"[B]War. War never changes."[/B]
The Great War is the single most important event that has shaped the Fallout world into its current form. On October 23, 2077, the United States, China, and other nuclear-armed countries bombarded each other with a rapid exchange of nuclear missiles and bombs lasting for only two hours. The destruction caused by the brief nuclear war was staggering; more energy was released in the early moments of the war than in all previous global conflicts combined.
The Fallout games take place 90 years to 2 centuries after the Great War as humanity struggles to survive and rebuild. Some groups have barely managed to survive above ground, either scavenging the scorched ruins of cities or surviving and adapting to the new irradiated environment through mass mutation. Communities that were sealed in underground Vaults during the war are now emerging to re-populate the blasted landscape. Striving to organize and sustain the human race, these tattered remnants of civilization are threatened by psychotic mutants, rogue machines, vicious raiders, and all manner of hostile mutant creatures. The first two games take place mostly in the area known as the Core Region on the West Coast of the post-apocalytpic United States, where the main threats so far have been the Master and the Enclave, while the third game takes place in the Capital Wasteland on the East Coast of the United States.
[I][B]Fallout: A Post Nuclear Role Playing Game[/B][/I]
Set in the aftermath of a world-wide nuclear war, Fallout will challenge you to survive in an unknown and dangerous world.
You will take the role of a Vault-dweller, a person who has grown up in a secluded, underground survival Vault. Circumstances arise that force you to go Outside -- to a strange world 80 years after the end of the modern civilization. A world of mutants, radiation, gangs and violence.
Your immediate task is to find a replacement for the broken water purification controller chip. Without that chip, your fellow Vault dwellers are doomed to dehydration or be forced to leave the safety of the Vault for the Outside.
Fallout: A Post Nuclear Role Playing Game, developed and published by Interplay in 1997, is the first game in the Fallout series. The game was initially intended to use Steve Jackson Games' GURPS system, but when that deal fell through, Interplay created its own system, S.P.E.C.I.A.L. Fallout is seen as the "spiritual successor" to Interplay's classic 1987 CRPG Wasteland.
Fallout is a role-playing game with turn-based combat and an isometric view.
You are the Chosen One, the direct descendant of the Vault Dweller.
The village elders have selected you to wear the sacred Vault-suit of your grandsire and, in time, to ascend to the leadership of your people. First you must prove your devotion to your people. Your tribe needs help.
If you are truly the Chosen One, then you alone are capable of claiming the heritage of the Vault Dweller, to take back your birthright. Among the many wonders described in hallowed yellow pages of the Vault Dweller's Survival Guide is the Garden of Eden Creation Kit. The GECKTM is said to have the power to turn the harsh Wastes into a fruitful paradise. The Vault Dweller's Survival Manual promises the redemption of the GECKTM to all Vault Dwellers.
Your tribe has survived over ten-years of drought but now their reserves are at an end. You must find Vault 13 and claim the technology that your tribe needs to survive. If you fail in this quest—your tribe will surely die. You must travel the perilous Wastes on a holy quest to find Vault 13. The same Vault that cruelly cast your grandsire out into the Wastes 80 years ago.
The Vault owes you. The Vault owes your tribe. Now it's time to collect.
Fallout 2: A Post-Nuclear Role Playing Game is the sequel to the original Fallout game. Released in 1998, it was officially developed by Black Isle Studios, which by that point had become a full-fledged design outfit
Fallout 2's gameplay is similar to the original Fallout. It's a role-playing game with turn-based combat, where the player plays the game in the pseudo-isometric view.
The Player Character is a young inhabitant of Vault 101, a fallout shelter in the Washington D.C. area.
The vault has reportedly been sealed for 200 years until the player's father opens the only door to the outside world and disappears without any explanation. The Vault Overseer believes that the player was involved in their father's escape, and sends the vault's security force to arrest him. This leaves the player little choice but to also escape from the vault, with the hope of locating his father and finding out why he left.
Fallout 3 is a post-apocalyptic computer and console action role-playing game developed and published by Bethesda Softworks as the third installment in the Fallout series and a sequel to Interplay's Fallout and Fallout 2. It was released on October 28, 2008 in North America, on October 31, 2008 in Europe and on December 4, 2008 in Japan. It is available on the PC, Xbox 360 and PlayStation 3.
The game features both first-person and over-the-shoulder third-person perspective, toggleable at the player's choice.
Operation: Anchorage. Enter a military simulation and fight in one of the greatest battles of the Fallout universe – the liberation of Anchorage, Alaska from its Chinese Communist invaders. Gain access to unique armor, weapons, and exotic gadgets while you build and command interactive Strike Teams to win the battle and defeat the Chinese base.
The Pitt allows you to travel to the post-apocalyptic remains of Pittsburgh, Pennsylvania and become embroiled in a conflict between slaves and their Raider masters. Explore a sprawling settlement ravaged by time, neglect, nuclear radiation, and moral degradation. The Pitt is filled with morally gray choices, shady NPCs, new enemies, new weapons, and much more.
Continue your existing Fallout 3 game and finish the fight against the Enclave remnants alongside Liberty Prime. Broken Steel moves the level cap for your character from 20 to 30, allowing you to experience even more of the game, including new perks and achievements.
Point Lookout opens up a massive new area of the Wasteland – a, dark, murky swampland along the coast of Maryland. So hop on the ferry to the seaside town of Point Lookout, for the most mysterious and open-ended Fallout 3 DLC adventure yet.
Defy hostile alien abductors and fight your way off of the massive Mothership Zeta, orbiting Earth miles above the Capital Wasteland. Mothership Zeta takes Fallout 3 in an entirely new direction – outer space. Meet new characters and join with them in a desperate bid to escape the Aliens’ clutches. To do so, you’ll wield powerful new weapons, like the Alien Atomizer, Alien Disintegrator, and Drone Cannon, and deck yourself out in brand new outfits, like the Gemini-Era Spacesuit and even Samurai Armor.
[I][B]Fallout Tactics Brotherhood of Steel[/B][/I]
When the game starts, the Brotherhood is trying to claim territory surrounding Chicago. By offering protection to villages of tribals, the Brotherhood is able to draft recruits from among the tribals.
At the beginning of the game, the player character is an Initiate, a new recruit to the Brotherhood, tasked to lead a squad of soldiers made up of available initiates. Raiders in the area are the first challenge to the Brotherhood's authority, so the player's squad of initiates is dispatched to kill the bandit leaders and mop up the bandit threat.
As the campaign against the raiders succeeds in dispersing them into the wasteland, the player character is accepted fully into the Brotherhood and learns the eventual goal of the Brotherhood: a campaign west across the Great Plains towards the Rocky Mountains in search of Vault Zero, the one-time nucleus and command center of the pre-war vault network, where the most senior government, scientific and military leaders were housed and the highest technology available was maintained.
Fallout Tactics: Brotherhood of Steel or simply Fallout Tactics, developed by Micro Forté and published by Interplay in 2001, is the third title in the Fallout series, but is not a traditional RPG (so it wasn't entitled Fallout 3). Instead, Fallout Tactics focuses on squad-based combat and introduces near real-time combat, called "continuous turn-based" by the developers, as well as a multiplayer mode, to the Fallout series. The plot of the game takes place in the American Midwest rather than the West Coast, as the previous Fallout titles did.
Because of numerous inconsistencies with previous Fallout games, Fallout Tactics: Brotherhood of Steel is not considered part of the official Fallout canon except for its pivotal events.
Unlike the previous two Fallout games, Fallout Tactics emphasizes tactical combat and strategy. Players are not able to respond to non-player characters, but they can still trade and gamble. Instead of towns.
