This commit is contained in:
parent
a3a7aa31df
commit
1127f2f1cd
2 changed files with 188 additions and 0 deletions
161
_drafts/fallout3.md
Normal file
161
_drafts/fallout3.md
Normal file
|
@ -0,0 +1,161 @@
|
|||
---
|
||||
tabtitle: "Fallout 3 on Linux"
|
||||
title: "Fallout 3 on Linux: Setup, Summary, and Suggestions"
|
||||
topics: [gaming]
|
||||
pub: ""
|
||||
short_desc: A relatively comprehensive review of my recent playthrough of Fallout 3.
|
||||
---
|
||||
|
||||
# Fallout 3 on Linux: Setup, Summary, and Suggestions
|
||||
- Objective: Play Fallout 3 with a "Vanilla+" setup of mods. Play through all
|
||||
the DLC, play through the main story.
|
||||
|
||||
To-Do:
|
||||
- Installation
|
||||
- Game files (Steam, GOG, other?)
|
||||
- Mod Organizer 2
|
||||
- Modding
|
||||
- Mods I used, and why
|
||||
- How-to Install and/or Configure
|
||||
- Game Review
|
||||
- Main Story
|
||||
- DLC (in order played)
|
||||
- The Pitt
|
||||
- Operation Anchorage
|
||||
- Point Lookout
|
||||
- Mothership Zeta
|
||||
- Broken Steel
|
||||
|
||||
# Notes
|
||||
|
||||
## Installation
|
||||
|
||||
### Base Game
|
||||
|
||||
### Mods
|
||||
|
||||
#### Mod Organizer 2
|
||||
|
||||
#### Mod List
|
||||
|
||||
#### Mods of Note
|
||||
|
||||
## Review
|
||||
|
||||
### Main Story
|
||||
|
||||
Overall, I think the main story of Fallout 3 is strong until the very last beat.
|
||||
The beginning tutorial, which is the first 10 to 40 minutes of play, takes place
|
||||
entirely within the starting Vault. It does a good job of the standard tutorial
|
||||
phase: teach the player how to interact with the game; walk the player through
|
||||
character creation; setup a few characters to care about. Then, the beginning
|
||||
ends, and there's the second phase of play: open world. Arguably, this is the
|
||||
remaining phase of all game-play. The player is free to explore, pursuing quests
|
||||
or ambitions as they whim. There are game mechanics to aid with decisions,
|
||||
generally quest markers and points-of-interest. The entire play time of a player
|
||||
could be spent on everything _except_ the main story, and it would still be a
|
||||
rewarding and enjoyable experience. However, my objective was to play the story
|
||||
of Fallout 3, and so I keep that as my main guiding star. This is not to say I
|
||||
didn't do any side-quests. I wandered far and wide; I actually discovered every
|
||||
location on the map! I enjoyed exploring the abandoned and ruined metro lines,
|
||||
finding small settlements or outposts, and coming across other wanderers and
|
||||
survivors who had setup their own little slices of the wasteland.
|
||||
|
||||
I want to specifically talk about the setting. The Capitol Wasteland, a
|
||||
fictionalized, augmented, scaled-down region around modern-day Washington DC,
|
||||
northern Virginia, and Maryland. The "sights" are there: all the monuments and
|
||||
museums (well, some _aren't_ there, like the White House!). There are two
|
||||
"layers" to the map. The first is the surface. There's the big, open-world
|
||||
Wasteland, which spans almost the entire map, excluding some smaller,
|
||||
independent cells. Then, there's the underground collection of metro tunnels.
|
||||
All of these connect, mostly, and it is fascinating that, once underground, it's
|
||||
almost possible to stay underground, at least when around the Mall and within
|
||||
DC proper.
|
||||
|
||||
I want to touch on one of the strengths of Fallout 3, and the open-world 3D
|
||||
environment: environmental storytelling.
|
||||
|
||||
### DLC: The Pitt
|
||||
|
||||
The Pitt was the first of the DLCs that I played. It was advised as a good
|
||||
early-game DLC, if only because it gives some great guns. I hadn't made the
|
||||
connection between "Pitt" and "Pittsburgh" until I saw the name of the DLC
|
||||
spelled out (as opposed to hearing it simply as "the pit"). I love the hook into
|
||||
the DLC: a man, looking like Snake Plissken from "Escape from New York", sends
|
||||
out an SOS signal that your Pipboy can pick up. Traveling to the
|
||||
northern-reaches of the map, there's a hand-powered rail car that you use to
|
||||
travel to "The Pitt." There, according to Wernher, the people are oppressed and
|
||||
sick, and their tyrannical leaders hold the cure for their disease but refuse to
|
||||
hand it over. Wernher escaped from the slave pits, seeking help in their
|
||||
revolution. Granted, it's not all that straight-forward. There are a few hours
|
||||
worth of story, during which you learn a bit more about the setting, the
|
||||
disease, and the characters. You fight through the slave pits to earn your
|
||||
freedom and a meeting with the tyrant, a former Brotherhood of Steel member
|
||||
named Lord Ashur. The cure is actually a child that was born with immunity to
|
||||
the disease. Conveniently, it's Ashur's kid. His wife, (conveniently) a
|
||||
scientist, is working on bio-engineering a cure from the kid. Wernher wants to
|
||||
take the kid, harvest it, and distribute the cure himself. Thus the main moral
|
||||
conflict of the DLC: do you side with Ashur, saving the kid, but continuing the
|
||||
status-quo, and having only Ashur's word that he'll do the right thing when the
|
||||
cure is ready? Or do you side with Wernher, kidnapping and probably dooming the
|
||||
child, to let him play his power-trip and essentially take over The Pitt for
|
||||
himself? I sided with Ashur, killed Wernher, saved the kid, and got some sweet
|
||||
guns.
