Showing posts with label Fallout 3. Show all posts
Showing posts with label Fallout 3. Show all posts

June 26, 2014

Fallout 3 - Cut Content

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PIP-BOY Icons

The following are unused alternate icons for some weapons, intended for some sort of HUD pop-up.




Throwing is a skill from the first two Fallout games, which in Fallout 3 was consolidated into the Explosives skill to simplify gameplay. There are Pip-Boy images in the game's texture file which reveal that it was planned to return at some point before ultimately being cut. The image intended for use as its skill icon was later used in Fallout: New Vegas for the Heave, Ho! perk.

Fallout 3 cut content refers to content in Fallout 3 which was cut from the final version of the game. Most of it can still be found in the game files but is inaccessible within the game itself. The equipment can still be obtained by use of console commands.

Quests


Infiltration
a main quest in Fallout 3 which was cut from the final game. Its quest stages can still be found in the game files but beyond that there appears to be nothing left of it. In this quest, the player was supposed to enter Rivet City through an underwater hatch, acquire the energy source of "the prototype" and return it to Scribe Rothchild in the Citadel. The final objective was to meet Elder Lyons in his study.

Last Rites
Taking place after Take it Back!, its purpose is unknown, since all traces of its existence and form are deleted from the game files.

The Wasteland Survival Guide
At some stage in development, the Wasteland Survival Guide contained another quest stage. The player's objective would have been to print the books at Hubris Comics and return them to Moira (who at this point was apparently still called "Lea") as part of the work on the last chapter. This makes Moira's remark in the final game that it's cynical of the player to assume she would require such a dangerous task of him/her doubly ironic. Judging by its editor ID, the mirelurk bait grenade was also intended to be part of this quest. It was most likely to be used for the mission at Anchorage Memorial.

MS07
The quest, which involved Sarah Lyons, was completely removed from the game along with almost every trace of its existence - with the exception of a strange disk intended for use in the quest.

Radio Station

Tenpenny Tower radio
A radio station cut from the final edition of Fallout 3 at an unknown point in the game's development. Several lines of dialogue that were recorded for the station still exist among the game files and can be accessed with the G.E.C.K. The DJ for Tenpenny Tower radio is described in the script notes as someone "trying to sound like a radio celebrity." Quotes:
  • "Thank you for listening to Tenpenny Tower radio service. Brought to you by Allistair Tenpenny."
  • "This is Tenpenny Tower radio!"
  • "You're listening to Tenpenny Tower radio, the sound of progress!"
  • "This is Tenpenny Tower radio, music and inspiring talk for forward thinking people."
Allistair Tenpenny recorded several proverbs and maxims for broadcast on Tenpenny Tower radio for a feature to be called "Tenpenny Truisms". The Truisms:
  • "The poor man wishes for prosperity. The rich man makes his own."
  • "We must turn our thoughts away from that which is imperfect and impure."
  • "On that vast plain of dust we will raise new cities, and like the Phoenix spread the wings of new life and take flight!"
  • "Never wonder for a moment if you are worthy of the benefits you possess. Rather wonder always if you have utilized them to their fullest."
  • "All men were created equal. Not all men remain so."
  • "The beggar must lay down his cup, for a man needs both hands to grasp the future."
  • "Let us release our fears of the past into our hopes for the future!"
  • "The poor man wonders why he is poor. The rich man knows why he is rich."

Characters

Tuck Johnson
Tuck &  Karen Johnson

was abandoned some time during development prior to the Andale-based unmarked quest Our Little Secret being completed. Little remains implemented with regards to the non-player character, but remaining AI packages and code snippets lend clues as to his intended role within Andale. The character was to be based primarily out of his house (location not specified) and would proceed about a normal routine. It is not clear if any special conversations were to be available between him and the Lone Wanderer, but remaining dialog and conversations in the associated packages for Andale residents have him responding to the Lone Wanderer in a friendly, welcoming manner.

Susie Mack (as a child)
While Susie doesn't appear during the birthday party in Growing Up Fast, her unused 10-year old model exists in the G.E.C.K.

Christine Kendall (as a child)
While Christine doesn't appear during the birthday party in Growing Up Fast, her unused 10-year old model exists in the G.E.C.K.

Karen Johnson
It appears that Karen Johnson was abandoned some time during development prior to the Andale-based unmarked quest Our Little Secret being completed. There is another cut character with a similar name in the game's files, Tuck Johnson, presumably her husband. Karen Johnson and her husband were most likely one of the other "families" living in Andale. This is because it is said that four families survived the great war in Andale but in game there are only two "families".

Little Toe
Little Toe is a barely functional man wearing metal armor. He was to be a part of the Replicated Man quest and had a connection with another character, Trigger. Along with Trigger, he was removed from the game.

Meat (non-player character version)
Meat is a friendly glowing one that can be found in The Chop Shop in 2277. There is still a non-feral, non-player character version  of Meat in the game files.

Paladin Northup
Paladin Northup
Little is known about Paladin Northup, other than he was going to be part of the Brotherhood of Steel and that he had a few unique lines of dialogue. His internal name places him in Chesterbrook, PA.

Rock Crick hunter
Rock Crick hunters can only be added by console commands on the PC. If placed in the game, Rock Crick hunters will talk about hunting yao guai with each other, and if spoken to by the Lone Wanderer will eventually mention that "there's a 'Guai den to the north." Which area they are referring to is not specified beyond this.

Their editor IDs (FFDRockCreekHunter01, FFDRockCreekHunter02, and FFDRockCreekHunter04 through FFDRockCreekHunter07) suggest that they may have been intended to be associated with Rock Creek Caverns in some way. Additionally, the above Editor IDs appear together in a Form List (FFDCRockCreekHuntersLIST) whose only other entry is for Grandma Sparkle. This likely indicates that these are her "boys" who are out "hunting 'lurks" before being cut from the game, with Grandma Sparkle's dialogue the only remaining bit.

Stacey
She is a character that was cut from the final release of Fallout 3, but the game files indicate that she would have appeared in Little Lamplight.