[i][b]Fallout Brotherhood of Steel[/b][/i]
The game takes place in Carbon, Texas in the year 2208. The player chooses to control one of three initial characters: Cain, Cyrus, or Nadia, all of whom have pledged their services to the Texas Brotherhood of Steel and have become Initiate. With the help of familar faces such as The Vault Dweller from the Fallout, Harold the Mutant, who has been featured in every game to date , And Rhombus, Leader of the Brotherhood of steel paladin's. The player must find the Secret Vault and kill the mutant Attis.
Fallout: Brotherhood of Steel actually had many inconsistencies with Fallout 1 and 2, Such as The Vault Dweller, or the protagonist of Fallout, being out of California and into texas. This has made the game be considered "Non-cannon"
This game was different, in the sense that it wasn't free roamable, once you passed a place that was it, if you forgot something well then thats shit luck for you. It was also only on the PS2 and Xbox.
[B][i]Fallout: New Vegas[/i][/B]
The story will continue some parts of the Fallout and Fallout 2 stories, but will not be related in any way to the one in Fallout 3.
Fallout: New Vegas will take place in 2280, 3 years after the events of Fallout 3 and 39 years after Fallout 2, making this installment set the farthest in the series. The New California Republic will play a major part in the story, in a three way struggle between the NCR, the Caesar's Legion slavers, and the local New Vegas populace.
The player will play as a courier, who was left to die in a shallow grave, rescued by a TV Robot named Victor, and patched up by a Doctor Mitchell.
Fallout: New Vegas is an upcoming role-playing video game developed by Obsidian Entertainment and published by Bethesda Softworks. While New Vegas is not a direct sequel, it will use the same engine and be in the same style as Fallout 3, and is being developed by some of the people who worked on previous Fallout games at Black Isle Studios. It will be set in and around post-apocalyptic Las Vegas (New Vegas). It has a projected release date of Fall 2010 and will be available on the PC, Xbox 360 and PlayStation 3.
The gameplay will be very similar to Fallout 3's Gameplay, the player will be able to switch between 1st and 3rd person, and VATS will return.
[I][B]Project V13 (Fallout MMO)[/B][/I]
Not much is known about this at the moment, there have been a lot of legal issues between Interplay and Bethesda about the Fallout MMO, no one knows if this will end up being an official Fallout MMO or just a Generic Post Apocalyptic MMO.
Project V13 is the codename of an unannounced massively multiplayer online game being developed by Interplay and Masthead Studios. Chris Taylor, one of the creators of Fallout, is one of the lead developers. Jason Anderson, one of the other makers of Fallout, was involved in the project between 2007 and 2009, but has since left the team.
Fallout Online now has a website where you can sign up for the beta, which is speculated to be in 2012.
The game would begin with the player in a prison cell. Because of this the player was given a choice. He could be an innocent that was imprisoned because of some misunderstanding, or he could choose to be a criminal and take bonus traits that would bolster some of his skills.
The player would awaken in a prison cell, but not the one he remembered falling asleep in. Suddenly the floor rocks violently from an explosion and the player is knocked unconscious. When he awakens he finds his cell door open and a hole in the wall leading outside. Leaving the prison, he is under attack by some unknown assailant. Deciding that discretion is the better part of valor, the player flees into the night to explore his new world.
Unfortunately, his new found freedom may be short lived. The player is relentlessly pursued by robots who want to return him to the prison. As he explores the world and tries to outwit his pursuers, he begins to uncover an underlying plot. Why was he in a different prison than the one he fell asleep in? Why can't he remember being transferred? What was the attack on the prison about in the first place? Then he finds out about NCR's problems, and a few things don't add up.
Eventually, the player would discover the true reason behind the prison and the attack on it. It turns out that through extensive research, the mad scientist called Presper, disgusted with what the world turned into after the War, discovered the history of New Plague, the virus that FEV was initially created to cure, and its genocidal potency, and also discovered a viable means to cleanse the world. Using ULYSSES, the quarantine prison, and a ballistic satellite known as B.O.M.B.-001, the way to human planetary domination and order became clear. He needed to get to B.O.M.B.-001 and use the nuclear weapons to clean the filth and wretch that currently occupied the surface.
Presper and his followers released the New Plague virus in the remote areas near Boulder and Denver. It was close enough to the quarantine prison to spur ULYSSES into action, but not near enough to cause huge populations to start a general panic. Once enough people were infected and ULYSSES “arrested” enough people to just about fill up the prison, Presper’s men would stage an attack on the prison which would allow everyone to escape. This event would start a countdown of sorts for missile launch on B.O.M.B.-001. ULYSSES would assess the viral spread, try to gather up the escaped prisoners, and once 90% of the prisoners had been retrieved, launch nuclear missiles to “clean & prevent” any further infection. By the time this happened Presper had planned to be on, and in full control, of B.O.M.B.-001 and reprogramming targeting solutions to clean the areas he wanted. Humans of his choosing would wait out the second nuclear holocaust in the Boulder Dome, until the day came where he declared the Earth safe for pure blood humans once more.
Van Buren was the project name Black Isle Studios assigned to their version of Fallout 3.
The game was going to use an engine that Black Isle had made for Baldur's Gate 3, commonly referred to as the Jefferson Engine. It was fully 3D.
Black Isle Studios planned to include a dual combat system in the game that allowed for the player to choose real time or turn-based combat, due to Interplay's demands, though Josh Sawyer had stated that the emphasis would be on the turn-based version. Co-operative multiplayer was also going to be included in the game, again because of publisher requirements.
In 2003, the game was canceled and the Black Isle employees were laid off. At that time the engine was about 95% done. You could create characters, use skills, perform both ranged and melee combat, save/load games, and travel across maps. A tutorial level was done that would let the designers do all of the above. All areas but one had been designed. About 75% of the dialogues were done and at least 50% of the maps. BIS already had many of the character models and monster models.
[B][I]Van Burn Tech Demo[/I][/B]
[I][B]Fallout Brotherhood of Steel 2[/B][/I]
The plot incorporated some elements from Van Buren, the canceled Fallout 3 by Black Isle Studios (Caesar's Legion, the Jackals, Nursery), as well as the mutated G.E.C.K. from the canceled Fallout Tactics 2.
Fallout: Brotherhood of Steel 2, also known as Vagrant Lands, was the canceled sequel to Fallout: Brotherhood of Steel. The development started before the release of the first game, and it was almost complete when Interplay laid off most of their employees in 2004
[I][B]Fallout Tactics 2[/B][/I]
The game took place toward the Southeast of the USA, as far as Florida, and the major conflict was to be between man and nature. The Midwestern Brotherhood of Steel was to be portrayed as even more fascist and oppressive, and as BOS only in name.
The basic premise was that a GECK had been irradiated, and so the "Garden of Eden" it created was full of mutant plants and fungi. It begins to spread fairly rapidly, preying upon animal life and using them as carriers/fertilizer to spread its fungal seed. The player basically gets tasked with discovering the source and a way to put an end to it. You had got accelerated regrowth, and nature reclaiming the wasteland, but because it also wants to get rid of humans, there's a real moral ambiguity to it.
Unlike its predecessor, it would feature Combat Armors. Mutant crocodiles were also going to appear.
Fallout Tactics 2 was a cancelled sequel to Fallout Tactics: Brotherhood of Steel. developed by Micro Forté. Pre-production started shortly before the release of the first game and it was cancelled around December 2001. After the game started selling rather poorly, the sequel was canned by Interplay. After it was cancelled, a petition to save it was started by a fan of Tactics.
It is unclear when exactly the game was going to take place. According to the summary in a design document, "almost a century has passed" since the Great War, but it's probably just an error that would have been fixed in the final version of the game, just like the "I was born just after the bombs fell" in Fallout: Brotherhood of Steel.
