Those who can be avoided easily by the player were left as foolhardy to set a dilemma. However, not all the guards' confidence have been changed. This way, you can still confront them, hurting them in one arm or leg so they are aware you are gonna fight back! Now, if they are hurt and feel themselves at a disadvantage, they will run away from the player and ask for help. So I went into the CK and changed their confidence to be average instead of foolhardy. Would they run or would they fight to the death? Then I wondered, how would most of them respond when an 18 year old who is fighting for his/ her life, shoots at them and hurts them. So even if some of them are bullies and sociopaths and a couple might be psychopaths, they have never killed anyone before the moment James leaves the Vault. I started thinking about what was these officers' job until now and realized that, for most of their lives, the only thing these guys needed to do to keep order inside the Vault was to raise and eyebrow or their voices a bit. Sure, you can try to sneak your way out of the Vault and get out without killing anybody (so, credit where is due to Bethesda for that) but if you are caught by any of the Vault 101 officers, it's either you or them, with no third option. One of the main issues I have with the beginning of Fallout 3 is that to leave Vault 101 you're pretty much forced into killing some human beings without any alternatives whatsoever. It's now slightly stronger than Combat Armor Mk2.Tale of Two Wastelands Version now available! As a bonus, this fixes any issues regarding Hardcore users instantly being killed.Ĭhanged stats on the Theta 7 Armor to conform more to New Vegas' engine. Then ensure you're in Megaton (the city, not any interiors within the city) or Tenpenny Tower's Lobby.Ĭhanged the two week timeskip at the end of the mod to use GetGameDaysPassed. Thus, if you want to skip the 30 day waiting period, use your console to do: set GameHour to GameHour + 720. Changed start flag to use JIP LN NVSE's GetGameDaysPassed instead of the more buggy GameDaysPassed. Older versions are unsupported) and all requirements for Tale of Two Wastelands Tale of Two Wastelands (Built for and tested for only 3.3.2. Unfortunately, this is the only solution until Fallout 3's MaleVoice01 assets for xVASynth are updated for higher fidelity. This does mean that Officer Gomez does not sound like the Officer Gomez. Trouble's dialogue was generated using Skyrim's FemaleEvenToned to create an illusion of diversity of the voicing. In the case of Officer Gomez and Tim Henderson, New Vegas assets were used to generate voice files. In addition, xVASynth is available for the following characters: Christine Kendall, Amata, Officer Gomez, Alice, Tim Henderson, Honest Ozzy, and Trouble. What has been changed are some scripting to use JIP NVSE along with changes to the stats and a few additions to ensure full compatibility both technically and immersion-wise with Tale of Two Wastelands. The original vision of the mod along with the story, scripted events, and dialogue have not been changed at all. If you have suggestions and feedback, please share as well. This is my first mod I've published so please let me know if there's issues with details and I will get to fixing them as much as I am able. It also makes a couple bug fixes and tweaks to the original mod to make it a more stable experience. This mod makes Vault 101 Revisited compatible with Tale of Two Wastelands. Go to Changes for any changes pertinent to your experience. KineticKat's description of the mod still largely holds true. Thank you to KineticKat for permission to bring their amazing mod into TTW. Please go to KineticKat's mod page to download the required assets and override with my files. And though it's still held up immensely well, I wanted to bring Vault 101 Revisited to the Tale of Two Wastelands community. Now that I'm an adult, I wanted to revisit Vault 101 Revisited. As a kid, I loved playing through KineticKat's amazing Vault 101 Revisited.
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