Trigger
He was to be a part of the Replicated Man quest and had a connection with another character, Little Toe. Along with Little Toe, he was removed from the game.

O'Grady
Nothing much is know about O'Grady, but it is known that he was supposed to be a guard carrying the unique police baton, O'Grady's Peacemaker. He was cut from the game.

Creatures

Clancy
Was a named centaur cut from the final release of the game. Although identical to normal centaurs stat-wise, Clancy's internal name associates him with the quest Wasteland Survival Guide. Although he cannot be found anywhere in the game, Clancy can be found in the game files. His reference id is 2d3be.

Manowar tendril floater
Needle Tooth Floater
This new version of a floater possesses an eye in the place of a regular floater's mouth. Manowar tendril floater does not appear in the files of Fallout 3, but can be found in the book The Art of Fallout 3.

Needle tooth floater
This is a new version of a floater that is notably different from the basic version. It resembles a spider, but with a human head. Needle tooth floater does not appear in the files of Fallout 3, but can be found in the book The Art of Fallout 3.

Lamprey floater
This is a new version of floater much like the basic version but the mouth is only on one side and has teeth, and it possesses an eye above it. Lamprey floater does not appear in the files of Fallout 3, but can be found in the book The Art of Fallout 3.

Mister Mulberry
Mister Mulberry is a cut Mister Handy which was set to appear in Megaton. He is a non-hostile character, but he only has two generic dialog lines. Mister Mulberry can be found in Fallout 3's game files, with his reference id being 1d770.

Catfish mirelurk
A humanoid, mutated catfish known as a "catfish mirelurk" also appears in The Art of Fallout 3, the art book available with the collector's edition of Fallout 3.

Mutant wanamingo
Mutant wanamingo is a creature cut from the final version of Fallout 3. This is a wanamingo very mutated by radiation. Its mouth has been enlarged, it has been rendered sans tentacles and has taken a pinkish color. It appears wildly different than those encountered in Fallout 2.

Armor and clothing

All-purpose science suit
A unique version of the Enclave scientist outfit. Though unused, it was added to Fallout: New Vegas in a patch.

Apocalypse gladiator armor
They are identical with metal armor and metal helmet in terms of looks and stats except for an increased durability (75 instead of 50 item hitpoints for the helmet and 1200 instead of 500 for the armor).

Army power armor
It has a US Army band on each shoulder. There is no matching helmet for the Army power armor.

Composite recon armor
The armor is identical to recon armor in terms of stats and looks except for an increased durability (item health of 600 compared to 400 for the standard armor). The helmet is a recon armor helmet with increased durability (item health of 70 compared to 40 for the standard helmet) and an additional bonus of +1 to Perception. Composite recon armor and composite recon helmet can be found in the game files of Fallout 3 but are not used anywhere in the game.

Enclave Shocktrooper armor
Enclave Shocktrooper armor and the matching Enclave Shocktrooper helmet are a suit of power armor which, although present in the game files of Fallout 3 and Fallout: New Vegas, were not used in the final game. They are identical in appearance to Enclave power armor and helmet. In comparison with those, their stats are nearly identical except for increased item hitpoints and values as well as a decreased Damage Resistance on behalf of the Shocktrooper helmet.

Hat of the People
Unused in the base game of Fallout 3, but later used in The Pitt.

Raider armors and helmets
  • Hand-me-down raider armor (visually identical with raider sadist armor)
  • Highway scar armor (visually identical with raider blastmaster armor)
  • Sharp-dressed raider's armor, gives +10 speech and 1 CH (visually identical with raider painspike armor)
  • The Devil's pigtails (identical with raider psycho-tic helmet)
  • Pyro helmet (identical with raider blastmaster helmet save for the missing bonuses)
Handyman jumpsuit
The handyman jumpsuit is tinted red and can only be repaired with the Red Racer variant.
Although only obtainable via console commands in Fallout 3, a version of this jumpsuit is added in the Point Lookout add-on, worn by the weapons dealer Haley. The Point Lookout version will repeatedly give the +5 bonus each time the area is reloaded, allowing for an non-player character's repair skill to be maxed out at 100.

Head wrap
Has a red and yellow texture, is later used in Point Lookout.

Highway scar armor
Similar to raider blastmaster armor, with lower DR (15 vs. 16).

Makeshift gas mask
The makeshift gas mask is an unused piece of equipment in Fallout 3 which would have been used in Vault 106. In appearance, it is identical to the raider blastmaster helmet; it can also be repaired with it.

Leather armors
Leather armor is an enhanced, one long sleeved, black leather
jacket. The female version also lacks a left sleeve, and has
football shoulder pads in place of the Road Warrior
style pauldrons.
Three cut versions of leather armor can be found in the game files. They are identical to leather armor in all but name and can only be obtained via console commands. They are:
  • Commando armor
  • Defender armor
  • Road Rascal leather armor
Oasis exile hood
Similar to the Oasis druid hood, but with higher monetary value. (30 vs. 6).

Outcast recon armor
An Outcast variant of recon armor. Statistically similar, except the helmet gives +1 perception.

Police hat
Though unused, a children's version exists. The adult version is made available in expansions.

(Unique) Pre-War outfits
Indistinguishable from the regular version in-game, though they will appear as different items in the inventory. Their uniqueness is only apparent when looking at them in the editor, and they are likely just copied placeholders for until the developers could create differing names, stats and textures (which they never did).

Pre-War outfit and watch
Worn by the player character in Tranquility Lane. A regular version exists for child NPCs, but is unused.

"Robo-Thor" armor
"Robo-Thor" armor and "Robo-Thor" helmet are a suit of armor found in Fallout 3. While it looks the same as the Tesla armor, its stats more closely resemble the Enclave power armor. The only known way of obtaining this item is through console commands.

Shellshocked combat armor and helmet
  • Shellshocked combat armor (identical with standard combat armor) base id: 000cb5ef.
  • Shellshocked combat helmet (identical with standard combat helmet) base id: 000cb5f0.
Sleepwear
Sleepwear is a piece of cut clothing. It is identical to sexy sleepwear and can only be retrieved through the console. Sleepwear gives a +1 bonus to Charisma.

