Fallout 3 Again

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friznit
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Fallout 3 Again

Post by friznit »

I've decided to give this another go, now that I have a proper machine that'll run it. I've not got any of the DLC packs, but was wondering if any of you peeps who played/play it a lot have checked out some of the mods, and if so which ones of the thousands avilable you might recommend?

I tried to be a ninja type person last time, didn't really get on with it, so going for a generic gun toting rambo dude this time round.
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Post by Shada »

I mostly use mods that make the game harder, put emphasis on survival/scavenging or enhance OH SHIT moments. Here are the main ones I use:

Unofficial Fallout 3 Patch - useful if you want less bugs i guess

Fallout 3 Wanderers Edition - pretty much a complete overhaul, makes the game a lot harder and compiles a lot of smaller mods (like the sprinting and bullet time mods).

It makes the game more of a fight for survival, you have to scavenge food and healing up can be a lot more difficult. It has a bunch of optional components so you can make it easier or harder depending on how you want to play, and the integrated mods are configurable (disabling hunger/thirst/sleep if you can't be fucked to deal with that, for example.)

Weapon Mod Kits - I disabled this recently for simplicity's sake, but basically it allows you to attach silencers, sights, scopes and extended magazines to almost every weapon

Mart's Mutant Mod - Adds more mutant types and variations on the current types, configurable so you can disable some things (like the shit looking Wanamingos)

DarNified UI - Makes the UI look less like an xbox took a shit on your monitor

RH_Ironsights - Isn't compatible with Wanderer's edition because it modifies the weapons, but you can install the meshes without using the ESP to get (mostly) functioning ironsight aiming, which I can't do without.

Pipboy PDA - Removes the chunky pipboy from your arm and replaces it with a PDA that you pull out when you hit TAB.

CASM save manager - set it to auto-save every minute and never have to quicksave again
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Post by FatherJack »

I've found it fun enough without any mods, though would recommend the Broken Steel DLC as it extends the main game, especially if you're silly like me and do too much main story stuff without enough bumming around exploring and levelling.

Oblivion I found almost unplayable without my favourite mods, but I guess I learned to live with Fallout 3, I didn't find it too easy or hard and not much beyond the pip-boy menus pissed me off.
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Post by Imperatore »

Agree with FJ, Broken Steel is the DLC to get if you had to choose just one.
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Post by spoodie »

FatherJack wrote:Oblivion I found almost unplayable without my favourite mods, but I guess I learned to live with Fallout 3, I didn't find it too easy or hard and not much beyond the pip-boy menus pissed me off.
:above:

I was inclined to trust the developers, more so than modders, and I stuck with the vanilla Fallout. I almost got a mod for the pip-boy, but in the end I couldn't be arsed to trawl mod sites looking for what I wanted and put up with it.
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Post by deject »

Imperatore wrote:Agree with FJ, Broken Steel is the DLC to get if you had to choose just one.
Thirded. Here are my opinions on the DLC packs. http://www.5punk.co.uk/phpbb/viewtopic.php?t=36670

The gist of it: Definitely get Broken Steel, The Pitt and Point Lookout are really awesome and you should probably get them too. Operation Anchorage and Mothership Zeta are ok, but you can safely skip them. The Chinese Stealth Armor from Operation Anchorage is really awesome though.
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Post by FatherJack »

I guess more than extending the main game, the DLCs actually give you more time with the weapons you pick up in the later stages of the story, or the ones specific to the other DLCs I haven't tried.

There's actually at least one and maybe two quite cool weapons you only pick up on the steps leading to the place where the main original game ends, and unless you walk out of what's pretty much the conclusion and bum around a bit, you don't get to fire them at all - which I though was a bit silly.
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Post by MORDETH LESTOK »

FatherJack wrote: you don't get to fire them at all - which I though was a bit silly.
I couldn't tell where I was in the game but I was saving up all the Fat Man ammo for another giant mutant of something but the game ended and there was just the one from the beginning :(

I don't think the difficulty setting worked on the Xbox360, hard setting wasn't hard at all...
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Post by friznit »

Been fettling with some interface mods since that was the part that annoyed me the most before. Sadly there's no way to ditch the Pipboy with it's irritating 'I'm an XBox' one click interface. The PDA thing makes it look pretty but that's about it.

I did run across this little gem however, which might appeal to people who've finished the game and want something to do with all their toys. I've not tried it, but it looks like you can build and run your own village, along with hiring dudes to defend it and trade caravans for supplies.
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Post by deject »

MORDETH LESTOK wrote: I couldn't tell where I was in the game but I was saving up all the Fat Man ammo for another giant mutant of something but the game ended and there was just the one from the beginning :(

I don't think the difficulty setting worked on the Xbox360, hard setting wasn't hard at all...
There are 5 in total.
Spoiler:
Aside from the one at GNR, There is one in The Capitol Rotunda, Evergreen Mills, Takoma Park, and there is one slightly West of the Jury Street Metro Station, where some train cars come out from underground. There are some Super Mutant Brutes and/or Masters there. In one of the destroyed train cars there is a teddy bear in a shopping cart cage. You summon the Behemoth by opening the cage. The Behemoth with approach from behind you. The one at Evergreen Mills has been captured by the Raiders there and is in an electrified pen. You can unleash the Behemoth by blowing up the generator, and it will kill the Raiders for you. The one in the Capitol is in a fight with some Talon Company guys who will probably take it down if you're not fast, so it's best to bring your Fat Man to that one, just be careful because you're indoors. The one in Takoma Park is pretty easy to kill.
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Post by MORDETH LESTOK »

deject wrote:There are 5 in total.
hmm...ty, guess I need to wander about and go kill some biguns :ahoy:
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Post by buzzmong »

Don't forget the greenery mod which I've forgotten the name of, it adds splotches of green trees and grass, which helps breaks up the rather boring grey landscape.
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Post by shot2bits »

buzzmong wrote:Don't forget the greenery mod which I've forgotten the name of, it adds splotches of green trees and grass, which helps breaks up the rather boring grey landscape.
http://www.fallout3nexus.com/downloads/file.php?id=2456

or http://www.fallout3nexus.com/downloads/file.php?id=1214

or maybe http://www.fallout3nexus.com/downloads/file.php?id=2525
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Post by buzzmong »

Yeap, that first one is the droid we're looking for. Cheers S2B.
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Post by spoodie »

It seems to me that attractive landscaping would detract from the post-apocalyptic atmosphere. The HUD, toxic waste and mutant/ghoul skin should be enough green for you.
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Post by buzzmong »

I think it's the otherway. Nature regrowing and all that after what is meant to be a few hundred years after a nuclear war with lots of ruins and rubble about.
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Post by Shada »

I don't like those greenery mods at all. It's too much like oblivion.

In fact I got a mod that made the post processing filters <a href="http://fallout3nexus.com/downloads/imag ... .jpg">even MORE bleak and brown</a>, because I just love it looking all rusty and dead.
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Post by Stoat »

Wow, that's like next next-gen.
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Post by buzzmong »

Actually, those shots Shada posted do look quite nice, they look bleaker but not as bland in my eyes.
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Post by Shada »

Stoat wrote:Wow, that's like next next-gen.
More brown, more!
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