diff --git a/_drafts/fallout3.md b/_drafts/fallout3.md
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- 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
diff --git a/_posts/2024-09-26-fallout3.md b/_posts/2024-09-26-fallout3.md
new file mode 100644
index 0000000..68d4d98
--- /dev/null
+++ b/_posts/2024-09-26-fallout3.md
@@ -0,0 +1,587 @@
+---
+ tabtitle: "My Return to the Wasteland: A Review of Fallout 3"
+ title: "My Return to the Wasteland: A Review of Fallout 3"
+ topics: [gaming]
+ pub: "2024-09-26"
+ short_desc: "A relatively comprehensive review of my recent playthrough of
+ Fallout 3, including the mods I used, and how I set it all up on Linux."
+---
+
+# My Return to the Wasteland
+
+
+ Contents
+
+ - Game Review
+
+ - Mods
+
+ - Setup and Configuration
+
+
+
+
+Earlier this year (2024) I played through Fallout 3 again. My objective was to
+play through the main story and all the main objectives of the DLCs. In total,
+this took me roughly 130 hours, played over about 2 months. I did install some
+mods, though I wanted a "Vanilla+" setup, so mostly fixes, a few improvements,
+but nothing too game-changing. I also played the game on Linux, which was less
+of a problem than it would've been previously thanks to Valve/Proton.
+
+I'll cover the setup, modding, and any additional configuration I did later.
+First, I'd like to give my review.
+
+
+## Review
+
+Fallout 3 gets a lot of flack. To a degree, I understand it. Fallout 1 and 2 are
+beloved games. To suddenly have the franchise given to a completely new company,
+with completely different writers, will already spark concern. Now take the game
+play from an isometric real-time-with-pause RPG to an open-world, 3D action RPG,
+and you'll have committed an unforgivable sin! Well, at least that's how some
+would put it. Again: I understand this; I feel a similar sentiment (though
+significantly less-so) with regards to the Baldur's Gate franchise. Baldur's
+Gate 1 may be my favorite RPG of all time, and Baldur's Gate 2 is right beside
+it. I remain very hesitant of Baldur's Gate 3, despite the glowing reception and
+overwhelmingly positive reviews of the game, only because it isn't the same
+franchise I know. Whether the same sentiment applies to those who rail against
+Fallout 3, I can't say for certain, but I suspect it's pretty close.
+
+I often hear complaints about the story and the writing the most. Having grown
+up with some of the most iconic RPGs ever made, I can understand the rose-tinted
+glasses of past good writing. It amuses me how much Fallout 3 gets put down for
+its writing, and then New Vegas gets enthroned for its writing. New Vegas is
+great, from what I remember, and I'm looking forward to a play-through of it
+soon; but Fallout 3 was no slouch! The main story, though it has some flaws, is
+engaging and compelling. The side-stories and characters all feel well-written,
+and help immerse players into the desolation that surrounds them. The best
+stories, though, are told through the environment. Something that isometric
+games just can never capture is the exploration in a first-person perspective of
+a ruinous metro tunnel, with derailed train cars filled with briefcases of
+whiskey and teddy bears, littered with the skeletal remains of riders, and all
+without a single word. What happened here is a question left for the player to
+deduce. This is what Fallout 3 brought to the franchise.
+
+The setting of Fallout 3 is 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.
+
+Fallout 3 is the first open-world game in the franchise. 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 character 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 kept 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.
+
+
+### Main Story
+
+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.
+
+EXPAND THIS MORE
+
+
+### Environmental Storytelling
+
+One of, if not _the_, strengths of Fallout 3 is the environmental storytelling.
+In a game that's surprisingly full of content for being a nuclear wasteland,
+Fallout 3 does not have a lot of overt narration. For some of the bigger quests,
+especially those involving NPCs, you will get some narration, and relevant
+details may be explicitly told to you. For all the rest, there is the
+environment. I include things like old terminals and audio logs as part of
+the environment too. Some that come to mind:
+
+1. In a part of the metro near the White House (well, the crater), there is a
+ sloped causeway. It dips down, and at the bottom is an old busted car.