Surgical mask
Its internal name ties it to the Wasteland Survival Guide quest. It has no world model or menu icon. A second version also exists, which is the version worn by James in the intro sequence. This version has no name when added to the inventory and does not affect the user's stats.

Talon combat armor
There are unique versions of both armor and helmet in the game files, with different base IDs and better stats. The unique variants have higher Damage Resistance and durability, but can only be obtained by using console commands.

Tesla resonance armor
The armor has stats that are identical to the regular Tesla armor. The Tesla resonance armor is a piece of armor which was cut from the final version of the Fallout 3 add-on Broken Steel. The Tesla resonance armor can only be added by console commands on the PC.

The Peepers
They are identical in appearance to the biker goggles. They provide a Damage Resistance of 1 as well as a scripted night vision effect. The Peepers are an armor item that was cut from the final version of the Fallout 3 add-on Operation: Anchorage.

Underwear
Uses the same skin as the Vault 101 jumpsuit for male characters, and as glued-on underwear for female characters. This may be a sign that underwear was independently equippable, or that the player would wear the Vault jumpsuit under any external armor like in the first and second Fallout games.

Vault 87 jumpsuit
These suits were worn by the ill-fated subjects of Vault 87's Evolutionary Experimentation Program. Although the Vault 87 jumpsuit was put into the game's files, the game itself offers no opportunity to obtain one, and the only ones seen throughout the game are worn by Fawkes and the failed FEV subjects, ripped to shreds by their larger, mutated bodies.

Vault 92 jumpsuit
The Vault 92 jumpsuit was worn by its ill-fated residents. It cannot be found anywhere in-game, as the residents are dead and their jumpsuits have decayed. It can only be obtained via the use of console commands.

Explorer's and Wastelander's gear
These armors can be found in Fallout 3's game files but are not actually used anywhere in the game. They can only be obtained by using console commands.
  • Explorer's gear is identical in looks and stats with the merc troublemaker outfit except for being considerably lighter (weight of 3) and having 8 DR instead of 1.
  • Wastelander's gear is also identical to the merc troublemaker outfit except for its weight. It's even lighter than the Explorer's gear at only 2 pounds.

Perks

See article about rejected Fallout 3 perks here.



June 23, 2014

The Most Popular Fallout 3 Building Mods

Mini Hideout - Player Home - Katanas by Rayek - Wyked


Adds a player home in Springvale under the Red Rocket gas station. The Key can be found via Mailbox just across the street. Also includes equippable Katanas from necKros "Some Katanas" mod and "HK416 SOPMOD" from munkeenuts and dcpuser. Companion Friendly with idle markers.


Hideout Includes: 3 Equippable Katanas, Hidden Room, Computer Butler for Haircut/Surgery, Jacuzzi/Hot Tub (Removes Rads), Mannequin display (male or female), NavMeshed for companions (includes idle markers), Katana Fountain/Shrine (remountable Katanas), Aquarium (animated fish, bubbles), Custom Bobblehead Display Case (can use bobbles from other houses), Water Purifier, Map Marker for Fast Travel, Separate storage labeled Armor|Weapons|Tools|Ammo|Explosives|First Aid|Junk|Storage, 2 Floor Safes (key required/auto re-lock), Purified Sink, Classic Nuka Refrigerator, Workbench, Infirmary, Laboratory, Pristine, Nuka Cola Machine (for Ice-Cold Nukas), Well Rest Bed, Wall Mounted Jukebox GNR (click on outer bar to activate), Display Case, Hidden Hatch Entrance (key required), Bathroom (can sit on toilet), Fungus Garden (self watering with switch), Hidden Wall Safe (key required), Ammo/Explosives Sorter, Food, Medical and Tool/Component Sorters, Light Switches, Water Switches, Ability to add/remove sconce and Wonder Meat Maker. See more >>


DCInteriors Project by chuckSteel


Have you ever thought about scabbing the DC wastes, even though, the super mutants may horrifically and violently rip your heart out? Have you said to yourself "D*** the torpedoes, I am going Downtown anyway", only to find once you arrive that 99% of the shops and houses are all boarded up? Have you ever seen a building on the horizon, thinking you'll head there, just to find nothing of interest, nothing worth investigating? If so, this mod is for you! Just opened in the beautiful Downtown D.C. Waste, Georgetown District. A Cuppa Joe, Floyd's Barbershop, Robinson's Robots, Mama Dolce's Outlet Store, The US Army recruitment Center, the Nuka Cola Soda Shop and two abandoned townhomes. See more >>


Underground Hideout by danthegeek


This Mod adds a Player Vault on the South East end of the Wasteland near Rivet City. The vault includes all the ammonites including a stocked Armory, Display areas, Item Sorters, special Weapons, and is Companion Friendly. The entrance is located West of the “Rivet City” Entrance in the Parking lot with the crashed planes and wrecked cars. See more >> 


RR Companions Vault by NosRhyfelwr


The RR Companions Vault is a combination house mod AND fully functional companion system. The house portion consists of Vault 1. The entrance to Vault 1 is located just south of Springvale, towards Megaton. There is a map marker that begins the game fast-travel enabled. Once inside the entrance, you'll find yourself in the service tunnels that lead to the vault proper. These tunnels contain access points leading to two hatches in the wastes, and can be used for quick access to places you would normally have to walk overland - and through very dangerous places - to get to, but are especially useful for people who don't use fast travel.

Access points lead to: Underneath the Anacostia Crossing side of the Rivet City access bridge; Outside the western wall of Tenpenny Tower. Wasteland-side of the access points have map markers, as well, though they have to be discovered normally. Access to the Vault itself may be gained (starting from the Springvale entrance) by going straight down the hall, and hanging a left in the main tunnel. The large door at the end leads into Vault 1. It's hard to miss. The others are simple enough to find; just explore. The access tunnel cell is decent sized, but easy to navigate, and decently well lit. There is also a secondary Vault 1 access door, towards the Rivet City exit. It's a small utility door that leads to a tunnel underneath the Vault 1 Overseer's office. See more >>


Which one (if any) of those incredible mods have you tried? Share us some thoughts.

