Fallout 3
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Greggythegreat

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greggythegreat

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33 comments

  1. ReccuringNostalgia
    ReccuringNostalgia
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    I mean Tyranids get wiped before Space Marines set their feet on the ground , but then said space marines are trying to exterimate me , just like with other mod with space marines .
  2. Plasmadose
    Plasmadose
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    • 3 kudos
    Im assuming V1 has the textures because the file for this mod contains everything but a texture folder. Space Marines show appear but have rock textures. Also monsters spawning in Megaton, instantly killing a quest giver. Would of been nice to have this mod running while running around doing the main game but it appears to be endgame nonsense.
  3. spac3cat
    spac3cat
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    how can i fix the textures plz help im new to modding
  4. afiq12
    afiq12
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    One more note, dont add any spawnpoints near or INSIDE settlements, I found Catherine and Tobar gone....seriously. On a side note, add the Imperial Guard please
  5. FARESH
    FARESH
    • BANNED
    • 3 kudos
    i blew up megaton to end the battle but then they were outside the ruins......well its better to have a battle in a desert than a settelment and can you make siege agaisnt megaton and rivet city and make no food or anything come by because of the siege and make qeusts
  6. jkrevanbr
    jkrevanbr
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    i'm downloading outta SHEER curiosity, as some of the comments here state the mod isnt compatible with alot of other mods (and my game is HEAVILY modded, with 30+ files added after the main esm) but i have to see some nids on a fps game...

    Any special recommendations? (as in, load 1st, load last, dont load with x, load with y?)
    <Edit after testing>

    geez, once upon a time Megaton... i played straight out of the vault, and met a few nids where the molerats were supposed to be then entered megaton, had to toggle TGM in order to Try some of the content out. lol

    My thoughts: Pure chaos, simply, i mean, Megaton look'd like a FPS deathmatch map with all those chaos marines, space marines and tau droppin, and of course, the ravener



    My gripeS: might be just me, but the nids and chaos marines had their textures shifting all the time, the chaos marines would start shifting their armor appearance to whatever regular Marine was nearby (Imperial fists, slamanders, Blood ravens, they all popped up)

    they had ABSURD LOOT (i looted EIGHT fat men from a single corpse)

    its fun for a non-sensical bloodfest, but at this state, its impractical to apply it to a "serious" run of the game.

    I endorse nonetheless
  7. rifleman351
    rifleman351
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    • 7 kudos
    @Uytk-

    Are you saying the Space Marines mod changes molerats and the Yao guai? That is NOT ok, that spells CTD, crash city. Why would anyone make a mod that would conflict with MMM? Everyone uses MMM.

    What a bummer, I was going to try this mod. Such a cool concept no one seems to get right.
  8. greggythegreat
    greggythegreat
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    Hmm yes I have just downloaded onto a different computer and the Tyranids look like stone there...

    Its probably just a couple of textures missing, a fixed version should be uploaded soon.
  9. kiander
    kiander
    • supporter
    • 0 kudos
    hiya nice mod
    i have a problem.
    all the armors and weapons look like stone
    seems my game think the textures are missing or something.
    used fomm and i have a archive invalidation invalidated.

    i only installed the V2A nothing else.

    help.
  10. Uytk
    Uytk
    • BANNED
    • 2 kudos
    Anyway, some suggestions:
    1: Please clean your mod using FO3Edit. Any records identical to Fallout3.esm should be deleted. I found records 100% identical to FO3edit. (And check for unwanted deletes as well, too.)

    2: Avoid changing things in Fallout3.esm. I do not play WH40K, and so have no idea what tyranids are, but from what I see, Mole Rats suddenly evolved into hormegaunts while Yao guai became raveners. If you want hormegaunts and raveners, use your own mod itself and add them. Changing things in Fallout3.esm only causes more conflicts, and I really see no reason why they should pokemon evolve into those things. If you DO change things, please mention the changes in the readme.

    EDIT: Played game with mod
    3: Does your mod cause stuff to spawn in Megaton? Please remove the spawnpoints. Megaton is one of the safe resting points of the game, and is used for player housing, and adding enemies does not make things harder; it only makes your mod annoying.

    EDIT2: More
    4: My computer appears to be having problems rendering the textures. The skins change colour repeatedly. Possibly my GFX card.

    EDIT3:
    5: I saw big red exclamation marks when the Tau Pulse Rifle and Tau Rail were fired. Basically, I do not have the textures/meshes or whatever for the muzzle flash(the light when a gun is fired) of the guns. The meshes should be correctly installed, and I use Archive Invalidation. Also, the Tau guns seem to break quite quickly.

    6: One thing I noticed is that Tyranid Raveners are extremely strong. They have a lot of health, and spawn Hormagaunts like crazy. Perhaps this is too early in the project as I know this is a WIP to ask for balance, but the Tyranids basically OWNED everything in Megaton, except for the things I set essential to. The high damage of the hormagaunts does not help either. Is there a way to limit hormagaunt spawning, and can their health be reduced?

    7: Can the guns be made stronger? Just asking

    EDIT4: Endorsed, by the way.