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122 comments
" For people wanting to know if any of my other mods are merged please take a look at the list on whats merged and whats not, under the "DOC" Tab near the "Videos" Tab of the mod. "
I did re-download - MANUAL - and tried it. The same BUGS / CTD still happen.
The Mutant Camps by Tenpenny and Robco cause corupted saves IF I KILL THEM.
- I have no choice if they attack and thus afterwards - game is useless.
I also found other places that would cause CTD's and/or corrupted saves after "killing" - "taking over" and such.
IE:
- Around the outskirts of Megaton
- Rivet City
- Citadel
- A couple of Quest Fallout Bunkers
- Little Lamp Post.
and a few other areas as well.
Sadly - unless this is updated - it's basically useless, as it's seriously corrupted / buggy / broken.
The Mutant Camps by Tenpenny and Robco cause corupted saves IF I KILL THEM.
- I have no choice if they attack and thus afterwards - game is useless.
I'll be happy to supply my MOD LIST if anyone is here and cares. I understand it's been 2 years since the last update and such.
Thanks for the work - it added to the game until I had to install the Widget at Robco and the Mutants were causing a SAVE GAME ISSUE.
IE:
- Around the outskirts of Megaton
- Rivet City
- Citadel
- A couple of Quest Fallout Bunkers
- Little Lamp Post.
and a few other areas as well.
Too many to list at this point ... so it's sad .. but this mod needs a "REBIRTH" (Overhaul).
I gave it another chance ... with all MODS removed, talk about a P.I.T.A. and found it was *NOT* a MOD CONFLICT, as there were no mods to conflict with.
BOTTOM LINE: AVOID
I am beginning to wonder if something happened to FO 3 that caused certain mods to no longer work?
JIP's Follower mod is no longer working as is their Select Fire. These simply will NOT even install by any means at all: Manual - NMM - and Vortex.
- Go check out the JIP mod pages and see that I am not the only one.
So .. the question is and I have no answer at this time:
- What happened???
Hopefully a fix can be found so we can experience the effort you put into this mod more seamlessly...
Besides that, once again it seems like a cool mod.
"Quantity, not quality" the modder
Btw, FO3edit found 553 ITMs in this mod, and one enclave NPC placement ref that doesn't carry forward Broken Steel changes. A couple of other red-flags seem to relate to car positions that FO3, Broken Steel and Rebirth all have slightly different, but prob safe.
Also note Sea Overhaul is clean except it undoes Broken Steel's clean water changes to the Basin. By contrast, I find Pitt Expansion had 61 ITMs & 48 UDRs (but I previously played it just fine before I ever used FO3edit, so seems benign, some might be on purpose).
[ACRE:2801217E] (places LvlSupermutantGun [CREA:0003A6FD] in GRUP Cell Temporary Children of [CELL:00000D93] (in Wasteland "Wasteland" [WRLD:0000003C] at 15,-16))
If I delete that one entry I'm once again able to save the game. I'll keep using this for a time being and if I have any more issues I'll post something.
Edit: Heading west out of Fort Independence the game crashed. Disabled this mod and no crash. Turned it back on to be sure. Crash again. Now I'm not saying it's solely this mod to blame but in my use case this mod is being problematic.