June 22, 2014

Let's talk about: Fallout 3 DLC


Author's Note: Wow, it's been awhile. I understand no one was chomping at the bit for more of these, but at the same time, I really wanted to keep coming back to work on it some more. So here I am, ready for another Let's Talk About, I hope you like it.

Downloadable content is a rather contentious issue, ya know? People are very split on it for some reason. The argument for dictates that through DLC you have a way to go back and continue to enjoy an experience without paying full price for it. The argument against says that more often than not the content provided should have been free, and that DLC's are just a way greedy developers can nickle and dime their fans. While I can certainly see both sides, and there are times when the latter is true, never has the former been more apparent than with the Fallout DLC's.

There are 8 of them in total, 4 for 3 and 4 for NV. I'm going to break each one down separately so you may draw down separately, so this might be a bit lengthy. Here goes.

Operation: Anchorage

History is really important to Fallout's overall theme. It being a "what-if" sort of universe where we all decided plastics and fuel efficiency were dumb, it's interesting to look back and see how it all turned into nuclear armageddon. Operation: Anchorage does that...Sort of. Specifically, it covers the high point of the conflict between the United States and China, that acted as the prelude to said nuclear armageddon. It's explained away with a fancy VI machine the Brotherhood Outcasts contract you to use for them, in exchange for "phat lewt". You are placed in the shoes of an American soldier, tasked with carrying out the aforementioned Operation: Anchorage.

Gameplay takes a bizarre turn in this one; As it is a virtual reality, you cannot loot bodies since they phase out of existence. You heal all damage and refill ammo and pick up new weapons at pre-determined points as you run along gunning down commies. Apparently Bethesda wanted to see what would happen if Fallout was a Call of Duty clone. To be fair, there are attempts at new RPG-sort of things here. You get to form a squad using a limited number of tokens to select members, and you get to choose what path you take to the end. Unfortunately, this is sort of lost since your squad mates kinda suck and you'll be doing most of the work anyway. There's no inherent challenge to it whatsoever, and there's about TWO FUCKING QUESTS, after which you win and get the delicious swag promised to you.

I actually forgot about this fucker. Never mind, DLC is hard as balls.
The swag alone is worth it, and it is mercifully short, but ultimately Anchorage gets a 4/10.

Broken Steel

I mentioned in my FO3 review that the game had a shit ending, and it did. It's rather funny how angry everyone got with the ending to this game, yet Bioware just went ahead and did the same thing years later, for a TRILOGY of games no less. But unlike Bioware, Bethesda was quick to fix the issue with Broken Steel, a special add-on that changes the ending, and then some. See, it lets you actually continue playing after the main campaign, and even offers a brand new, HARD AS BALLS campaign that I actually really like. This one has a lot of great cinematic moments, and the explosive climax makes me completely forget the utterly bland story presented up until this point. New enemies are added, and most of them are wicked powerful, if not utterly broken. Ghoul Reavers, in particular, soak up a stupid amount of damage while still being able to chunk your health at even your highest levels with the best armor.

Fuck these things, too.

The whole game has been reworked to be more challenging to higher level players, and it works. Broken Steel is the only DLC that I'd say is quite necessary. 10/10.

The Pitt

This was the first DLC that added a genuinely new location, and the remains of the urban tumor that is Pittsburgh is certainly one that immediately catches your eye. It's a stark, glowing furnace of hellfire, quite literally.

Play "Engine City" from Bioshock to this. It's oddly fitting.


The Pitt, as Pittsburgh is now called, is a massive ammunition plant, run by an army of slavers and their respective slaves. You are presented with the choice of liberating the slaves or siding with the slavers but before any of THAT happens, you start out as a slave. You are tossed in with all your gear confiscated, forced to fight the new deadly creatures called Trogs as you collect metal for the furnaces and fight in a gladiator arena for your freedom. Aside from the ridiculous amount of new armor and weapons The Pitt brings to play, the story is the only one of all the DLC's that actually allows choice in how the conflict is resolved. The Pitt itself is a very interesting locale, and I wish there were more quests in The Pitt itself. The Pitt also comes with a morale choice, as the people of the Pitt all suffer from this bizarre disease that's never explained in great detail.

Deciding their fate ultimately has little impact, and it feels tacked on. The Pitt gets a 7/10 from me.

Point Lookout

Point Lookout is pretty much what I wanted out of a DLC; A vast new and unique land to explore, with new quests and characters to love. It's a shame it's so horribly unbalanced, but who cares?! Fallout in exotic locations is one of my immediate deal makers, and Point Lookout puts Fallout on the swampy islands of Maryland, so sign me up!

Fallout: Louisiana needs to happen!


The best part about this particular DLC is that if you get frustrated or don't have the levels to take it on, you can just leave! The story is not forced on you like every other DLC, and this is for the best considering the insane difficulty of this particular item. Point Lookout makes you its bitch with artificial difficulty that is out of this world; Tribals that should take and do as much damage as Raiders suddenly fight like they're Enclave troopers, and don't even get me started on the fucking Inbreds, that, despite being...inbred, are incredibly smart and can accurately shoot you square in the face with a double barrel shotgun at 500 kilometers. Were it not for the locale and variety, I'd tell Point Lookout to kiss my ass.

The story's a pretty good one too, despite its distinct feeling of unimportance, and like most DLC has some very nice rewards that are worth working for, so ultimately Point Lookout scores an 8/10.

Mothership Zeta

This is the worst time I've had with the series since Brotherhood of Shit. Granted, anything is better than THAT, but this is still absolute garbage, despite the loot. Do you remember in Fallout 1 that you could find a wrecked alien spaceship, complete with alien skeletons and working gun? Well, Mothership Zeta attempts to follow up on that by having you straight up abducted. Though the presentation is cool enough, and the alien spaceship has some cool scenery, it stops being fun about 5 minutes in, when you suddenly realize in horror that the entire run through the ship is going to be the same: A monotonous grind through nonthreatening enemies and the occasional bullshit hard moment. The game TRIES to add variety with a group of NPC's, all of which are people abducted from Earth over a long period of time and cryogenically frozen. You can even meet an honest-to-god SAMURAI WARRIOR, who even speaks Japanese!