+ Someone, sometime, put some sweet ramps up along the car. Following from
+ where you enter, down the slope, and past the car, up the opposite side, you
+ find a motorcycle, also ruined. A conclusion: someone did a sweet jump over
+ this car on the motorcycle. Returning to the car, and looking up, you'll find
+ a skeleton hanging from a light fixture, wearing a helmet. Seems the
+ motorcycle did the sweet jump, and the rider did not.
+
+2. One of the office buildings has several terminals that recount the sudden
+ panic at the government raiding their office. In actuality, the events
+ happening outside their building was the rain of nuclear death, but all the
+ office workers were prepping themselves to fight off the raid and protect
+ their freedom to business! I forget the exact details of what the office did,
+ but the entire building has desks placed like barricades, filing cabinets
+ blocking doors, and every desk has guns and ammo.
+
+3. At Raven Rock (the Enclave base), you can find a mess hall. You can also get
+ under the floor grates, and there you'll find many utensils. Presumably
+ eating on a floor with gaps large enough for silverware to fall through is
+ quite enraging.
+
+EXPAND THIS MORE
+
+
+### Characters
+
+TALK ABOUT THEM HERE
+
+Moira
+Liberty Prime
+Desmond from Point Lookout
+The various characters from Zeta
+Fawkes
+
+
+### DLC
+
+While I had played the base game before, I had never played the DLCs of Fallout
+3 before. Looking at the release timeline for this write-up, I was surprised to
+see that Broken Steel was released third of five, and that Mothership Zeta was
+released last.
+
+
+### 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 ~~Snake~~ 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."
+
+
+### Operation: Anchorage
+
+Apparently this one is polarizing. (Oh snap, no pun intended). I really liked
+it. It hooked me in, it didn't overstay its 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 sent 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. An understandable complaint is how short this
+one feels. The Pitt was probably around 5 hours of content, whereas this one
+could be finished up in 1-2 if rushing. Also, while The Pitt is a persistent
+location that the player can return to, and it has reason to - the ammo
+fabrication - the VR-training simulation is a one-and-done deal. I understand
+why it was unfavorably received, but since I got it as part of the Game of the
+Year edition, I didn't feel like I was scammed.
+
+
+### 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. The NPCs are well written and voiced, the quests are
+engaging, and you can make moonshine. Of all the DLCs, this one felt like a
+proper expansion. Desmond earns a high spot on the list of best NPCs in the
+game.
+
+
+### Mothership Zeta
+
+Another DLC apparently looked at unfavorably. While exploring the wasteland, you
+follow a mysterious signal to a crashed alien ship, and get abducted by the
+mothership in orbit. As is tradition, you get probed, and then dumped into a
+holding cell with another wanderer from the wastelands. After some mischief, you
+free yourselves, then free some other captives, and begin fighting your way
+through alien jerkwads to claim the ship and save the planet! There are a _ton_
+of audio logs, many of which I didn't listen to, but all of which deal with the
+various abductees on the mothership. All the aliens, as well as most of the
+pick-ups, are cool energy weapons, and if the Metal Blaster wasn't so gosh
+darned over-powered, I would have used the weapons from this DLC for the
+remainder of the game.
+
+I enjoyed the setting, and the story. There are some allusions to other
+alien-themed media. You find some NPCs from other time periods that were
+abducted, and interacting with them is pretty fun. It definitely has a
+pulp-science fiction feel to it, and it runs with it hard but well. You get to
+space-walk. You also get to shoot the massive spaceship laser beam and save the
+planet, by blowing up another alien mothership. And that is most definitely rad.
+Once it's all done, you get a home base, of sorts.
+
+Overall, it was fun. It fell well short of the other DLCs, but was still worth
+the time. Getting it as part of the Game of the Year bundle is great; I don't
+know that I would regret buying it, though, especially if the price was fair. It
+was very pretty, but also a bit repetitive. Aside from the kind-of home base,
+there's no reason to return to the ship. Plus, after the finale, most of the
+ship is closed off. Restoring free-roam of the ship would be a great mod,
+because there is a lot of content that can be missed, and it's also really quite
+pretty!
