Fallout New Vegas
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Mike Hancho - Roy Batty

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RoyBatterian

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42 comments

  1. deleted59936601
    deleted59936601
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    Is this mod lore-friendly? Would its inclusion blend in well with the rest of Fallout 3?
    1. RoyBatterian
      RoyBatterian
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      No mod is lore friendly, mods by their nature are not lore friendly.

      Does it make any changes to story or anything? No.

      Does it have a bit of an OP quest reward? Yes.
    2. Knuxie
      Knuxie
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      @RoyBatterian 

      A mod is lore friendly if it has lore to back it up... For example, an M2 Browning is lore friendly, because it exists in fallout lore. A modern 2024 Assault Rifle? Not lore friendly, because one never appeared in fallout. 
    3. RoyBatterian
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      No mods are the original authors vision, so not lore friendly. Just because something is in another game, doesn't mean it's lore friendly anymore. Design changes per game. They change the lore for the game.
  2. ibrahimguler
    ibrahimguler
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    I have other mods that modifying DC area of the TTW: Another Interior Mod and A World of Pain for FO3. Is it safe to use it with these mods?
    1. RoyBatterian
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      Absolutely, if you use rebuild the capital, complete this mod first.
  3. gfitz3
    gfitz3
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    Safe to add mid-save?
    1. RoyBatterian
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      No idea, probably not.
  4. Emeraldemper2
    Emeraldemper2
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    So I went to the location to start the quest and he wasn't there do I need to wait for the guy or should he just be there it was my first time going to the location
    1. RoyBatterian
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      Are you sure you went to the right location? He's a quest object so he cannot be removed from the world by the dead body cleanup code.
  5. BaconCatBug
    BaconCatBug
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    So I think I broke this mod with Rebuild the Capital. I stupidly waited to do the quest until later, and as part of Rebuild the Capital you can invest in Roosevelt Academy which changes the cells. The quest marker is listed as "far away". I know this isn't an issue with this mod, it's an incompatibility with Rebuild the Capital, but I thought I'd mention it. I debugged it with movetoqt but I feel bad for ruining it for myself :(
    1. RoyBatterian
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      Yeah I mean, stuff that makes massive world changes is going to have incompatibilities with other mods using vanilla areas.
    2. SirAustin888
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      Just did the exact same thing. 
  6. deleted171259413
    deleted171259413
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    Is there an unvoiced dialogue in this mod?
    1. RoyBatterian
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      No, there are no NPCs with dialogue in this mod.
    2. deleted171259413
      deleted171259413
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      Cool, I assume that's also the case with TTW The Regulators and TTW Another Interior?
    3. RoyBatterian
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      Correct.
  7. jbcapps
    jbcapps
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    I think I ruined it lol.  I went to the National Guard Depot, found a key and went to the bunker and that was it.  I should have started it like normal.
    1. RoyBatterian
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      Well I mean if you cheat open the safes or use some alternate lockpick mods that allows you to pick keyed safes that's kinda not mine or Mike's fault.
  8. l8vD
    l8vD
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    I look forward to play your mod, but, unfortunately the merc doesn't show up behind the Chryslus building. Anything I need to do, i.e. load order, etc.?
    1. RoyBatterian
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      He's in front of the building.
    2. Uberjammer
      Uberjammer
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      You can fix this by going into the GECK and turning the building 180 degrees.
    3. Uberjammer
      Uberjammer
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      Oops!  I'm a moron.  Obviously you can't do that, or the NPCs would be stuck in the walls.  Just rotate the worldspace 180 degrees while using the E key to 'grab' the building so it doesn't rotate.
  9. SciRika
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    A Trail of Crumbs…" ~ A fun, exciting and challenging quest featuring 10 forgotten locations and nearly 4 hours of game play**!

    There's no other asterisks, what's the small print???
  10. bromega
    bromega
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    this is a fun quest ive always had the ttw version of this at some point. i recommend it to everyone.