You aren't important, are you? 'Cuz I really like your armor...


Awesomeness of that aside, the gameplay consists of running through increasingly uninspired and boring alien ship environments, gunning down the same weak and ineffectual "Grey"-styled alien for about 3 goddamn hours. There are some attempts at variety, with a spacewalk section, some sort of strange "Alien Pinball" sort of thing, and the conclusion in which you fight another ship (This is not even close to being as cool as it sounds.). There's also these insanely powerful "Abomination" creatures, which are implied to be alien-human hybrids. Implied meaning there is virtually no story in this thing and you just have to infer. The game goes all Bioshock on you by leaving a crap load of Audio Logs that frame a story but it ultimately falls flat because there IS NO FRAME. It is never explained what the aliens want, why they abduct people, or why they create these hybrids that just end up killing them too, anyway!

Fuck Mothership Zeta, not even the incredibly powerful and high value alien weaponry would make me play this shit again, 1/10.

Don't agree with me? That's awesome! Share your love for Fallout and comment DLC feels bellow, from the best to the worst (if there is the worst one in your world), and you try to rate them. It is the whole point of "Let's talk about" series, to talk about and share love for Fallout. Make sure to read the next Let's Talk About to learn what I think about the New Vegas DLC.

More Let's Talk About:

June 19, 2014

The Most Popular Fallout 3 Model and Texture Mods

NMCs_Texture_Pack_for_FO3 by NeilMc_NMC


What This Mod Does: It changes the vast majority of in-game graphics. The DLC is not re-textured with this mod, it covers Fallout 3. It still works if you have the DLC installed but the textures in the DLC will be the ones that shipped with the original game (unless textures in the DLC are re-used from the Fallout game).


This was a years worth of work, all textures were made individually by 1 person alone, and took a great deal of effort. What graphics does this mod change?

Roads, Landscape, Trees, Rocks, Vehicles- Cars/ Motorbikes/ Boats etc. Buildings- Litter & most paper scraps. Interiors- all aspects, walls ceilings floors etc. Medium to large sized objects (eg. toolboxes, Nuka cola vendors, chairs, cupboards etc).
This encompasses the bulk of the in-game visuals, what I consider the vast majority of the graphics. What graphics does this mod NOT change?
  • Sky, Water, Small clutter objects (eg bottles, cans, books etc). NPC's (in game characters), Bodies/ faces, Clothing etc. Weapons, Effects. Mutants and other wasteland creatures. UI elements, Loading Screens, PipBoy.


Enhanced Night Sky by CptJoker


This mod is a high-resolution replacement for the default night sky. Taken from real-life star field photography, it's been carefully crafted to enhance your night-time viewing experience. (Note: the stars do not correspond to their accurate celestial positions - such is beyond my means to produce). Enjoy your nights of stargazing! No video available for this mod.
See more >>

Terrain pack by NeilMc_NMC


Replaces landscape/ terrain textures and bump maps for FALLOUT 3.
The default game textures and bump maps and have a typical resolution of 512x512 pixels. These textures have all been replaced with real-world photograph-based equivalent textures, and you can choose 3 different resolutions to suit your PC.
  • 2048x2048 pixels (400% larger, Most detailed)
  • 1024x1024 pixels (200% larger, Detailed) 
  • 512x512 pixels (same resolution as original textures)

The higher resolution packs may cause increased VRAM usage and therefore page-file swapping/ hard drive 'texture thrashing' and (due to increased memory usage) may cause some in-game stuttering/ lag or slow-downs. This will depend on your PC, CPU, RAM and graphics card. (None of this will harm your PC, just make it sweat a bit!) See more >>


Enhanced Blood Textures v2_22b by dDefinder


Increases the resolution size from 256 to 1024 and created new textures for screen, world, wounds and static blood decals. Esps are used to increase the size appearance of the blood, adjustments for screenblood, add more giblets and new wounds related to the weapon type. ini will change max amount and lifetime for blood that is in the world space. No video available for this mod. See more >>

Hi-Res Weapons v3 by the a - burns


For various rifles & pistols / merely enhancing standard textures. No new textures this time, only some improvements over the original ones and replacement of the 3rd person texture (small) by the larger 1st person texture. Doubled resolution for 3rd person textures (may impact performance). Tweaked textures:
  • Combat Shotgun, Hunting Rifle, Laser Rifle, Lincoln Rifle, 10mm Pistol, 10mm SMG, Laserpistol, .44 Magnum, Bottlecap Mine, Frag Mine, Frag Grenade, Gatling Laser, Minigun, RockIt Launcher, Flamethrower, Fatman, Missilelauncher, Railwayrifle, Sniperrifle, Plasmarifle, Chinese Officersword, Shishkebab, Supersledge, Baseballbat, Mesmetron and Sawedoff Shotgun.
No video available for this mod. See more >>

Which one (if any) of those incredible mods have you tried? Share us some thoughts.

June 16, 2014

The Most Popular Fallout 3 Armor Mods

Dragonskin Tactical Outfit by Antistar



The Dragonskin Tactical Outfit mod actually adds a selection of the titular outfits - in different colours and camo patterns - to the Wasteland. It is loosely based on the real Dragon Skin body armour apparently in use today by SWAT teams, Secret Service and other elite military personnel. During testing this armour withstood multiple assault rifle bullet impacts and even point-blank hand grenade blasts. The mod also adds matching 'Dragon' Combat Helmets, plus M40 Gas Masks (that provide some radiation resistance to the wearer), Combat Backpacks, Tactical Goggles and Balaclavas to complete the look.