+
+
+### Broken Steel
+
+The post-game DLC. Broken Steel changes the ending and continues the story of
+the wasteland wanderer to clean-up the remnants of the Enclave. It also raises
+the level-cap to 30, from the start, which is great. By the time I started
+Broken Steel, I was in mid-to-late 20s, and Broken Steel brought me to 30
+comfortably.
+
+Of all the DLCs, this one feels most like a mission. You start off at the
+Brotherhood of Steel base in DC, with the first mission to follow Liberty Prime
+to an Enclave outpost and destroy it. While there, Prime gets blasted with space
+lasers, and the focus shifts to finding and stopping the orbital cannons from
+firing again. Along the way, you get a Tesla Cannon, essentially the same weapon
+as Liberty Prime's face-laser. You assault the Andrews Airforce Base, find a
+massive mobile-platform Enclave base, and eventually blow it all up using the
+space lasers from before.
+
+What I remember most from this DLC is combat. So much combat. That's not a bad
+thing, but it's unremarkable. There's some good lore, and fun story, but overall
+it's just an assault mission. Everything else that the DLC adds - the level-cap
+increase, some perks, the fricken LASER - counts for much more. Well, and any
+chance to hang with Liberty Prime.
+
+
+### My Experience
+
+Did I have fun? Was my experience a positive one? How did I play?
+
+Exploring the wasteland, discovering the hidden stories in the environment, and
+experiencing the more obvious ones of the inhabitants or the remnants was
+incredibly enjoyable. Part of why I returned to Fallout 3 was because I had not
+actually played the DLCs, and so in addition to my memories from near-launch of
+the base game, I had many new adventures. Despite playing on my decade-old
+desktop, I could stream the game to some friends on Discord, and that enhanced
+the experience overall as well.
+
+My play-style was almost the most stereotypical of Bethesda game experiences:
+the "stealth archer." I really wanted to use "small guns," and eventually
+pivoted into energy weapons. I was stealthy, and overall I'd say my theme was a
+special forces infiltrator. I didn't fast travel, and some mods made this
+manageable. I was basically addicted to Nuka Cola. I played solo, without any
+companions, until relatively late game. I didn't explore the junkyard where
+Dogmeat is until late, and then shortly thereafter I got Fawkes.
+
+Talking specifics: playing _The Pitt_ relatively early got me "Infiltrator", and
+then "Perforator", which I used for probably two-thirds of the game; and the
+"Metal Blaster", which I used for the entirety of the game, because it is
+**broken powerful**. From _Operation: Anchorage_ I got the "Gauss Rifle," and
+the Stealth Armor from one of the mods I installed. I also got the Winterized
+T51-b Power Armor, which I did use for a bit, specifically the helmet (with a
+mod) for nightvision (and thermal vision, though I rarely used it.) Eventually I
+found the Stealth Armor helmet, and completed my look. Perk-wise I opted for a
+build that emphasized small-guns damage, action points for VATs, and eventually
+some extra VATs goodness like "Grim Reaper Sprint."
+
+Generally, combat was: if I'm far away, Gauss Rifle sneak attack victory. If I'm
+close and still undetected, Perforator VATs. Else: Metal Blaster. It worked out
+well.
+
+
+### Conclusion
+
+Fallout 3 is still a gem. It's a game well worth revisiting if you haven't in a
+while, and if you've never played it, it will be a treat. The environment is
+still awe-inspiring and captivating, the NPCs are engaging and charming, the
+combat can be hectic, and the stories are memorable. It's a game that's best
+when played without a guide or goal, just allowing yourself to wander the wastes
+and discover what it holds. Whatever aspersions you may have heard of it, I'd
+wager you'll still have fun, and arguably that's most important. Plus, these
+days, even a decade-old ~~potato~~ computer can run it, and it's often on sale
+for around $10 (for example: at time of writing, GoG is selling it for $7!).
+Plus, to make even the most current super-computers bend knee, there are mods
+that can make the game look absolutely stunning. Not to mention the remainder of
+the thriving mod community. Speaking of which...
