FO3 versions are still the same and not the NV versions. Only Deathclaw change we made was to add an alpha to Old Only an a matriarch to the Dethclaw sanctuary.
First impressions and feedback.
- chucksteel
- Posts: 1388
- Joined: Wed Aug 15, 2012 3:20 pm
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Flash Gordon
- Posts: 3
- Joined: Thu May 09, 2013 1:45 pm
Instead of starting another
Instead of starting another first impressions thread, I thought I would add to one that was already going.
First, great job on everything, the mod is stable, fun, and re-injects some excitment into F03.
I made an energy weapon user to run through, and so far (just made level 10) he is working out fairly well (although like vanilla FO3, I am still using guns a lot due to scarcity of ammo, but it creates a sense of destitution and lack that was missing in FONV which can be fun. I never remember being so excited to find 60 MFC before).
A couple things of note. Like mentioned above, robots seem to ignore me for the most part or flail wildly at me (DANGER WILL ROBINSON!). This made the National Guard building quite easy. On my first foray out of Megaton (I think I was level 3 or 4) I ran across a hostile Enclave Soldier in Springdale. Needless to say, I was a bit outgunned, so I chemed up (hilariously, even with the medical bobblehead, I became addicted to buffout AND psycho), tricked him onto a mine and then proceeded to pummel him with my baseball bat.
Super mutants are a true pain now. When I first encountered them, they were very tough and any more than two would be the death of me. Now, around level 10, they have become a but of a bullet sponge, and are slowly teetering towards annoying rather than challenging. I know there was some discussion about reducing their DT, and I think a SLIGHT reduction might be in order. It does get a bit tiresome when NONE of your attacks go through their DT for so long (a completely repaired assault rifle, recharger rifle and so on).
Don't let these minor quibbles cloud the fact I am loving this mod, as well as the super helpful community. Great job fellas.
- MrMedicinal
- Posts: 83
- Joined: Sat Jun 15, 2013 8:57 pm
- Location: Two Sun, Arizona
Love the mod! Ever since New
Love the mod! Ever since New Vegas first came out i always wanted the features from New Vegas to be ported into Fallout 3, and always created a middle aged Courier (because my Courier was the Lone Wanderer as far as i'm concerned. :) )
I played through the whole main quest-line as well as many others before hitting New Vegas, and i have to say that I'm quite shocked by the stability of the mod! I put in somewhere like 35 hours into the game and only had it crash on me twice, and that was before i tweaked my FALLOUT.ini file to better perform on my computer. Since than zero crashes. (Now thats amazing.) Not to mention you guys have fixed various glitches that were in the vanilla game and made Fallout 3 a more stable, and relatively exploit free.
I'd like to thank everyone involved in this mod, it was (more or less) an old dream come true. Good job Guys!
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drithius
- Posts: 19
- Joined: Thu Nov 15, 2018 1:19 am
Re: First impressions and feedback.
* The cake disappears after Andy cuts it
* The cake is still selectable in the console, despite now being invisible <CG02CakeREF>
* Quitting the game and loading a save with the invisible cake fixes it.
Been troubleshooting some mods, have restarted a few times, and I've only seen this issue one time. Could be script/animation fart.
- InsanePlumber
- Posts: 8
- Joined: Fri Oct 26, 2018 6:15 pm
Re: First impressions and feedback.
Solution.Been troubleshooting some mods, have restarted a few times, and I've only seen this issue one time. Could be script/animation fart.
- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
Re: First impressions and feedback.

- Risewild
- Posts: 3219
- Joined: Mon Oct 01, 2012 9:14 am
Re: First impressions and feedback.
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