The player will not need to find (or purchase) more than one outfit to be able to use it in different camo configurations: much cheaper and lighter 'camo packages' containing different 'covers' for the armour and helmets will allow the player to swap the camo type used by the outfit whenever they wish. The outfits themselves are quite expensive, but offer fantastic protection: they are intended to be amongst the best armour available in-game; before stepping up to power armour, that is. The outfits also increase the maximum weight the player can carry, and offer mild bonuses to the Small Guns and Sneak skills. Outfit and Helmet Camo Types:
  • Black, Desert, Urban, Winter and Woodland
Backpack Camo Types:
  • Black, Brown, Desert, Grey, Olive Drab, Tan, Urban, White, Winter, Woodland



Reinforced Chinese Stealth Suit by Shake


*Requires Operation Anchorage. This adds four armored variations of the Chinese Stealth Suit to the Wasteland called Dragoon Assault Armor, Dragoon Light Armor, Dragoon Imperial Armor, and Dragoon Swordmaster Armor. Also included are optional "Addon" items for Night Vision, increased Carry Capacity, and other various things. The set is a WIP, so expect changes or additions in the near future.

Warhammer 40k Space Marine armor by cerberos008


Become the Space Marine you've always wanted to be! With a complete redesign of the vanilla Power Armor, you can look exactly like the Emperor's finest. The sets of armor can be found inside three metal boxes in Underworld Concourse, within the 2nd floor room that's furthest from the city entrance. The boxes are right beside the mattress bed. Alternatively, when in-game, open up your game console and type in the bottom codes without the quotes to add the items into your inventory. See more >>


Advanced Recon Stealth Armor by Gopher


This mod adds several sets of stealth armor. Some of these are disguised so as not to be quite so obvious from a distance. Now you can choose your look and still be a ghost. Almost all the models are styled in the manner of existing FalloutNV and Fallout3 models, especially BrotherHood of Steel look and feel, with a touch of the Chinese armor style creeping in. Please note that the headgear and helmets designed to go with this armor are now found here: Advanced Recon Thermal Nightvision.
  • Advanced Recon Armor - This is hi-tec adaptation of the Brotherhood of Steel recon armor. It provides far greater protection whilst also incorporating stealth technology to give a stealth field when sneaking, with no weapon drawn and stationary. This means you rely on your skill when moving or in combat, but you get the chance to become literally invisible when you stand still, adding a new dimension to the stealth experience. **HINT** Go into sneak before fast travelling, and you will arrive at your destination with stealth field intact. Same for activating doors/gates. Stop for a second before activating gate and when you enter the new zone, you will be invisible.
  • Advanced Recon Armor (Battle Worn) - A battle worn version of the above.
  • Advanced Regulator Recon Duster : As above but disguised to blend in the wasteland better. Sometimes it is not a good idea to wander about the wasteland always looking like a hi-tec commando. This armor is disguised to look similar to the regulator duster. Up close it will not fool anyone, but at a distance it might.
  • Advanced Recon Death Walker Duster : As above but in black leather.
  • Advanced Recon Trenchcoat : As above but disguised to look like a military trenchcoat. A little smarter than the regulator recon duster. 
  • Advanced Recon Black Ops Coat : As above but dark grey/black.

Which one (if any) of those incredible mods have you tried? Share us some thoughts.

June 15, 2014

The Best Fallout 3 ENB Presets

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Midhrastic ENB for Fallout 3 by midhras



Midhrastic is an ENB configuration for use with Fallout 3 (and possibly also New Vegas). It was based off the ENBseries binary and shader files designed by Boris Vorontsov (of enbdev.com). ENBseries is an image post-processing method hugely popular in games such as Grand Theft Auto IV and Skyrim, and many users have designed their own configuration using original and scrounged code and personally tweaked values. I’m a tweaker and scrounger myself. Upon recently discovering that Vorontsov released an experimental binary for use with Fallout: New Vegas, and after trillville (a.k.a. Anthemios) used it to great effect in Fallout 3, I had to try and design my own ENB. What you can download here is the result of that desire. See more >>


Realism ENB 0_237 by Wanny


This is simply an ENB aiming for realistic image. Nothing more, nothing less. Contains a custom weather ESP file and cloud textures to make sure there are no bugs. DLCs are not officially supported as I didn't work on them much (yet) but they will work. DC/Surburban area is partial cloudy, North is overcast and Wasteland East/West is sunny.

It is heavily edited to my taste and may not please everyone. I got a few requests to upload this ENB config so there we are. Hope you enjoy. I won't provide support much as I don't have much time for modding and I hope you understand. See more >>


Lone Wanderer ENB by lonewanderer518


Lone Wanderer ENB will enhance the sense of visual immersion and gameplay. Powered by ENB .161 it uses sun glares, palette based color corrections, bloom, SMAA, SSAO, Indirect lighting, and detailed shadows. Post processing is done with SweetFX. This adds anti-aliasing, Lumasharpen, HDR, DPX, Tonemapping, Vibrance, LiftGammaGain, Dither and Curves . Additionally, the prepass effects have modifications and original tweaks from Kyo and Midhras. These prepass effects bring you tilt-shift, chromatic aberration, sharpening, film grain noise, advanced focus, and bokeh blur with multiple offsets.

Two key characteristics are more realistic colors and depth of lighting. A goal that will continue to be developed is customization. Many variables are being worked on to give the user a chance to adjust this mod to their taste. Revive your game and travel the wasteland as the Lone Wanderer. See more >>


Enb Next Generation by TheRadik


Enb Next Generation is based in two different configurations for a different experience than the original. The Next Generation "F3ProjectRealitymkl" is a configuration adapted for this mod. And the Next Generation Standard is a configuration adapted for itself, but is based mod "Fellout". The Next Generation of configuration F3ProjectRealitymkl fantastic mod, has more variety of climates and some effects, this setup works fine for Fallout 3 DLC. It supports FALLOUT GOTY, and might even be true for New Vegas, but you should get off FN Mkl Project Reality mod for New Vegas to make it work, but for now only recommend using it in Fallout 3, because later I will make a similar setup for Fallout new vegas.

The Next Generation Standard Configuration, stands on its own, does not need to install another mod, and is compatible for Fallout 3, also works for all the DLC, but I found that there may be problems for the nights can be very bright, but could be solved if you download the DLC Support mod "Fellout". See more >>

Which one (if any) of those incredible mods have you tried? Share us some thoughts.

