Wasteland Rebuild Project

Mod releases and conversions.
EvilLordSaxon
Posts: 7
Joined: Tue Jul 02, 2013 10:31 pm

Wasteland Rebuild Project

Post by EvilLordSaxon » Mon May 18, 2015 8:49 pm

If we are really getting a Fallout 4 announcement soon I wanted to release this to the general public, as it provides a definitive ending to FO3. As it is the quest line does not begin until after Broken Steel is complete and you've woken in the Doc's house.


Hanging around the gate to Freeside, a messenger is looking for the Vault dweller.  You are called back to D.C. to help Saxon make D.C. a little less shitty.


___________________


This mod is a series of quests that:


1. adds a settlement under the Radio Station in the Wasteland


2. Restore Rockopolis


3. Establish a Genuine Settlement in Andale


4. Re-populate Grayditch


5. Add a settlement to Old Olny


6. Expand Big Town


7. Sets Evergreen Mills as a non-hostile settlement.


8. Creates a Second Trade Caravan among the new settlements


9. Ends the D.C. Super-mutant threat permanently (sets super-mutants faction to neutral for most D.C. factions)


______________________


Req's:


Fallout NV


TTW


_______________________


Installation:


Drop Contents in Data Folder.


This may conflict with all the above mentioned area's of the D.C. Wasteland


Set as .esm just because the pasty white bodies gross me out.


This is done enough for me, and if a better modder wants to add voice acting, add bad Karma options or just improve the mod in any way,  have at it, just credit and all that.


*************************************


All that being said, the purpose of this mod is to show that actions have effect.


It always bothered me that you go through the effort of helping out Big Town and nothing changes.  Hell the wasteland gets a huge supply of fresh water and nothing really changes. So I made a series of fetch quests to trigger changes instead of just changing things on my own. I can only imagine what a truly gifted mod maker could do with this, and I would love to play it.


Thanks,


Charlie


 


****** UPDATE ********


Fixed some quest line breaking problems


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GoreMaster
Posts: 64
Joined: Wed May 22, 2013 8:05 pm

This seems very interesting..

Post by GoreMaster » Tue May 19, 2015 5:51 pm

This seems very interesting...I am very intrigued. Hopefully somebody picks this up.



Damianwolff
Posts: 127
Joined: Tue May 05, 2015 5:16 am

Have anyone tried it and can

Post by Damianwolff » Sat Jun 06, 2015 3:04 am

Have anyone tried it and can share opinions?


This looks mighty interesting, and would love to try it, but at the moment I'm still probably days if not weeks away from going to the Mojave OR completing Broken Steel. Also, I have a ton of mods, and at this point am very careful about increasing the mod count.


So, I hope someone here has played it and can talk about it?



DingleMcDonglic
Posts: 6
Joined: Thu May 28, 2015 4:32 am

This looks really cool, I'm

Post by DingleMcDonglic » Sat Jun 06, 2015 9:54 am

This looks really cool, I'm not very sure about the friendly super mutants tho, can you make a version without it?


 


OWB ISN'T THE BEST DLC

EvilLordSaxon
Posts: 7
Joined: Tue Jul 02, 2013 10:31 pm

Originally the player was

Post by EvilLordSaxon » Fri Jul 24, 2015 2:55 am

Originally the player was going to decide to set the super mutant faction to friendly or set it to an enemy with itself but I decided on trying to get something functional out there.



Black Angel
Posts: 9
Joined: Sun Jan 17, 2016 12:48 pm

Hi. Just want to know if this

Post by Black Angel » Sun Jan 17, 2016 1:55 pm

Hi. Just want to know if this mod is finished? Also, is this mod compatible with Enhanced Settlements https://taleoftwowastelands.com/content/enhanced-settlements ?


Thanks.



TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

It's released in an as is

Post by TJ » Mon Jan 18, 2016 3:34 pm

It's released in an as is state, and as such is probably not finished to the author's original intent.


My project Dash is on Kickstarter!



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RoyBatty
Posts: 4707
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

It's probably going to be

Post by RoyBatty » Sat Jun 30, 2018 11:41 am

It's probably going to be hard to get anyones permission or get bugs fixed when most of this stuff was done 3 years ago or more. Also when 3.x comes out none of it will be compatible and these forums will be locked and maybe hidden.


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Damianwolff
Posts: 127
Joined: Tue May 05, 2015 5:16 am

Erm, would that not make

Post by Damianwolff » Sat Jun 30, 2018 5:28 pm

Erm, would that not make making different mods compatible with TTW3 harder?

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RoyBatty
Posts: 4707
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Not really, and there is so

Post by RoyBatty » Sat Jun 30, 2018 6:54 pm

Not really, and there is so much broken/badly done/incompatible stuff we just don't want to deal with people trying to use the mods in 3.x



There will be plenty of conversions and new mods soon enough.


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