The Brotherhood of Steel (judging from the concept art, probably the Midwestern branch from Fallout Tactics), the "once silent organization", has been expanding and seizing more and more territory under their control. Their area of influence stretches as far as Alaska, where the Brotherhood's new headquarters is now located. The Brotherhood's agenda "leaves little room for the survival of radiation or FEV outbreak victims". Local humans are either drafted into the Brotherhood's ranks as cannon fodder or enslaved, and mutants are outright eradicated. It is the Brotherhood that the player would oppose during the first half of the game.
The player controls a squad of revolutionaries known as The Cause. Throughout the game, it would gain momentum, starting in Oregon, Washington and Canada. Each reclaim town would vow loyalty to the player's cause.
However, after defeating the Brotherhood, the player would learn why the Brotherhood set out to Alaska in the first place. The rebels must now venture across the Bering Strait, through Russia and Mongolia and finally into China, in order to destroy the Doom's Day Missile that could obliterate what is left of America. The endgame would take place within the Forbidden City, where the Chinese Emperor resides.
Among the factions encountered along the way would be the Issaquah Nation, the Inuits, the Montauk, the Horde of Huns, Siberian Cossacks and finally the Army of the Golden Tiger and New Imperial Guard.
Fallout Extreme was a canceled squad-based first- and third-person tactical game for the Xbox, using the Unreal Engine and developed by Interplay's 14 Degrees East division. It was in development for a several months in 2000, but didn't really have a concrete development team and never made it out of concept.
The game could be played in first and third person perspective. The player would control a 4-person team and would be able to switch the active character, all of which had various skills, at any moment. The team could consist of ordinary wastelanders, former Brotherhood of Steel members, super mutants, Native American shamans and even Mongol warriors. There were both single- and multiplayer modes.
[URL="http://fallout.bethsoft.com/index.html"]Official Fallout Website[/URL]
[URL="http://www.nma-fallout.com"]No Mutants Allowed[/URL]
[URL="http://www.fallout3nexus.com/"]Fallout 3 Nexus[/URL]
[URL="http://www.duckandcover.cx/"]Duck and Cover[/URL]
[URL="http://www.fallout-on-line.com/"]Fallout Online Official Website[/URL]
[I]Do you have stuff you think should be in the OP? well then speak up![/I]
Fucking awesome series.
Although I think in the OP you should state what genre the game is and how it is played. Because fallout 3 greatly differs from the first 2 minus the story elements and such.
Updated it a bit, added more info about the games, still got some stuff I want to add (mods, canceled games...and Fallout Brotherhood of Steel at some point).
Fallout 1 and 2 were awesome, 3... not so much.
1 and 2 were fun, but i liked 3 mostly because it felt more...There, i felt more in control of my character, i remember coming home from school just to get into the wasteland and suddenly its 4 in the morning.
Fucking awesome series, has my vote for best series ever.
Also, its the VAULT BOY, not the PIP BOY, Fallout Tactics fucked that up and gave the option to recruit the "Pip-Boy" as a party member.
-snip you posted it-
Now, why did you post that? It's fucked up.
Brilliant series.... anyone know when the new one is out?
Now this is what i call a quality thread.
[QUOTE]the first and only fallout game with multi player.[/QUOTE]
Fallout Tactics has Multiplayer.
also added Fallout:POS to the OP.
New vegas screensh-I just came so hard it blew my pants open and impregnated my PC.
[QUOTE=Max Guevara;20700820]Hooooooollllllllyyyy shiiiiiiit
New vegas screensh-I just came so hard it blew my pants open and impregnated my PC.[/QUOTE]
Hardcore fallout fan???
[QUOTE=TheUnDeadGod;20701096]Hardcore fallout fan???[/QUOTE]
Not really i just love the look of it
[quote]Also, even though it was shitty, Fallout Brotherhood of Steel needs to be added to OP.[/quote]
It really doesn't, it's like the bastard child that nobody wants to admit whelphing of the fallout series
[QUOTE=RayvenQ;20702375]It really doesn't, it's like the bastard child that nobody wants to admit whelphing of the fallout series[/QUOTE]
Actually it was the funnest game i have ever played in my life. /sarcasm
Seriously i played 5 seconds of it and i vomited blood.
1 was awesome, but 2 was the best (in my opinion). Tactics was great fun if you did not buy it expecting a game like FO1 and 2, if you did you will most likely be disappointed.
FO3 was the worst one (still good/great, but not a Fallout), Tactics was a spin-off (so it was expected to be different), FO3 wasn't, so FO3 has no excuses for not being a proper Fallout. FO3 without mods that is.
The above is an opinion, if you think that FO3 is the best FO then good for you, I didn't say you can't like it.
Let's hope New Vegas really will be inbetween (gameplay-wise) FO2 and FO3.
[QUOTE=UnidentifiedFlyingTard;20700731]Fallout Tactics has Multiplayer.
also added Fallout:POS to the OP.[/QUOTE]
I thought it did, but i wasnt sure :C
[QUOTE=RayvenQ;20702375]It really doesn't, it's like the bastard child that nobody wants to admit whelphing of the fallout series[/QUOTE]
I know I know, but there were alot of people who liked it, suprisingly.
Ah, so there's no option to select your background in Fallout: New Vegas? What a shame, I was looking forward to playing as a ex-Chinese operative turned ghoul.
Is New Vegas really a spinoff?
Needs more "Awesome mods for Fallout 3 on PC"
Marts Mutant Mod - RC 5 ([url]http://www.fallout3nexus.com/downloads/file.php?id=3211[/url])
::: Overview :::
This mod is a port of MMM from Oblivion to Fallout 3. It focuses on adding a huge range of diversity to creatures and NPCs in the Fallout 3 world as well as adding new and unique creatures and NPCs to encounter. The mod is broken down into a core base and a range of optional modules.
The key results the mod achieves are:
* Every creature and NPC is unique with its own stats, size, confidence, health, damage and even skin (texture)
* Creatures and NPCs suffer improved wounding effects such as visible bleedng and statistic penalties
* Creatures and NPCs can loot the corpses of fallen enemies, afterwhich you can find this loot if you kill them
* Creatures and NPCs have improved behavioural AI based on class -- in any given group some may be aggressive towards you, some may be ambivalent, and others may avoid you outright.
* Configurable increased spawns allow you tailor how many creatures and NPCs spawn in the game at any given spawn point
* Improved faction system to better reflect inter-faction relations and ensure the player isn't the center of the universe
* New creatures and NPCs to add variety to the wasteland -- all hand-crafted with their own stats, abilities, loot, weapons, textures and in some cases scripted AI behaviour.
Main features include:
:: Stat scaling
All creatures and NPCs have a sliding-scale random modified adjustment to their base values for STR, END, PER, INT, AGI, LUC, Speed and Health.
The adjustments range -3 to 3, with the following percentages: 30% no change, 30% -1/+1, 30% -2/+2, 10% -3/+3.
The exceptions are STR, END and Health values which are based on size (see next), as are loot drops for creatures (see below), where larger creatures are stronger, have more endurance, and more health.
:: Size scaling
Isn't it a little bit odd that all creatues and NPCs are identical in size? Indeed, so size scaling randomly adjusts size based off base value between a factor of +/- 20% for creatures, and +/- 12.5% for NPCs (though it's actually weighted -10% to +15%.). It's not quite a blanket rule -- Ghouls for example follow size scaling closer to NPCs, given they were formerely people.
As above, size is more than just visual variety -- it impacts the strength, endurance, and health. Larger creatures hit harder, and last longer.
:: Size based loot
Larger creatures will drop more meat, smaller ones less (or none at all). This may be expanded in future to include other types of loot.