June 13, 2014

Fallout 3 the Most Popular Guild / Faction Mods

Mothership Zeta Crew by Nylonathathep



So, you've finished playing Mothership Zeta and have conquered your own starship. You are the commander, but your crew consists on a know-it-all brat and an agoraphobic field medic. Not exactly the mightiest army ever, is it? Well, we are going to change that.

Mothership Zeta Crew adds a new faction under your command. It will develop a whole history arc involving the recruitment and commandment of a force comparable with the enclave or the Brotherhood of Steel itself. Can't say much more without spoiling the story! Once the mod is active and you've finished the Zeta add on, a button will appear in the command bridge, on the console at the right of your command chair. Press it and let the story begin! Features:
  • New areas on the ship and outside
  • Hordes of new NPC
  • New unique missions (5 for now)
  • Enclave commander-esque features
  • New Armor
  • New Weapons
  • Special features
  • An epic story arc


MERC 2 by Vforvic and SiN


In Merc 2 you will meet Blain who promises safety and security in exchange for your help in locating a long hidden base. Blain seems to know about both you and your father and promises to help you both. If you follow Blain you could unlock a secret that promises wealth, security and advanced technology. With his help you could forge a new faction in the Wasteland and perhaps tip the balance of power…or others that seek the power could do the same. If you win you could have a powerful new faction to command with new locations, weapons, armor and a safe place to call home.

When I started writing for this mod I had a vision of bringing us back to FO2 where the decisions weren't as clear cut; morality by choice, not by design. The 1.5 version of MERC 2 is the result; NPCs who seem to live and breathe, each trying to make sense of a world that doesn't make sense and where the rules only apply to those who can defend themselves. See more >>


Raiders Regulators Talon Expanded by PimpBot420


This mod attempts to increase the variety of Raiders, Regulators, and Talon company mercenaries that you run across in the wastelands. In addition to a greater variety of equipment, there are a handful of new items that are added. All new items can be found on the appropriate enemy. This mod will not affect any Raiders or mercenaries that have already spawned in your game, only to newly generated enemies.
  • Raiders have received 15 armors, 17 headgear, 14 weapons.
  • Regulators have received 2 armor, 6 headgear, 2 weapons.
  • Talon company has received 2 armor, 6 headgear, 10 weapons.
  • Female Regulators and Talon Company mercs have been added.

8 new armors are introduced: Carnage Hawk Armor, Hand-Me-Down Raider Armor, Highway Scar Armor, Sharp-Dressed Raider's Armor, Regulator Trench Coat, Talon Metal Armor, Regulator Leather Jacket, Talon Recruit's Outfit
11 new headgear are introduced: Hunter's Mask, Hunter's Hat, Regulator's hat, Black Eye patch, Pyro Helmet, Welder's Shade, Anchorite's Helmet, The Devil's Pigtails, Deactivated Slave Collar, Wasteland Flatfoot's Cap, Talon Riot Helmet. No video available for this mod. See more >>

Reillys Rangers Expanded by Tubal


Don't have any reason to return to the Ranger compound after completing Reilly's quest besides the caps? Feel that a mercenary team of 4 seems a bit small to operate in the DC ruins?
Reilly's Rangers Expanded adds new rangers and new features to the compound over time. As you help the rangers to explore they expand their operation.

This initial version adds new rangers as guards for the compound, a merchant, a player-owned tent, a wearable ballistic mask, and a few other minor tweaks. All features will become available by returning to Reilly with mapping data. Currently there is no consideration for how much data is needed, so 1 map marker is all that's needed to unlock another step. Leave the area for a day or so for the expansion to take place. Also re textures the Ranger Battle Armour, and the ranger logos decorating the place. No video available for this mod. See more >>

See also: 

June 05, 2014

Rejected Fallout 3 Perks

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In Fallout 3, you will gain a perk every level as opposed to every three levels in Fallout and Fallout 2, and every two in Fallout: New Vegas. There are 58 regular perks, 5 special perks and 7 quest perks in the normal game;
  • 2 special perks in Operation: Anchorage, though one is a special perk from the base game (Power Armor Training), 
  • 1 special perk and 2 quest perks in The Pitt, 
  • 14 regular perks in Broken Steel, 
  • 1 special perk, 2 quest perks and 3 cut perks (impossible to get without using the console or one or more mods) in Point Lookout
  • 1 special perk in Mothership Zeta
As you might have seen/use/know about those mentioned above, there is also a short list of perks that are rejected for Fallout 3 and would be interesting to see them in game:

  • Darwinian Perk: -100% depth. Player will also occasionally feel compelled to toss a live grenade at his own feet, then squeal in dismay like a digital cat.
  • Foppish Dandy Perk: -3 to Perception due to the player looking down his nose at everyone. Adds aura: Haughty Disdain. Does not protect against radiation.
  • Valueless Chav Perk: There are no discernible benefits gained from this particular perk, save from the ability to slightly frighten the elderly and frail.

  • Unsettling Gimp Perk: Player gains experience from any melee injuries inflicted upon him, but suffers -30 points to Speech skill due to restrictive ball-gag.
  • Mrs Doubtfire Perk: Immediate gender change, but each time the player uses V.A.T.S., there's a chance Pierce Brosnan will seduce their current companion.
  • Big Daddy Perk: +20 damage resistance, -1 hand, -5 to Sneak due to constant groaning. Enables the player to enlist any female child as a permanent companion.

  • Lil' Cthulhu Perk: -10 to Euclidean geometry, +10 disposition to Centaurs. Player can now look directly at the ground and press USE to immediately devour the Earth.
  • Barack Oblamma Perk: Immune to all attacks of any conceivable kind. Also gives +33% damage versus any human over the age of 70, +1 hope, +1 unity, +1 change.
  • Rod Hull Perk: The player has a 33% chance for an extra beak attack in V.A.T.S., but -50 disposition with all characters, particularly females. Fall damage is doubled.
The more you know..

Let's Talk About Fallout 3 (Page 2/2)



I know I've probably come off as extremely critical of Fallout 3. But I am not harsh for humour, this is what I genuinely think of the game. I understand that there was no way it would be the same as the old games, but as I said before, there's just some stuff that should go without saying. Fallout was so unique because of things like interactions being remembered and shared across locations. You can't just not include that, especially when you put great emphasis on factions in your new Fallout game. Thus, I have officially gotten to Fallout 3's plot, an unusually personal affair.

