing personal! I probably just skimmed over it and will probably see it again at a later date.

You will not be able to travel back to Maddox Island upon the completion of the main quest until the release of the Project ZDIS expansion.


There are quite a few people that I cannot thank enough for helping my project realize its potential! (listed in alphabetical order, current as of 10/1/2018, list subject to change post release)

  • Christopher Hedley - Aiden Lorenzo, Ralph Moritz
  • Cynthia Sabangan - Bethany Moore, Elizabeth Goldman
  • Dakota Myers - Holden Bailey, Ian Horner
  • Isaac Bernstein - Simon "Shilling" Deegan, Rallen Jones
  • Jack Evage - Lane Newman, Noah Newman, Steve Newman
  • KSH Hunk - David Moore
  • Marshall Garrett - Diggory Virgo
  • Richard Bowen - Louis Beck, Brent von Hartman, Albert Young, Travis 'Tank' Sivart
  • Ryan McGillvrey - Danny Culver
  • Scotty Lorenz - Felipe Falconetti
  • Vaughn Johseph - Darrell Williams
  • XBL:Acura TL GTLM - Samuel Dacomb
  • Zed Linger - Marion Baker, Phoebe "Pence" Foley, Julie Horton, Shirley Calderon

Also, a big thanks to Dakota Myers for his assistance with VO recruitment!


  • Fallout 3 ver. 1.7 (there should be no reason to not be updated to 1.7 by now!)
  • Operation Anchorage
  • The Pitt
  • Broken Steel
  • Point Lookout
  • Mothership Zeta
  • Fallout Script Extender IS REQUIRED
  • Although not required, turning on subtitles is strongly recommended due to lack of voice acting for one of the main characters.

You absolutely must have FOSE installed to do anything with this mod as there are FOSE-specific calls in certain important scripts. There is a check in place that prevents the player from starting the first quest, An Apropos Proposal, if the game does not detect a valid FOSE installation.


  • Extract the contents of the .rar file to your Data folder located in the main directory of the game. For Steam users, this directory will be wherever your Steam library is located. For GOG users, this will be wherever GOG installed the game.
  • You MUST add the following to your Fallout.INI under the General section for the custom races used by this mod to work: bLoadFaceGenHeadEGTFiles=1
  • SOME FORM OF ARCHIVE INVALIDATION IS REQUIRED. The mod will CTD upon transitioning to Maddox Island if some form of AI is not in place.


See the changelog section for updates.


  • Any mod that edits the Paradise Falls and Rivet City exteriors. The mod only uses the outskirts of both locations but I list the entire exterior of both locations to be on the (extremely) safe side.
  • Any companion mods. The vanilla companions are dismissed as they should but custom companions must be manually dismissed prior to approaching the second meeting location in MQ00. Extra companion mods may break certain dialogues as well.
  • ENBs seem to break all the imagespace modifiers used in the mod. As a result, cutscenes will look incredibly strange and janky due to how ISMs were used to cover up animation and scene setups.

KNOWN ISSUES (that I probably can't fix)

  • The final run to the sewers on the exterior of the Rocky Cape Bank in MQ09 has poor performance, and sometimes, the game will crash while actually inside the sewer. This is also a problem in the TTW version.
  • Some of the lip sync wasn't generated properly which causes NPCs to start moving their lips half a second after the dialogue starts. Repeated attempts to regenerate did not fix this.
  • In the entry cell of the Rocky Cape Bank, any followers the player may have sometimes have erratic, janky behavior.
  • The ZX-98 Cannon only gives an impact effect when it either hits a NPC or dangerously close static object.
  • The entry level of the Rocky Cape Bank may have performance issues. This is too complex to fix at this point without redoing the back half of the main quest. Apologies.

This is a work of fiction. Names, characters, businesses, places, events, locales, and incidents are either the products of the author's imagination or used in a fictitious manner. Any resemblance to actual persons, living or dead, or actual events is purely coincidental.


Check out the articles that have been written about this mod!(that I've been made aware of at least!)

Eurogamer: Fallout 3 DLC-sized mod released after five years' development
PC Gamer: Fallout 3 mod Washington's Malevolence is a 'DLC-sized quest' for pre-war riches
Comicbook: This 'Fallout 3' Mod Adds a New Quest of 'Untold Riches'