Immersive GNR signal boost

Mod releases and conversions for Current versions of TTW
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theicedevil
Posts: 15
Joined: Wed Sep 26, 2018 10:45 pm

Immersive GNR signal boost

Post by theicedevil » Sun Dec 30, 2018 10:23 pm

Tiny little plugin I made to boost the GNR signal in the DC Wasteland without completely removing the static. So when you first enter Moriarty's Saloon, it still makes sense that Gob is banging on the radio. You can hear the radio almost through the entire wasteland, but the static will be worse the farther you are away from downtown DC, and the signal will be lost around Raven Rock. Completing the GNR quest will remove the static like normal. I recommend that you merge the plugin with other smaller plugins and removing the plugin from the load order. It just changes one little FO3 record, so it needs no other master besides Fallout3.esm.


https://www.nexusmods.com/fallout3/mods/21657?tab=files

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nexusmodsforme
Posts: 91
Joined: Wed Dec 12, 2018 2:39 am
Location: Megaton
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Re: Immersive GNR signal boost

Post by nexusmodsforme » Tue Jan 01, 2019 2:24 am

Thats a really cool immersion mod. I'll add it to my next play through. Thanks for making this!
"If any civilization is to survive, it is the morality of altruism that men have to reject." ~ Ayn Rand
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ChaChaLoco
Posts: 4
Joined: Tue Apr 09, 2019 2:23 am

Re: Immersive GNR signal boost

Post by ChaChaLoco » Thu Apr 11, 2019 3:06 am

Neat mod, but it seems that using it only three-dogs voice seems to fade in volume the further away from DC. The songs play at full volume.

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