A new faction system through the optional Natural Selection plugin ensures you're not always the center of the universe -- creatures and NPCs have foes they might consider more dangerous than you, and act accordingly.
Additionally a special No Attack faction protects Scavengers, their pets, and optionally traders (with the Tougher Traders) plugin from being attacked, without the need to mark them Essential (and thus prevent the player from killing them). It's also used for special creatures in the mod, such as the passive Wasteland Scorpion and Corpse Flies being largely ignored in favour of bigger threats.
:: Behaviour AI
Why is it that most creatures and NPCs seem to be hostile, despite the fact that in order to survive a creature or NPC still needs to pick its fights (otherwise, how did it last this long?)
Changes to wildlife on a creature-by-creature basis reflect that not all MoleRats are suicidal, and even a Vicious Dog can have the sense to avoid a fight it's got no chance of winning. NPCs, as well, can have a greater sense of self-preservation but to a lesser degree than creatures and, as with size and stat scaling, the chances are randomised based off their base value -- so Raiders are more likely to turn tail and run than Outcast for example.
:: Diverse Creature Skins
Most creatures in Fallout 3 have only a single texture, making every creature a clone of the next. Diverse Creature Skins provides a range of texture variants for each and every creature, so when you encounter a pack of rabid, yet slightly cute, MoleRats they all look a little different. This is one of those features that sounds simple but makes a huge impact in-game.
These are some of the creatues and the number of variants in the mod:
* 3 Brahmin
* 3 Radroach
* 3 Deathclaw
* 3 Deathclaw Baby
* 3 Deathclaw Matriarch
* 3 Giant Ant
* 3 Floater
* 3 Wanamingo
* 3 Vicious Pup
* 4 Vicious Dog
* 4 Mirelurk
* 4 Yao Guai
* 4 BloatFly
* 4 FireFly
* 5 Molerat
* 5 Molerat Young
* 5 Centaur
* 5 RadScorpion
* 9 Geckos
* 84 Feral Ghoul
* 104 Supermutant
:: Diverse NPCs
Just like Diverse Creature Skins, the NPCs in the game also get some treatment. Mostly, and for the moment, this focuses on Raider diversity and includes 100 Raider variants all with new unique faces, hair, etc. Additionally, there are 12 variable tattoos styles which are mixed and matched across 28 different race variations.
The result is a much wider scope of Raider appearance you will encouter in the game, and greatly fleshes them out as a faction in the Wasteland.
:: New Creatures & NPCs
What's an MMM without new creatures and NPCs? Just to start, the first release of MMM for Fallout 3 will have:
* Supermutant Gargantuan -- the guy the Behemoth goes to when he runs home to mummy. You don't want to meet mummy. Really, seriously. What, you got a death wish? Ok...
* Firelurk -- just when you thought the Mirelurks couldn't get any more dangerous, one of these brethren will show up. As the name suggests he's a Mirelurk, only he breathes fire... he also drops a unique loot: Firelurk Saliva. Hey, what do you think he's using for fuel?
* Wasteland Scorpion -- first of many passive creatures. This is a small, loner creature (just like the real thing) which will avoid you if it can. It just wants to find a rock and live to see another day. Be kind, eh? Or not.
* Wild Dog -- semi-passive wasteland scavenger. He's no friend to the Vicious Dogs, but he's not necessarily yours either. Push him into a corner and he'll fight, otherwise he'll probably leave you alone.
* Night Ghouls -- You've heard reports of Ghouls roaming the wasteland at night, but you didn't believe them. You still won't... that is until you run into them first hand. They travel in packs, and see better in the dark than you too. Oh, for a bigger torch than the Pip-Boy...
* Corpse Fly -- These little creatures have a chance to appear at a corpse after a number of hours. They are ignored by other creatures and NPCs and a non-hostile, though you can take pot-shots at them in VATS if you want to. They add a unique dynamic to the Fallout 3 world, where even the smallest creatures can be seen to scavenge...
* Vicious Dog Pups -- small, hungry, and seeing you as a threat. They're weaker and do less damage of course, but they drop a unique soft fur that you can sell. They'll also try and follow their parents when they're around.
* Young Mole Rats -- Mole Rats tend to keep their young safe in burrows so you won't see these often, but if you happen to catch them out in the open you'll find them fast but easy prey. Because they are rare, their teeth fetch a higher price than that of their parents.
* Little Geckos -- Little Geckos are the smallest of the Geckos and generally passive, and as such are ignored by most wildlife. They are will fight back if attacked, but don't post a large threat. Their skin can can be collected and sold.
* Golden Geckos -- Golden Geckos are mutated by feeding near radiated waste, and as a result are immune to radiation adn slightly larger in size, more likely to be aggressive, and can swipe with poisonous claws. Being more dangerous, their skin is more valuable to sell.
* Fire Geckos -- Fire Geckos are the largest of this breed and extremely dangerous -- they attack on sight and can ignite flames on their foes on impact. Naturally, they are immune to fire as well. Their hide is the most valued of all, and can fetch a good price.
* Deathclaw Matriach -- You think the Deathclaw is mean? Wait till you see his female partners -- bigger, stronger, faster and with the chance to send enemies flying with a knockback effect. If you know what's good for you, avoid her at all costs.
* Deathclaw Young -- Although rare as they are often protected in lairs, Deathclaw Young can be found out in the open. Naturally they're aren't as strong as an adult, and don't drop the valuable Deathclaw Blood. For that reward, you need the tougher fight of a mature Deathclaw.
* Floaters -- Just like their Fallout 2 counterparts, floaters are odd and creepy looking creatures that don't move fast but can hit for a punch. They spawn with their Supermutant masters and their meat is particuarly restorative.
* Wanamingos -- Another classic creature, Wanamingos are fast and furious and will happily tear you a new hole. They can be found in the wasteland and, as in Fallout 2, the best defence against the is to cripple their legs causing them to flee.
* Fireflies -- Fireflies are completely passive creatures that appear at night and disapppear by the morning. They can sometimes be seen far away flickering in the moonlight, and if you get close you'll see them in a rainbow of colors.
* Ramblers -- The Feral Ghoul Rambler is a bigger, stronger, beefier and more dangerous Feral Ghoul. His claws are also toxic, and will poison you on contact. Dangerous as he is, he's called a Rambler for a reason and limps slowly along, lunging towards you -- don't let him get close!
Between size scaling, stat scaling, behaviour and diverse skins every creature you meet is literally unique. See a group of Vicious Dogs? Each one looks different, has its own temperament, has its own size, moves at its own speed, has its own endurance and health, and its own strength and damage. Fighting in the wasteland will never be the same, every encounter is unique!
:: Other features
* Night Ghouls that appear only at night, and are faster and stronger than normal Feral Ghouls
* Wild Dogs and Wasteland Scorpions may appear at wasteland spawn points, and are generally passive
* 3% chance of a special Supermutant spawn with muties, which includes 8 variant Behemoths and the Supermutant Gargantuan
* A new food -- Radscorp Meat -- added to Radscorps. Afterall, you can eat pretty much everything else. It heals well but has high rads
* Slightly reduced chance of Robots and Radscorps for wasteland spawn points
* Evergreen Mills Behemoth replaced with Gargantuan (great in tandem with Increased Spawns)
* Robots aren't included in stats/size/confidence scaling -- afterall, they are machines, produced identically off the production line
* Corpse Flies may appear at corpses after a certain amount of time. They can be VATS targeted and killed, if you feel like some sharpshooting
* GMSTs adjusted to extend corpse lifetime, the number of corpses before cleanup, and the number of actors able to be in combat at one time.
