![]() ![]() ![]() ![]() SPOILERS (for anyone even slower than me)ġ. Ending was not as bad as expected (after the comments here and other places, I was expecting a kick in the nuts). Is your mod on fallout3nexus or somewhere else? I do not have a link recorded and I am not checking all 91 pages again - View image here: -įinally finished the game (yeah, I know I'm slow). As for variables, you may want to compile it a few times with different settings, like 150, 300, and 1000 range. If someone could find a way to remove the contract flags permanently, THAT would be an awesome mod. After all, the contract is ONLY for 1,000 caps - you would think that after you annihilate their commander and purge their HQ they *might* give up. The random talon spawns should stay, but there *should* be a way to remove the contract. Regulators come after you if you *ever* dip to evil, even slightly. Burke but do not take up his suggestions (I played a game where I never talked to Burke and never saw a contract on me). Talon mercs will come after you if you are good or if you engage Mr. It is the contract killer random spawns that may or may not show up during your play. Supposedly they can interrupt fast travel, though I have never experienced this. * Talons and Regulator contract killers are always hostile to the player, have a contract on their corpse, and show up after fast travel to any location other than Megaton (since you spawn inside). ![]() To my knowledge, Regulators are not random spawns or at other locations. These mercs will always be hostile to the player. * Talon mercs can be found at certain locations (radar sites) or as random spawns. Talon are always hostile to the player and Regulators are hostile to Evil players. It definitely does illuminate places that had no light sources.Īlright, there are a few things to remember about the contract killers. I'm hoping this isn't the same approach the mod you mentioned took. I think it's balanced even though it doesn't use batteries, because you can't wear it at the same time as ledoux's hockey mask or power armor helmets. I kind of thought that it would look shitty, but now that I've tried it I actually like it. Well I didn't like the idea of a super long range pip boy light, so I just made a quick and dirty night vision goggle mod that does exactly what hat says above, except the light is green and comes from putting on the goggles (which have replaced "biker goggles" because I didn't feel like dropping pairs of NV goggles into the world at various places). I reckon the mods you have are doing it correctly. Default is 15, FWO uses 150, what would you like?ġ000 is enough to light the entire cell you're in.īrightness is unaffected, only the range. I always dread this part of the game because it just ruins so much of the atmosphere and gravitas the game builds up before this point.Ronelson: I'll throw you something out tomorrow to extend the light range. I mean hell at least if they had robots taking care of them it would be at least half way believable. having a few tough kids with guns is not a replacement for a real militia. Having a smart kid treat minor boo-boos is not a replacement for a real doctor. Do you know how hard it is to get a group of kids to work together on anything let alone creating a town and maintaining it? They also imply that the kid's have been living like this for years and continuing this stupid idea based on nothing but ideology. I get that the kids are armed, that they're badasses who don't take guff from mungos and that they stick together but they are still kids. Even in a universe filled with robots, mutants and zombies the idea of a town filled with kids just seems so stupid and unbelievable especially when that town is right next to a vault full of super mutants and just a few miles from the Slaver capital of the Wasteland. I'm usually the first one to defend FO3 from haters but not even I can defend Little Lamplight. ![]()
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