Page 7 of 13

Posted: Thu Sep 17, 2009 11:12 pm
by Caleb
I'll have to check it out but...what KILLED it for me was the dialogue "tree" even though it never really branched or left off options...just many many gamekilling elements in the game...too many really. I'll have to check out all the mods then MAYBE give it another go when its barely recognizable.

Posted: Thu Sep 17, 2009 11:22 pm
by Manoil
While I agree, turning the game into a diverse and intense challenge (as far as combat goes), adding variety to the characters you encounter, and providing the freedom to start your own squad/settlement/organization, while eliminating annoying things like the lockpicking minigame, offers enough hope that it's worth another go.

Posted: Thu Sep 17, 2009 11:56 pm
by Caleb
Maybe...changing the voices alone would be but the rest sounds kinda fun too

Posted: Sat Sep 19, 2009 2:01 am
by Frater Perdurabo
I don't want to look through all this garbage, what should I install?

Posted: Sat Sep 19, 2009 2:56 am
by Manoil
This is the select stuff from the entirety of the FalloutNexus coffers. Just about all of it is worthwhile.

If you just want to have a taste before adding a ton of shit, you'll probably want to start with The Enclave Power Armor, the Mutant mod (that adds in Wanamingos, floaters, and makes virtually all random critters unique while also allowing you to change the number of hostiles that spawn), the "Apocalypto" environment mod, the Classic Fallout weapons pack, and the T-51b Brotherhood/Outcast armor correction.

Also worth considering is the new user interface that uses a Tactics-ish format, and The classic Power Armor stats, which returns the previous significance of wearing power armor rather than have it as "a slight advantage".

Those are a small start, but put a serious change in the way things work.

Posted: Sun Sep 20, 2009 4:36 am
by Psychoul
Now all we need is someone, or something, to create a new set of quests with their own voices.
It will be fun!..
make it more linear btw, Because we kinda need to be puched into doing the main quest. Be it from getting informed by the man you ran into about a town with his daughter in it. You meet he people, a little while later the guy comes in and kills the daughter.. something liek that. and then you are forced to finding him to kill him, finding him an escape, or dig deeper into why he killed her. and that might lead to some other random things, but all the more interesting. maybe another town when finding out why she was killed.
My point is, create something that doesnt leave you in a world to do hundereds of quests that don't effect each other. The more linear, with the ability to bail out and chose to do the random trivial quests Bethesda gave us, the better. All with good dialougue of course.
sorry for shitty spelling in the second paragraph, too lazy...

Posted: Sun Sep 20, 2009 5:58 am
by Manoil
People have made quests and everything with them. All I have to work on in judging their worth is searching for Youtube videos about them, which are rarely ever around-- I can't tell whether or not it's worth the download. Hence, I don't bother slapping it onto this forum.

The only meaningful video I found was a total conversion that sets up a Terminator theme; the video's link is on the front page of this thread next to the "T-800 Infiltrator's Plasma Rifle" under movie weapons.

Posted: Sun Sep 20, 2009 9:08 pm
by Caleb
alrighty danny...i'll bite..downloading a bunch of shit now.

Posted: Sun Sep 20, 2009 10:23 pm
by Manoil
There we go... that's a good sport

Posted: Thu Oct 01, 2009 1:37 am
by Manoil
updated

Posted: Thu Oct 01, 2009 3:12 am
by Dogmeatlives
excavated

Posted: Thu Oct 01, 2009 4:31 am
by Manoil
appropriated

Posted: Wed Nov 04, 2009 7:40 pm
by Manoil
updated

Posted: Wed Nov 04, 2009 8:21 pm
by SenisterDenister
Jesus, Danny. You're still playing this?

Posted: Thu Nov 05, 2009 8:17 pm
by Manoil
God no. I only played it on xbawks-- if I had it on PC, then probably I would. But I still scan for decent mods about once every week or two. Like I said, if Fallout 3 is going to have any replay value, it'll be attained in the form of usermods. They are salvation itself

Posted: Sat Nov 07, 2009 4:25 pm
by ExtremeDrinker
Somehow since the last time I played, the game decided to no longer work. I'm still collecting mods though. My grandmother got me the GOTY for Christmas and hopefully things will install properly or fix whatever problem I'm having.

Thanks for keeping this thread updated, by the way. I'm sure I'll appreciate it once Christmas rolls around.

I played Vanilla one time through. Played each official vanilla expansion one time through. It really is the usermods that make the game playable more than once.

Posted: Sat Nov 07, 2009 5:49 pm
by King of Creation
A long over-due front page shout out for this thread. Keep it up! :salute:

Posted: Sun Nov 08, 2009 9:51 pm
by Manoil
Thanks, KoC-- I really appreciate the acknowledgement.
And same to you, ED-- let me know if the vanilla release of GOTY is a better fit with mods than the original.

Posted: Mon Nov 09, 2009 12:01 am
by Manoil
updated and links checked

Posted: Wed Nov 11, 2009 7:33 pm
by mcdonis
The RR companions mod and RR Vault 1 has some unique things I like.
A prisoner system, better companions, inventory sorters and it seems to be updated alot.



Also there is another one called "The Collector", which allows you to go around collecting slaves. It allowed me to enslave the overseer and sell him to the slavers.



Bunker 72 seemed ok, lots of hidden rooms and such.