How do I get out of the electrified gates once I have jumped down off the ledge to return the information and cure? I just get shocked by the gates and cannot get out? somebody help?
This is one ABSOLUTELY SUPERB mod... I played many beautiful FO3/FNV mods but this is one of those amazing mods that have a deep and engaging story, beautiful interiors, beautiful exteriors, interesting NPCs, exciting scripted events, thrilling sneaking parts... you name it! It's all there. A few comments below even someguy2000, the author of some of the most legendary quest mods for FNV, praised this mod as one of the most underrated FO3 mods and the one that got him into modding. Now, that's a recommendation! :D
Here's a few more details from my experience with this mod: - not a single crash - all quests working good, no glitches - there are two location overlaps with "DC Interiors" and "Canterbury Estates - Some Ideas" but it's just overlapping doors, you don't have to tcl your way or go pixel hunting, just move your pointer over the door and you'll easily navigate to the correct interior you want to enter; in other words - an insignificant issue - there's one electrical fence that sometimes doesn't open when it should; again, it's an insignificant issue because you can easily just tcl out or unlock via console - yes, there's the "where's the tunnel" sentence that stucks on all NPCs but you can simply remove the mod after playing and that's it, again no big deal I haven't noticed any other issue whatsoever.
For me, the underground train wreck deep below DC is one of the most beautiful scenes in the entire FO3...
Thanks for the reply. I returned back to the exit of the tunnel and low and behold there were now some bodies around, and some nicely placed ambushing raiders ">. These deffinately were not there when I first exited the tunnel. Several in game days had passed between the two visits. Also could the issue be that I found the lower tunnel exit before I even went into the radio complex? I came across it (locked) while looking for a way up.
Anyway it worked now, and I was quite sad at the outcome. I was looking forward to a dashing rescue "> Also the kids clothes can be equiped by my player, slightly odd looking but humorous none the less.">
This mod is not easy to rate. In some parts I like it, mainly for the action. But the "story" has no start. And there are no map markers for the quests. I give up to search for the water pumps and other quests of this mod. This is no fun for me. I finished the 6th quest mainly by accident (wandering through the Wastland). But I can not get rid of the "pocket watch", which weights 1p, after talking to the girl. So I had to edit the mod. But the worst thing of all, it scrambles the whole game with the fuxxing "Would you tell me how to get to the tunnel", which now is in every dialog even in the companion-dialogs! I can not get rid of this! There should have been a clearly warning at the beginning of the readme! That the modder dont care of his mod since over 2 years speaks for itself. Sorry, Can not endors this.
Great job brohamin i'm really liking this and agree with pablosplinter about the voiceacting and the integration would love to see what the final mission is like
I am about half way through the quests in this mod and i have to say that i am really enjoying it so far. If it was voice acted, this would be seemlessly integrated into the vanilla game, and would even be one of the best parts.
hey kidbritian, what you do is once you enter the tunnel proceed forward to the door in front of you. go in, the passage will only let you go to the left. you will see a nonfunctioning console, above it is a switch. this switch turns off the electricity to fence and opens the door on the other side.
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How do I get out of the electrified gates once I have jumped down off the ledge to return the information and cure? I just get shocked by the gates and cannot get out?
somebody help?
apart from me getting stuck the mod is brilliant!
Here's a few more details from my experience with this mod:
- not a single crash
- all quests working good, no glitches
- there are two location overlaps with "DC Interiors" and "Canterbury Estates - Some Ideas" but it's just overlapping doors, you don't have to tcl your way or go pixel hunting, just move your pointer over the door and you'll easily navigate to the correct interior you want to enter; in other words - an insignificant issue
- there's one electrical fence that sometimes doesn't open when it should; again, it's an insignificant issue because you can easily just tcl out or unlock via console
- yes, there's the "where's the tunnel" sentence that stucks on all NPCs but you can simply remove the mod after playing and that's it, again no big deal
I haven't noticed any other issue whatsoever.
For me, the underground train wreck deep below DC is one of the most beautiful scenes in the entire FO3...
Anyway it worked now, and I was quite sad at the outcome. I was looking forward to a dashing rescue "> Also the kids clothes can be equiped by my player, slightly odd looking but humorous none the less.">
But the worst thing of all, it scrambles the whole game with the fuxxing "Would you tell me how to get to the tunnel", which now is in every dialog even in the companion-dialogs! I can not get rid of this!
There should have been a clearly warning at the beginning of the readme!
That the modder dont care of his mod since over 2 years speaks for itself. Sorry, Can not endors this.
DC Interiors are crash on entering with this enabled, for example.
btw, i couldn't get out of the electric fence either, the switch would not deactivage it so i had to use the console
If it was voice acted, this would be seemlessly integrated into the vanilla game, and would even be one of the best parts.
I have given it an endorsement. Excellent stuff
Brilliant quest line. Too bad it isn't finished yet and probably never will.