+
+
+## Mods
+
+If you were to ask an outside observer what my preferred way to play Bethesda's
+open-world games is, they would tell you I don't play them. They would explain
+that I spend an inordinate amount of time _preparing_ to play them: modding
+them, configuring them, etc.. And that, by the time I'm done preparing, I have
+satisfied whatever urge it was that brought me to the game in the first place,
+and I move on. That didn't happen with this play-through, specifically because I
+had a goal to actually play the main story and DLC stories. Further, as I wanted
+to keep things "Vanilla+", my mod list is quite reasonable. Also, I played on my
+decade-old ~~potato~~ desktop, and so eschewed the more heavy-weight graphics and
+overhaul mods.
+
+
+### "The Necessities"
+
+As with every Bethesda game, there are the patches and optimizers and
+cut-content-restorers. I would wager that these don't need any explanation
+beyond what the mod pages offer. One I will highlight is the "Stupid bullet
+sponge enemies nerf" mod, which is essential for late-game and DLC enemies; I'm
+looking at you albino radscorpion.
+
+- [Updated Unofficial Fallout 3
+ Patch](https://www.nexusmods.com/fallout3/mods/19122)
+- [Goodies](https://www.nexusmods.com/fallout3/mods/25239)
+- ["Stupid bullet sponge enemies
+ nerf"](https://www.nexusmods.com/fallout3/mods/25750)
+- [Fallout 3 Ending Restored](https://www.nexusmods.com/fallout3/mods/23979)
+- [Vanilla UI
+ Plus](https://www.moddb.com/mods/vanilla-ui-plus/downloads/vanilla-ui-plus-fo3)
+
+There is a "Script Extender" for Fallout, and some additional mods that depend
+on it:
+
+- [Fallout Script Extender (FOSE)](https://www.fose.silverlock.org/)
+- [IStewieAI's
+ Tweaks](https://www.nexusmods.com/fallout3/mods/23561)
+- [Command Extender](https://www.nexusmods.com/fallout3/mods/23682)
+- [Enhanced Camera](https://www.nexusmods.com/fallout3/mods/20183)
+- [Iron Sights Plus](https://www.nexusmods.com/fallout3/mods/24995)
+
+If using the Steam version, you'll want [Fallout Anniversary
+Patcher](https://www.nexusmods.com/fallout3/mods/24913). I should
+also note that something with Stewie's Tweaks gave me trouble, and I had to
+disable it at times for the game not to crash, but generally nothing here caused
+trouble.
+
+
+### "The Pretty Ones"
+
+I'm not generally too concerned with making Bethesda games look pretty. That
+being said, I love when I can enhance the environment. In Oblivion, for example,
+I love the mod that adds light posts along the main road ways. In a similar
+vein, these mods enhance the environment. Of note: Fellout removes the green
+tint from the game; that's a personal preference, but I preferred seeing
+clearly. The Street Light mods add (mostly) working street lights throughout the
+wasteland, which significantly enhanced the ambiance for me. Combined with the
+incredibly dark nights that Fellout gave me, these lights became actual beacons
+in the night, and some of the only sources of light during the night. The
+Megaton mods make the settlement a bit more visually interesting and also easier
+to navigate.
+
+The two audio mods I included added quite a bit of ambiance as well, and on
+several occasions would put me on alert while I traversed the wastes.
+
+Then, the truly ostentatious mods: Fallout 3 Redesigned makes the models look
+better, specifically the faces; FO3 Flora Overhaul is highly customizable, and I
+used it to litter the wasteland with dead trees and shruberies and such.
+
+- [Fellout](https://www.nexusmods.com/fallout3/mods/2672)
+- [Fallout Street Lights](https://www.nexusmods.com/fallout3/mods/8069) and
+ [Fallout Street Lights -
+ Wasteland](https://www.nexusmods.com/fallout3/mods/10045)
+- [Megaton Walkway](https://www.nexusmods.com/fallout3/mods/25267) and [Lighting
+ Overhaul](https://www.nexusmods.com/fallout3/mods/7875)
+- [Ambient Wasteland](https://www.nexusmods.com/fallout3/mods/12602) and [ATMOS
+ Ambient Sound Overhaul](https://www.nexusmods.com/fallout3/mods/24574)
+- [Fallout 3 Redesigned](https://www.nexusmods.com/fallout3/mods/6341) and
+ [patches](https://www.nexusmods.com/fallout3/mods/25785)
+- [FO3 Flora Overhaul](https://www.nexusmods.com/fallout3/mods/19864)
+
+
+### "The Content Ones"
+
+Since I'm aiming for a "Vanilla+" play-through, I went very light on the content
+mods. The only two I included were D.C. Interiors and Metro Carriage Interiors.
