Fallout 3

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Rackhim

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Rackhim

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177 comments

  1. prspence
    prspence
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    For reasons that I don't understand, this mod made it impossible to see mines on the ground.  This also made it impossible to travel to Minefield and not get killed.  This is a good example of why it's best to add mods one at a time as one plays the game. Of course, there is a console command that mitigates that but that defeats the purpose.  Once again, I made a burnt offering (without blemish. Don't forget that.) to the God known as Todd but to no avail.  Sounded like a fun mod despite its bugginess. 
  2. odin4905
    odin4905
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    This was pretty cool. I am not smart enough (or even close to patient enough) to do some of that searching on the main map for Paul near the end of the mod. Even when using cheats to super speed run all around the area, I nearly gave up before the quest suddenly updated. The rest of the mod was fine to me.

    It leaves you curious about the secret society Holmes was part of. Maybe the mod author planned more mods with them. The author has been inactive on this site since 2009, though, so we will probably never know. Oh well.
  3. KresoX
    KresoX
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    Reading the previous negative comments I was a bit reluctant to even try the mod but, as it turned out, it is actually quite a good and fun quest mod. Sure it has a few issues but nowhere near what one can read in some of the rants in the posts below.
    (1) As the mod author writes in the description, this mod causes the eyebots to stop moving around; they just hover still. Similary, I've noticed that some deathclaws also just stand still (though they will attack if they notice you), some Enclave troops around Old Olney likewise, as well as troops deployed with the help of Portable NPC Spawner by diernayr. Whatever the cause for this sandboxing issue may be, it does not influence the gameplay of the quest, and after you're done with the quest you can simply remove the mod and the issue is gone.
    (2) I've found Paul's dead body hovering about 2-3 meters in the air. Obviously a bug, but what's really creepy is the fact that the corpse is still blinking
    (3) The first time I was supposed to meet Holmes, he wasn't there - I've come to the diner right in the middle of a deathclaw attack so I guess he ran away and got stuck somewere, or just disappeared. It's easily solved - just load the previous save and take care of the beast right away so that Holmes doesn't run away and/or disappear.
    (4) There were some whiny comments about not being clear what the "big road north" was supposed to mean. Well, it takes a second to open the map, take a look at the NE part of the Wasteland where this mod's story is happening, and see what is - beyond any doubt - the one single "big road north". So don't get discouraged by that sort of comments.
    (5) This mod overlaps with Ruins of Peach Creek by Kazakovich. The simplest thing to do is to remove that mod while playing Darkness.

    There, just a few fresh pointers to players out there. Endorsed!
  4. holliep542
    holliep542
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    Hi Im having a problem with the mod. I have gone to the underground lab, gotten the note off the terminal, but when I go to the diner and talk to Holmes there is no other options apart from buying and repairing? How can I fix this please I would like to proceed.
  5. Nofsdad
    Nofsdad
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    Shame this one died. It had some real potential.
  6. kalixx1
    kalixx1
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    This is the most bugged quest mod I have ever seen.

    Dialogues being not activated with many npc.
    For example in the underground base if I use the terminal at the lowest level before I use all the others will result the next quest won't be activated, which means Holmes won't talk.

    In the base near 'Greener Pasture Disposal Site' nobody talks. Don't know the reason. I lost patience there and deleted the mod.

    Also the directions are very annoying.
    I don't see the point not to put a mark on the map.
    It's not fun to spend an hour trying to locate something.

    It could be fun like in Puce Moose's mods but not like here.
  7. plectrius
    plectrius
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    Hi, The terminal had 2 quests (finding deathclaw hand an molerat meat), what are we supposed to do after that ? Or it's a bug ?
  8. jack0spadez
    jack0spadez
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    My only problem, is that it is too short.
  9. Synel
    Synel
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    On the second part of this mod (having given the data to Homes) Sgt Peterson does not have any dialogue. Once you enter the base having used the uniform to get in he walks up to you, says "Who are you and what the hell do you want" or something along those lines and than the dialogue closes. The mechanic who you need to help still seems to have the quest, but, again, since Peterson has no dialogue you really have no idea where to go. I read the guide so I had an idea but that's not exactly a good thing.

    Also the doctor who offers the second method of getting clearance has no dialogue as well.
  10. 123rune20
    123rune20
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    @pcmodhouse Please PLEASE tell me you actually read the title of the mod?