* Special effects like the Gargantuan's demolishing strike, Glowing Ones and Robots may explode with force on death, Fireflies casting colourful light at night, Skeletons decayed from corpses after a time and much more...[/quote]
tl;dr adds new NPC's, AI behavior, and other stuff
Tired of that stupid ass green tint that hovers around everything? Install this and that annoying green tint goes bye bye!
Project Beauty HD - [url]http://www.fallout3nexus.com/downloads/file.php?id=6341[/url]
Are you tired of your NPC's looking like they have a pile of shit smeared all over their face? Do you often find yourself thinking that you are talking to a robot due to their robotic like faces when speaking? Have no fear, this motherfucker is here
This is my attempt to change NPCS in Fallout 3. I have redesigned their facial structure to give them a more natural appearance, as well as to preserve their character as well. It removes some of the awkward skin tones, and facial structures of the Vanilla versions.
Next, please download the "INSTRUCTIONS TO DOWNLOAD THIS MOD" manual and read it carefully. I carefully went through each and every question that was asked in forums and in private messages and placed a new manual which will be more helpful.
If you want no hair mods, download the "Main Files" one.
If you want Project Beauty HD, download the "Project Beauty HD" files.
You'll then need to get the updates to get either of the latest versions.
Again, please read the manual for clarification, as it is very helpful for you.
Installation directions are on the manual. The manual is listed on the Files Section.
These are the female and male NPCS changed so far:
Megaton Settler (some lady who kept giving me random stuff)
Milicent in Tenpenny
All Talon Mercs have been redesigned to have a more realistic and gritty appearance.
All Raiders have been redesigned. See images for reference.
All Paradise slavers have been redesigned
All Tenpenny residents have been redesigned.
All Rivet City guards have been redesigned.
All Megaton settlers have been changed.
All Regulators have been redesigned.
All slavers in "Head of State" mission have been redesigned.
Brotherhood Initiates outside of the Citadel, and Scribes have been designed.
All children in Fallout 3 have been redesigned.
TOTAL OF 456 NPCS HAVE BEEN REDESIGNED!!!!!!!!
If you have suggestions to improve upon some of the character designs, please let me know and I can make changes in the next version.
FREQUENTLY ASKED QUESTIONS
1. Is this mod just a "Barbie-doll" or "celebrity" mod that makes everyone in the world look like super models?
2. This mod doesn't work with ____ mod.
Check the Compatibility section on the "Updates". I work with some folks who help my mod to be compatible with
others out there.
2. I"m getting pink eyes or I'm getting pink eyelashes!
Purple eyes/purple tongue/purple eyelashes means you are missing textures. It is one of three reasons.
a) You have a different copy of Fallout 3 (Steam Version) or you have a different copy of Windows.
If you link the textures to the right folder it will work.
Try making a duplicate folder (for testing purposes) at this EXACT folder location and copy the associated textures:
Program Files\Bethesda Softworks\Fallout 3\Data\Textures
That way, GECK will link to it.
b) You have another mod that is using eyelashes and that may be causing a conflict. Try temporarily running PB by itself and see what mod is causing the conflict.
c) Archive Invalidated isn't working correctly. Sometimes unchecking it and then checking it will fix the problem.
3. Help! I don't see the folders listed here! I don't have a "Textures" folder. Or.. I don't have "headhuman" files. Or...I don't have a "Female" folder.
If it's not there, you add it. Just right-click, and click "Add New folder" and title it as the way it should be labeled. Make sure that at the end the directory is:
Bethesda Softworks\Fallout 3\Data\Textures\characters\female
Whatever you do, do not delete the main textures.bsa files.
4. Help! I installed the hair textures and meshes exactly as you said, but it's STILL not showing up in my game? How come the hair isn't showing up on my ladies?
Oh, and another thing. You have to add your own hairstyles to the characters. I provided you with directions on how to do so. I did this because some people may want one style and another person might want another..so I thought it best to just teach you how to add it. :P
5. Ok, I've downloaded everything. I installed everything correctly, but I'm getting characters with white faces but black skin.
Verify that you downloaded ArchiveInvalidationInvalidated. That should fix the problem.
6. Will this work with Dimonized textures?
This will work with Dimonized body type. But it will not work with Dimonized faces. This mod will pretty much work with any body type. You name it. Malos, Type 3, Type V, etc. But it will not work with other face mods. For example, Josef Grey's makeup textures or Dimonized
7. I have some problems with hair meshes or hair textures and I've read your manual and checked everywhere. Help!
Most of the male hairs were not put into the game. I was initially going to place them in, but I decided to remove them as I felt they were not lore-friendly.
The problem that you are having is due to the fact that the coding may still refer to the old male hairstyles.
I removed them out and this is why they are not showing up.
You can remedy the problem in one of two ways. The first way is to get the male hairstyles here.
This installs all 14 male hairstyles.
The second way is to just use the default male hairstyles for Fallout 3.
There is a detailed guide by SydneyB which explains how to add and resource each hairstyle to the correct source.
Here is more detailed instructions on how you can add the male hairstyles and link it correctly. It's a bit tedious, but it will work.
Credit to SydneyB for the directions:
1. Extract the files of this mod to a temporary location (you can use 7zip: [url]http://www.7-zip.org[/url], to unzip them) and chek the folder structure.
2. Copy to (install folder)\Fallout 3\Data\:
.- the meshes folder
.- the textures folder
If asked if you want to overwrite existing files say "Yes to all".
3. Open the GECK (you can download it from here: [url]http://fallout.bethsoft.com/eng/downloads/geck.html[/url]).
4. Select File -> Data from the top menu, and check Fallout3.esm and your current cosmetic mod (or only select Fallout3.esm if you are not using any cosmetic mod). Select your current cosmetic mod and press the button "Set as Active File". Then press the OK button and wait for the GECK to stop loading.
5. Add a new hair:
* Select Character -> Hair from the top menu: a window will pop up with all the available hairs.
* Right click on the list of hairs and select "New" from the pop up menu. Enter a unic name for your hair (for example, FallenHair1) and press OK.
* On the right section of the window, enter a name for your hair (this will be the name displayed in the character facegen screens in game). Check the Flag "Playable". Check the flag "Can be female" or "Can be male" depending on if the hair is for female or male characters. Make sure the flag "Fixed color" is deselected.
* Click on the Edit button of the Art file section and select the hair mesh file (for example Data\Meshes\Characters\Hair\FallenHair1.nif)
* Click on the Edit button of the Texture file section and select the tecture file (for example Data\Textures\Characters\Hair\FallenHair1.dds)
* Click OK
6. Assign the new hair to your race:
* With the hairs window opened, select Character -> Race from the top menu. Another window will pop up showing all available races (move the window as needed if it covers the hairs window)
* Select the race you want to modify (for example Caucasian) on the list.
* Select the Face Data tab on the right. You'll see a list of Hair Styles available for the selected race.
* Left click on the new hair you've just added in the hairs window and with the left mouse button pressed, drag it to the Hair Styles window of your race and then drop the hair there (stop pressing the mouse left button). The new hair has just been added to the list of available hairs for your race.
* Click OK on the races window.
* Click OK on the hais window.