You can even decide which genitals you want!
Fallout 3 starts with you being born. This is one of more favorite introductions to a game. Fallout 3 uses the backdrop of the player character growing up in Vault 101 as a tutorial, which is a brilliant use of conveyance. It also helps that your dad in this game is voiced by LIAM NEESON. Time skips forward in several places, because while I would love a game where you just rp as a Vault Dweller, I imagine that wouldn't be the best idea of fun for most. You meet some fun characters, build your character in a nicely made interactive sequence (Or it would be, if you didn't have the option to just pick and choose.), and then shit happens. See, Vault 101 was one of those experimental Vaults brought up in Fallout 2. Nobody is allowed to enter or leave the Vault after it is sealed, and the Overseer is the supreme power. Naturally, your dad mysteriously leaving the Vault causes some "Problems"; The Overseer goes batshit crazy, kills your friend, and sends security to hunt you down. You are forced to leave the Vault in a rather cool little escape sequence. Then you re-roll your character...Way to ruin the immersion, guys. This is when you save to avoid playing this bit again, because it's only good the first time around, and chances are you will play through multiple times.

It's a beautiful wasteland...
Of course, the game sucks you right back in as you step outside for the first time. The sun blasting in your virgin eyes as the Wasteland slowly appears before you is a sight that is appropriately breathtaking the first time playing. From here, you can basically go and do whatever you want to do, though it's rather obvious the game wants you to follow a certain path, what with your very first quest being checking out the nearby town of Megaton. Despite being physically improbable, Megaton is a nice enough town and an interesting location, where you get a number of easy starting quests. Now the ultimate goal for the first half of the game is find Liam Ne- I mean your Dad. The plot is the conventional Fallout method: You go to a town, you talk to some dude, he leads you to another dude who saw your Dad, but he won't tell you where he went until you do some quest for him, rinse and repeat two more times. The good news is, like all the good Fallout games, there is plenty of interesting stuff and strong dialogue to boost this otherwise straightforward structure. The game doesn't end when you find him either, as you get some personal bonding with dear old Dad as you discover what exactly he was doing when he left.

Note: Spoilers ahead.
Dad is actually not from the Vault, and neither are you. You both came from the outside world, but your dad managed to convince the Overseer to let you both in as he was a capable doctor. Your dad was working on making a mass water purifier that would provide all of the Capital Wasteland with fresh clean water, but that sorta ended prematurely when you were born and your mom died in childbirth. He always intended to go back to the project when you grew up, and did so after learning about the GECK, which would be the last component needed for the purifier. This twist, while not particularly surprising (The hints too it are as subtle as an elephant stampede.), is still a pretty good one. Sadly, just as it looks like you are gonna finish the job, everyone's favorite group of assholes show up: The Enclave!

The Enclave: Ruining good times since 2077
Now one might pose a good question: Where the fuck did these guys come from? The answer is...Nowhere in this game. It is suggested that the Enclave had bases all over America, but if that's the case, why is this branch's agenda the exact same one as the original, when the entire reason the original had such a plan was that the Enclave found the intact vats at Mariposa; It was not the game plan from the moment the War began and ended for all branches everywhere! Where the fuck did they get their sample of the FEV virus? How did they make it in such a short amount of time. Where did they get the new Power Armor?! Why are they so united in their cause until the very last second, WHEN VICTORY IS LITERALLY WITHIN GROPING DISTANCE?! Either this is the single greatest coincidence in the history of storytelling, or Bethesda just didn't want to make a new antagonist. Great fucking job making it believable at least...

The Brotherhood of Steel: ALSO ruining good times since 2077
I haven't even gotten started on the other faction that appears for seemingly no reason: The Brotherhood of Steel. They gotta be in every single game, don't they? I guess it's because of the Power Armor, right? You need at least one faction that can provide Power Armor, because you NEED Power Armor, it is absolutely necessary. At least the Brotherhood have a logical reason for being here. Clearly this means Fallout Tactics is canon, and after expanding in Illinois, more Brotherhood decided to go check out the Capital for technological goo-gahs. The Brotherhood has gone from isolationist techno-zealots to altruistic peace keepers, losing all sense of identity, and they really are The Brotherhood of Steel in name and appearance only. So much so, in fact, that a good amount of them split and became the Outcasts, which would be cool if the game had a Faction system. But, wait a minute, I thought these guys were from the Chicago Brotherhood. You know, the group that already decided to be helpful to the community...Why would they trek all the way to DC then suddenly decide to go back to the old ways they'd abandoned long ago...Unless they AREN'T from Chicago....WHAT THE ACTUAL FUCKING FUCK.

Why does anyone like these assholes?
Borking of factions aside, the game has plenty of fun side quests to partake in, and the local radio DJ will spout off about your exploits regularly over his show, Galaxy News. The sidequests are where the game really thrives, offering up a number of really fun things to do and people to interact with, like stealing The Declaration of Independence from a robot convinced that he's Button Gwinnet (Don't ask). There's also the campaign itself, which offers some intense drama and action for those seeking it, and the story may very well suck you in with its steady and strong flow. Now of course I suppose I should mention the ending. The original ending to this game sucks; It's short, skimps alot on details, and then just sorta cuts out. It was so bad that one of the DLC, Broken Steel, was dedicated to fixing it.

Liberty Prime honestly makes the whole game worth it
So that was Fallout 3, how is it really? Well, the roleplay elements are threadbare, the difficulty is all over the place, and I could drive train sized holes through the plot, but I have to say it's enjoyable. The combat is visceral and deeply entertaining, the characters are fun and enjoyable, and the story's emphasis on family and striving for the greater good felt nice and sweet. It's definitely not better than Fallout 2, but it stands on its own as a solid game that successfully brought the series back from the brink. What do you think of 3?

More Let's Talk About:

Fallout 1, 2 Tactics, Fallout 3, Fallout: New Vegas, Fallout 4