|
||||
|
||||
Overall, I enjoyed The Pitt. The setting is phenomenal, the story is engaging
|
||||
enough. The characters are good. It has that 80s action-film vibe. The moral
|
||||
choice at the end is a good twist, though by no means unforeseen. I do like that
|
||||
the game has no karma tied to the final decision; neither one is obviously good.
|
||||
I tend to enjoy that in moral decisions, as rarely are any decisions obviously
|
||||
"right" or "wrong."
|
||||
|
||||
### DLC: Operation Anchorage
|
||||
|
||||
Apparently this one is polarizing. (Oh snap, no pun intended). I really liked
|
||||
it. It hooked me in, it didn't overstay it's welcome, and it gave me some cool
|
||||
loot.
|
||||
|
||||
The gist: your Pipboy lets you operate a virtual reality training simulation of
|
||||
the invasion of Anchorage, Alaska by the Chinese forces. You start off on a
|
||||
cliff, having been one of a few surviving special forces members, to infiltrate
|
||||
and destroy the artillery shelling the United States forces. Right away, it set
|
||||
a really fun tone with me. I loved the little infiltration angle. After you save
|
||||
the day, you return to base camp, where you are given several more missions to
|
||||
destroy key resources, before repelling the Chinese forces and retaking
|
||||
Anchorage proper.
|
||||
|
||||
The stealth mission at the beginning really swings this content in a favorable
|
||||
direction, as does the cool rewards. The Gauss Rifle is just fun to use, and the
|
||||
player gets the Power Armor Training trait and access to a suit of Power Armor.
|
||||
One of the mods I had included several additional sets of armor in the reward
|
||||
vault, and I enjoyed them as well.
|
||||
|
||||
### DLC: Point Lookout
|
||||
|
||||
This one grew on me. When it started, due to the nature of the DLC being more
|
||||
open-world and less driven, I felt thrown into another region that I had to make
|
||||
my own fun in. However, I was able to relatively quickly find some engaging
|
||||
storylines, intriguing storytelling, and the main quest was fun.
|
||||
|
||||
Arriving in the Land of the Punga, you have two objectives: one, you were asked
|
||||
to find a girl by her mother; two, you are advised to investigate why a manor on
|
||||
a hill is smoking. The swamp wasteland is inhabited by inbred swamp-people,
|
||||
mirelurks, and the expected cretins. There's plenty of history scattered both
|
||||
told and unsaid throughout abandoned tents, terminals, hotel rooms, and ruins.
|
||||
This location does a lot to invoke an eldritch horror vibe, and it does so quite
|
||||
well at several points. There's a specific side-quest dealing with a tome, The
|
||||
Krivbeknih, which is obviously a reference to tomes like The Necronomicon. The
|
||||
characters throughout the location are well-written and fun to interact with.
|
||||
The main quest covers a lot of ground, sends you on a psychedelic dream-vision,
|
||||
and gets you lobotomized! Plus _an entire building explodes_, and that's pretty
|
||||
rad. Oh, and the secret Chinese spy submarine!
|
||||
|
||||
By the end of this DLC, I was happily impressed, and it took the new top spot on
|
||||
my list. There's some cool loot, plenty of neat lore, and more Punga than you
|
||||
can shake a shotgun at. And you can make moonshine.
|
||||
|
||||
### DLC: Mothership Zeta
|
||||
|
||||
Another DLC generally looked at unfavorably.
|
||||
|
||||
### DLC: Broken Steel
|
27
_drafts/oblivion-part3.md
Normal file
27
_drafts/oblivion-part3.md
Normal file
|
@ -0,0 +1,27 @@
|
|||
---
|
||||
tabtitle: "Oblivion on Linux Part 3, A Full Install"
|
||||
title: "Oblivion on Linux, with Mods! Part 3 - Full Install"
|
||||
topics: [gaming]
|
||||
pub: "2021-12-20"
|
||||
short_desc: "The Elder Scrolls IV: Oblivion is one of my favorite games of
|
||||
all time. The vanilla game holds up, but mods take the game to an entirely
|
||||
new level. Getting it working on Linux requires a bit of configuration, bit
|
||||
is surprisingly accessible! This is the final part of my journey."
|
||||
---
|
||||
|
||||
# Install Walk-Thru
|
||||
|
||||
- Install from source. Run for first time.
|
||||
- Symlink `obse_loader.exe` to `OblivionLauncher.exe`, make back-up of original
|
||||
`OblivionLauncher.exe`
|
||||
- "Install" all relevant tools
|
||||
- Source `Aliases` file
|
||||
- LOOT masterlist not working. Change to reference local
|
||||
- Disable LOOT update on start
|
||||
- TES4Edit click the box to not show stuff on startup, ignore the error
|
||||
- Make updates in BethINI
|
||||
- Install Unofficial patches. Run to verify things are working.
|
||||
- Begin installing mods!
|
||||
|
||||
## Universal Silent Voice
|
||||
Had to install manually. Move relevant files to `Data/OBSE/Plugins`.
|
Loading…
Reference in a new issue