7. Save your changes to the active .esp file.
8. Start Fallout 3 Launcher, click 'Data Files' and place a checkmark beside the .esp file
7. In what order do I load the mods?
■Project Beauty HD version.esm - After Unofficial Fallout 3 Patch.esm, as early as possible USE ONLY Project Beauty HD version.esm OR Project Beauty.esp NOT BOTH
■PB mika.esm - anywhere, use instead of original mika.esp
■Project Beauty.esp - As early as possible USE ONLY Project Beauty HD version.esm OR Project Beauty.esp NOT BOTH
■Original Moira Brown.esp - right after Project Beauty.esp
■Project Beauty- Broken Steel.esp - right after Project Beauty.esp
■Project Beauty- Point Lookout.esp - right after Project Beauty.esp
■PB FOOK2 - Main.esp - Right after FOOK2 - Main.esp
■PB FOOK2 [DIK].esp - Right after FOOK2 - [DIK] DLC Improvement Kit.esp
■PB MMM.esp - Right after Mart's Mutant Mod.esp only use with non-HD version
■PB MMM HD.esp - Right after Mart's Mutant Mod.esp only use with HD version
■Project Beauty- Point Lookout MMM.esp - right after Mart's Mutant Mod - DLC Point Lookout.esp[/quote]
[quote]The second installment of FOOK. This edition is designed to go beyond what FOOK had started. Including better weapons, armor, items, and an overall rework of the system from the ground up. FOOK2 and FOOK are different in that FOOK2 is a revamp and reproduction of everything that wasn't fixed in the original FOOK. The newer development was designed around better ergonomics between mods and compatibility to reduce bugs and overall conflict among some of the most popular pieces of work to date. What started off as nothing more than a compilation of previous mods and material turned into a completely new development. FOOK2 redesigns the wasteland in better flow with the fallout universe and tries to fill in the gaps that Bethesda left behind.[/quote]
tl;dr it's alot like Oscuros Oblivion Overhaul except for Fallout 3
FWE (Alot like FOOK with some differences) [b]REQUIRED: if you are running FOOK as well you MUST use the FWEFOOK merger however FEW 5.0 is NOT supported at this time. The mod is still being updated daily so expect an update for that coming soon.[/b]
Fallout 3 Wanderers Edition (FWE) is a major overhaul mod for Fallout 3 that changes underlying game mechanics and adds new features to the game. The aim of the mod is to improving the challenge, sense of immersion, depth of gameplay, and range of options compared the vanilla game. Generally, you'll find the wasteland to be a more dynamic but far less forgiving place.
FWE's development is guided by two objectives. The first is to enhance the First-Person-Shooter (FPS) elements of the game (while still preserving non-FPS options). This includes making combat faster paced, exciting, and more player-skill based. The second objective is to enhance the role-playing elements of the game by emphasizing choices and consequences, balance, character development, immersion, and the range of viable options. Both these objectives aim to increase the replay value of Fallout 3.
NEW IN FWE 5.0
In FWE 5.0 MANY of FWE's features from prior versions and new to 5.0 are now customizable or ON/OFF toggle-able. Configurable changes will be highlighted in the description below.
For a comprehensive description of changes and usage, please refer to the full documentation provided in the FWE download. This is located in the "FWE Docs" folder of the download files.
■Richer character development + RPG experience where SPECIAL, skill, and Perk choices matter more
■Faster paced and more unforgiving combat for an enhanced FPS experience
■Greatly improved the "survival" aspect of the game, including injuries, loot rarity, and daily needs
■New equipment and a complete rebalance of all weapons, armor, and other gear
■Improvements to the diversity, character, and behavior of many actors, factions, and creatures
■Overall a more immersive game experience
■In-game "Control Panel" and optional modules allow you to configure FWE to your preferred playstyle
■Compatiblity support for other popular mods including MMM, WMK, EVE, Project Beauty, and FOOK
■Built-in alternative start option
■Slower experience, leveling, and pacing choices (configurable)
■SPECIALS's made more important to your character's skills and abilities
■Adjusted carrying weight capacity (configurable)
■Major rebalance of existing perks and new FWE-specific perks
■Tagged skills are more important
■Reduced skill points overall (configurable)
■Skills matter more to your performance in most situations (configurable)
■Adjusted bobblehead bonuses and functionality (configurable)
■Additional lockpicking + hacking choices (bypassing terminals, explosive entries)
■Sneaking made more realistic and challenging (configurable)
■Improvement to the karma system
■Changed health formulas for the player for better balance (configurable)
■Improved barter settings for a more balanced economy (configurable)
■Skill books now provide unique perks instead of skill points
■Greatly increased the global damage multiplier for damage taken and dealt (configurable)
■Significantly lessened the effect of auto-aim
■Adjusted the weapon spread (accuracy formula) for better gameplay (configurable)
■Unarmed skill provides a "dodge" bonus when wearing lighter armors
■Implemented body-part location based damage specific to each NPC/creature type
■Reduced limb explosion + dismemberment rates
■VATS balancing, including increased player damage and adjusted hit %
■Optional VATS real-time and half-time modules
■Movement speed increased
■Backwards movement speed dependent on agility
■Integrated Bullet time feature that consumes AP's (configurable)
■Integrated Sprinting feature that uses AP's (configurable)
■Adjusted Action Point pool size and recharge rates (configurable))
■Built-in FPS-style grenade hotkey mod (configurable)
■More realistic falling damage (configurable)
■Greatly increased velocity and range of projectiles
■Over 30 new weapons added from prior fallout games and to the gameworld
■Over a dozen new armors added, appropriate to the fallout setting
■Missing unique weapons + armor added to the wasteland
■Complete rebalance of all weapons, all weapons now have a viable purpose
■Complete rebalance of all explosives for greater stopping power and realism
■Explosions and super sledges now have a knockdown effect
■Complete rebalance of all armor for greater range of viable armor choices
■Power armor overhaul, making PA potentially more powerful but more difficult to acquire
■Power armor + recon armor helmets have night vision capabilities
■Weight of armor is reduced when equipped
■Adjusted weapon and armor wear rates (configurable)
■Weapons more likely to jam on reload or firing when in poor condition
■Greatly expanded the repair parts lists for fixing weapons + armor
■Added many new CRAFT'able items to the workbench
■Ammo is significantly more rare (configurable)
■Ammo now has weight so you can't carry mountains of it around (configurable)
■Rebalanced the value and weight of misc items
■Optional worn weapon's module makes good condition weapons much rarer
■New portable lab kits and infirmaries for sale
■New bedroll, water purifier, and portable grills for sale
■Over 40 new chems and drugs added to the gameworld in vendor and loot lists
■Significantly increased the negative effects of crippled limbs
■New healing system (Triage) for fixing crippled body parts (configurable)
■Stimpaks and other drugs are much more rare (configurable)
■Complete rebalance of all drug and chem effects. Chems how have weight.
■Stimpaks heal over time instead of instantly
■Morphine and certain other drugs allow you to temporarily ignore crippled effects.
■Radiation is much more dangerous and accumulates faster (configurable)
■Sleeping recovers health/condition depending on time spent sleeping (configurable)
■Built-in Primary Needs feature, requiring you to eat, drink, and sleep on a regular basis (configurable)
■New drug visual effects (configurable)
■Improved enemy AI and combat performance
■Complete overhaul of faction equipment lists for greater faction diversity and character
■Most creatures have one or more perks, making them tougher and more dangerous
■Improved the survivability and look of trade caravans
■Optional enhanced follower module adds multi-follower support and expands their functionality
■Most repair vendors have a higher repair skill
■Tweaked NPC/Creature health formulas and base health
■Many standard containers now respawn across the wastes
■Slower timescale (configurable)
■Increased the global respawn timer to 7.5 days (configurable)
■Vendors respawn independently of the global respawn timer (configurable)
■Fast travel can be disabled (configurable)
■Optional fast travel alternative system, including a new fast-travel motorcycle and travel caravans
■Built-in weapon scanner mod to display accurate weapon stats in the pip-boy (configurable)
■Skill books don't "disappear" after being read
■New bobblehead stand and fully havoc'd bobbleheads
■Tracers removed from most projectiles (optional)
■Improved the balance and of range of choices for the outcast tech quest reward quest
■Support for all DLC's, new features and balance changes extended to all DLC content
■Support for Weapon Mod Kits (see FOIP)
■support for Mart's Mutant Mod (see FOIP)
■Support for energy Visuals Enhanced (see FOIP)
■Support for Project Beauty (see FOIP)
■Support for FOOK (see FWE-FOOK merger)
Enclave Commander [b]NOTE: It is required to have the Broken Steel DLC for this one.[/b] [url]http://www.fallout3nexus.com/downloads/file.php?id=1410[/url]
Necessary mods and DLCs:
- Fallout Script Extender ([url]http://fose.silverlock.org/[/url])
- Broken Steel
Recommended mods and DLCs:
- Operation: Anchorage
- The Pitt
- Enclave Commander comes in three versions; one with Broken steel support, one for Broken Steel and OA and one for all DLCs.
Author: J3X (also known as Nib, JeX and Nibberz86 on YouTube)
Chapter I. Features
Command everything from a small strike squad to a whole army using the most advanced squad command system for Fallout III.
Call in Airstrikes, carpet bombing runs, missile strikes, orbital strikes, reinforcements & transports wherever you want it, just point with your mouse!
Five different factions to call in soldiers from; Enclave, Brotherhood of Steel, US army & Brotherhood Outcast.
6 different kinds of humanoid soldiers and 6 different kinds of robots to call it, including everything from stealth units and scientists to Chimera tanks.
Take prisoners and strip them of their belongings, enslave them or execute them.
Fast travel everywhere in the game using the Vertibird transport. Either use the pipboy to set the target position or fast travel to 8 player defined positions.
Get XP from your soldiers kills.
And much more...
FOSE (Fallout Script Extender aka the thing that lets you use more "complex" mods)
Find the version that works for your game once installed read the README on how to install it
Fallout 3 Re-Animated - [url]http://www.fallout3nexus.com/downloads/file.php?id=7670[/url]
Do the animations in Fallout 3 irritate you? does the fact that your character jumps like a retarded Mexican jumping bean make you infuriated? Do you hate the way your character reloads a rifle? Look no further because this mod reanims most of these problems with 30 + and growing.
[quote]Installation: Unzip to your fallout 3 directory, overwrite old files if updating. Does not require any esp/esms.
Requires ArchiveInvalidation Invalidated
GNR - More where that came from - [url]http://www.fallout3nexus.com/downloads/file.php?id=1418[/url]
Are you tired of hearing HE'S JACKIN HIS WHACKIN HIS JACKET whilst your pummeling a raider in the face with a super sledge or I DON'T WANT TO SET THE WORLD ON FIRE as you punch little kids in the caves? This mod is perfect for you.
[b]REQUIRED: PimpBot GNR Extender [url]http://www.fallout3nexus.com/downloads/file.php?id=2972[/url] [/b]
If you are tired of hearing "Let's Go Sunning," this is the mod for you. It adds between 20 and 100 new songs to Three Dog's Playlist using a special version of PimpBot's excellent GNR Extender Mod. Also, thanks to PimpBot's meddling, on average you will hear 6 songs before Three Dog cuts in again. It also retains the original songs instead of replacing them.
All the sound files are taken from public archives like the Internet Archive's 78RPM Digitization Project, so they should be considered public domain.
I have tried my best to retain the original developers' aesthetic sensibilities--light on the funny stuff, lots of melancholy mixed with absurdly upbeat things. Most of the tracks are by artists already in the soundtrack (Bob Crosby, the Andrews Sisters, Danny Kaye, Cole Porter, etc.).
Credit Where It's Due: This Mod uses PimpBot's GNR Extender mod to do its business. [url]http://www.fallout3nexus.com/downloads/file.php?id=2972[/url] Go vote his mod up.
To Install, download the ESP and Ad File, then as many of the ten track packs as you'd like to have. Unzip the files to your Fallout Data directory, preserving the directory structure of the files. This should unpack everything to Data/sound/songs/radio/GNR.) When you Launch the game, check the GalaxyNewsRadio***[M].esp for the number of tracks you want, using either the Fallout Loader or the FOMM.
Included with that file are five different .esp files. If you only one to add 20 new songs to your game, just download Track Packs 1 and 2 and use GalaxyNewsRadio[M]20.esp. If you want all 100, download Track Packs 1-10 and use GalaxyNewsRadio[M]100.esp. For 40, 60, or 80, use the appropriate number of Track Packs and the appropriate .esp.
The mono.wavs and mono.mp3s are called by the game for more than just in game radios, so you really do need all three sets of 100 tracks. The tracks are all sampled at the game's native sample rate, which is fairly high given the quality of the originals, and which unfortunately means very large files to download, particularly the mono wavs.
Here are the new additions to the playlist:
Track Pack 1
1. "We Three (My Echo, My Shadow, and Me" by The Ink Spots
2. "Beat Me Daddy, Eight to the Bar" by Will Bradley
3. "Dear Hearts and Gentle People" by Bob Crosby and the Bobcats
4. "If I Knew You Were Comin' I'd Have Baked a Cake" by Bob Hope and Bing Crosby
5. "Pistol Packin' Mama" by The Andrews Sisters and Bing Crosby
6. "Big Foot Jump" by Bob Crosby (instrumental)
7. "Old Man Mose" by Louis Armstrong
8. "Lamplighter's Serenade" by Bing Crosby
9. "There'll Be a Jubilee" by The Andrews Sisters
10. "Jingle, Jangle, Jingle" by Kay Kyser and His Orchestra
11 "Shortnin' Bread" by Johnny Mercer and The Ink Spots
12."Let's Fly Away" Lee Wiley
13. "Life is Just a Bowl of Cherries" by Bing Crosby, the Boswell Sisters, the Mills Brothers and Al Jolson
14. "God Told Nicodemus" by The Golden Gate Quartet
15."A Kiss to Build a Dream On" by Louis Armstrong
16. "Ink a'Dink a'Doo" by Jimmy Durante
17. "In the Still of the Night" by Cole Porter
18."I'm Making Believe" by Ella Fitzgerald and the Ink Spots
19. "A Hundred and Sixty Acres" by Bing Crosby and the Andrews Sisters
20. "Boogie Woogie" by Tommy Dorsey and His Orchestra (instrumental)
Track Pack 2
21. "Mr. Sandman" by The Mills Brothers
22. "Minnie the Moucher" by Danny Kaye
23. "You're the Top" by Cole Porter
24."Don't Call me Boy" by Bob Crosby and the Bobcats
25. "Strange Fruit" by Billie Holiday
26."Big Town" by Roy Brown
27. "It Had to Be You" by Django Reinhardt (instrumental)
28. "Ballin' the Jack" by Danny Kaye
29. "Daphne" by Django Reinhardt (instrumental)
30. "As Time Goes By" by Billie Holiday
31. "I Like Bananas (Because They Have No Bones)" by The Hossier Hotshots
32. "Atomic Baby" by Amos Milburn
33. "Swingin' the Jinx Away" by Cole Porter
34."Charleston" by Django Reinhardt (instrumental)
35."Butcher Pete (Part 2)" by Roy Brown
36. "Mockingbird Hill" by Les Paul and Mary Ford
37. "Bei Mir Bist Du Schon" by The Andrews Sisters
38. "Bless You (For Being an Angel)" by The Ink Spots
39. "I'd Like to Give My Dog to Uncle Sam" by Ozzie Waters
40. "You Always Hurt the One You Love" by The Mills Brothers
Track Pack 3
41. "Bill Bailey Won't You Please Come Home?" Danny Kaye and Louis Armstrong
42. "Maybe" by The Ink Spots (1940 version -- used in original Fallout)
43. "La Vie en Rose" by Louis Armstrong
44."Old Man of the Mountain" by The Burt Ambrose Orchestra
45."Buttons and Bows" by Bob Hope and The Clark Sisters
46."Someone to Watch Over Me" by Keely Smith
47."He's a Demon, He's a Devil, He's a Doll" by Betty Hutton
48."On a Slow Boat to China" by Kay Kyser
49."Are You Lonesome Tonight" by Al Jolson
50."Blues in the Night" by Dinah Shore & The Pied Pipers
51."At Last" Ella Fitzgerald
52."Scotch and Soda" by Charlie Barnett and His Orchestra
53."My Sugar is So Refined" by Johnny Mercer and the Pied Pipers
54."Depression Era Medley" by The Boswell Sisters
55."Mack the Knife" by The Burt Ambrose Orchestra
56."The Scat Song" by Cab Calloway
57."Ezekiel Saw the Wheel" by The Charioteers
58."Don't Fence Me In" by Roy Rogers
59."Long Ago and Far Away" by Connee Boswell and the Paul Whitman Orchestra
60."Miss Annabelle Lee" by Whispering Jack Smith, Bert Ambrose & The Whispering Orchestra
Track Pack 4
61."Drum Boogie" by The Gene Krupa Orchestra (instrumental)
62. "When the Sun Goes Down" by The Ink Spots
63."Bugle Call Rag" by Cab Calloway
64."On the Atchison, Topeka, and Sante Fe" by Jonnie Mercer & The Pied Pipers
65."If I Didn't Care" by The Ink Spots (comedic take)
66."Rosie the Riveter" by Redd Evans and John Jacob Loeb
67."Boogie Woogie Bugle Boy" by The Andrews Sisters
68."Dream a Little Dream of Me" by Louis Armstrong
69."Ghost of Smokey Joe" by Cab Calloway
70."Sugar" by Lee Wiley
71."It's a Quiet Town" by Danny Kaye and the Andrews Sisters
72."The One I Love Belongs to Al Jolson" by Bing Crosby & Al Jolson
73."Minnie the Moocher's Wedding Day" by The Mills Blue Brothers Orchestra
74."Sweet Georgia Brown" by Bing Crosby
75."Personality" by Johnny Mercer
76."La Mer" Django Reinhardt (instrumental)
77. "If I Didn't Care" by The Ink Spots
78."I Still Suits Me" by Bing Crosby and Lee Wiley
79."Body and Soul" Django Reinhardt (instrumental)
80."Putting on the Ritz" Ella Fitzgerald
Track Pack 5
81. "Address Unknown" by The Ink Spots
82. ""Praise the Lord and Pass the Ammunition" by The Southern Sons Quartet
83. "Yes Suh" by The Ink Spots
84. "Chiti-bee" by Jimmy Durante and Bing Crosby
85. "Gone Fishin'" by Louis Armstrong and Bing Crosby
86. "Everybody Loves My Baby" by The Boswell Sisters
87. "Rock and Roll" by The Boswell Sisters
88. "Stardust" by Keely Smith
89. "Just a Gigilo / I Ain't Got Nobody" by Louis Prima
90. "In the Mood" by Glenn Miller (with vocals by the Andrews Sisters)
91. "That Old Black Magic" by Louis Prima and Keely Smith
92. "Battery Bounce" by Art Tatum (instrumental)
93. "I'll See You in my Dreams" by Django Reinhardt (instrumental)
94. "Beatin', Bangin' and Scratchin'" by Danny Kaye and The Andrews Sisters
95. "Moonburn" by Bing Crosby
96. "Atom and Evil" by the Golden Gate Quartet
97. "Keepin' Out of Mischief Now" by Lee Wiley
98. "Ac-Cent-U-Ate The Positive" by Bing Crosby
99. "Tic, Tic, Tic" by Dinah Shore
100."Stormy Weather" by Louis Armstrong and Ella Fitzgerald
One final note: You should hear, on occasion, a few hidden commercials. Most of these are taken from the Fallout "Prepare for the Future" teaser website, though some have been altered so as to make them more radio-friendly. They are stored in files AdTrack01-10.[/quote]
FOMM (Fallout Mod Manager) [b]REQUIRED IF YOU WANT TO BE ABLE TO INSTALL MOST MODS WITH EASE/USE FOSE FROM INAPP LAUNCHER[/b]
A collection of utilities related to both creating and using mods. Current features include:
- One click mod installation and removal
- Setting active mods and changing load order.
- Extracting bsa's
- Repacking bsa's
- Low level esp editor and script compiler (TESsnip)
- sdp editor
Q n A's
Q: I have Steam version of Fallout 3, will FOSE work with it?
A: fose.silverlock.org, read what it says, find the right version for you
Q: But this is a Fallout Series thread, where are the mods for Fallout 1 and Fallout 2
A: The fuck if I know
Q: Are these mods really worth it?
A: Because the main game is fun and all and the DLC is good but once that is all said and done there's really nothing else much to do except explore unexplored places which is ok but mods extend the game's life by a lot
Q: You missed a mod that should be there!
A: I only listed the mods that are the most used/popular. If you have another mod that you want placed here then go ahead and tell me.
Q: I keep getting an Archive Corrupted/whatthefuckereverthaterror is error message!
A: Go to FOMM and click on the Arche Invalidator, click yes. What this does is remove the archive check for the original FO3 textures/anims meaning you can now install and use custom textures/anims.
This is the Fallout [B]Series[/B] thread, not Fallout 3 Mod threads, you really want to pot that post, post it somewhere [url=http://www.facepunch.com/forumdisplay.php?f=141]Here[/url]
Needs a couple of "passable but still rather good mods for Fallout 2" to balance things out.
[url=http://falloutmods.wikia.com/wiki/Killap%27s_Fallout_2_Restoration_Project][b]Killap's Fallout 2 Restoration Project[/b][/url] - It fixes existing content! It adds cut content! It builds bridges, roads and entire cities faster than you can say Garden of Eden Creation Kit!
[url=http://falloutmods.wikia.com/wiki/Fallout2_High_Resolution_Patch][B]Fallout 2 High Resolution Patch[/url][/B] - Freedom from scrolling, omnipresence and a better sex life can all be yours when you download the Fallout 2 High Resolution Patch! Play at resolutions of 1680x1050 and beyond!
Oh cool, problem solved.
Series is godlike.
Though you put the three Semi-Canon's in the middle :|
Can't wait for New Vegas :)
[QUOTE=imadaman;20718283]Series is godlike.
Though you put the three Semi-Canon's in the middle :|
Can't wait for New Vegas :)[/QUOTE]
what are semi-canons? why did you put an apostrophe in there? what are these semi-canons in the middle of?
[QUOTE=TheUnDeadGod;20700313]Brilliant series.... anyone know when the new one is out?[/QUOTE]
Fall of the year so the last 2 months ish.
Let's hope New Vegas feels like a firs-person game and has good shooting mechanics unlike Fallout 3 (Fallout 3 sucked at that part).
fallout 3 shouldn't be in this thread
what are semi-canons? why did you put an apostrophe in there? what are these semi-canons in the middle of?[/QUOTE]
BoS, Tactics and 3.
And by semi-canon I mean "Parts of the game(s) can be used to richen the series but the story is not canon"
[QUOTE=L34rn;20718840]fallout 3 shouldn't be in this thread[/QUOTE]
Yeah I know, but unlike Bethesda I'm not going to alienate people.
[QUOTE=L34rn;20718840]fallout 3 shouldn't be in this thread[/QUOTE]
I liked it :saddowns:
Can't ever hold a candle to fallout 2 though (IMO the only perfect game ever released)
GRR, FALLOUT 3 SHOULDN'T BE IN THIS THREAD BECAUSE IT'S NOT THE SAME AS THE OTHERS; BY THE WAY I'M A RABID, RAGING FANBOY :downs:
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