+Both add not only some content, but really enhance the immersion by making more
+buildings in the overworld, and all the train cars in the metro tunnels, actual
+places to explore. I find they do a great job keeping with the environmental
+storytelling.
+
+- [D.C. Interiors Project](https://www.nexusmods.com/fallout3/mods/5573)
+- [Metro Carriage Interiors](https://www.nexusmods.com/fallout3/mods/19988)
+
+I also added this neat armor, because I was playing a bit of a sneaky character.
+It didn't seem imbalanced or over-powered, and it looks pretty rad. The
+nightvision mod turned out to be essential for the surprisingly dark nights and
+tunnels. The T51-b mod just adds nightvision to that helm, as the other power
+armor helmets have.
+
+- [Advanced Recon Stealth Armor](https://www.nexusmods.com/fallout3/mods/2654),
+ [Advanced Recon Thermal
+ Nightvision](https://www.nexusmods.com/fallout3/mods/15653), and [Advanced
+ Recon T51-b Winterized Helm](https://www.nexusmods.com/fallout3/mods/20750)
+
+
+### "The Game Play Ones"
+
+Interestingly enough, the mod which inspired me to play Fallout 3 again is
+Fugacity. Advertising itself as a "vanilla-plus balance and difficulty" mod
+basically does much of the work for me. I used it as the starting point, and
+built my mod list up around it. Conveniently, the mod page includes a list of
+mods recommended by the mod-author; it may look quite similar to this list!
+
+- [Fugacity](https://www.nexusmods.com/fallout3/mods/25558)
+
+The remaining mods helped to complete my immersion. I had already decided
+against fast-traveling throughout the wasteland, and the caravan-based
+fast-travel helps make this much more manageable. Having recently played
+Morrowind, I think it does fast-travel by default best of the Bethesda
+open-world games. This mod implements what I would consider to be basically that
+system in this world. Finally, I prefer food slowly regenerating health over
+time, instead of eating 20 cabbages with alarming speed and instantly restoring
+health. Notably: stim-paks still restore instantly, and so it provides a nice
+game play decision - can I take the time to heal, or do I spend a rarer
+resource?
+
+- [Caravan Fast Travel with Random
+ Encounters](https://www.nexusmods.com/fallout3/mods/24972) (Requires FOSE)
+- [New Vegas-Style Food
+ Mechanics](https://www.nexusmods.com/fallout3/mods/24477)
+
+
+## Setup and Configuration
+
+As with the other Bethesda games, getting everything modded, configured, and
+functional can become the real game. Luckily, with a moderately small mod list,
+this was not the case. This time. The process for running on Windows or Linux
+are almost the same, except for some Proton shenanigans. I used [Mod Organizer
+2](https://github.com/ModOrganizer2/modorganizer) to handle all the installation
+and management of the mods themselves. For the game version, I did use the Game
+of the Year version from Steam. However, any version should work. When I do
+eventually play Fallout 3 again, I'll plan to try the GoG version with Wine
+instead of Steam and Proton.
+
+Full list of non-game applications (that is, non-mods):
+- [Mod Organizer 2](https://github.com/ModOrganizer2/modorganizer)
+- [Fallout Script Extender (FOSE)](https://www.fose.silverlock.org/)
+- [Fallout Anniversary
+ Patcher](https://www.nexusmods.com/fallout3/mods/24913)
+
+
+### Installation Process on Linux
+
+To make running the various Windows-only applications easier, I made an alias
+for myself. You'll need to replace `` with the
+directory path for your Steam Library, aka where you installed Fallout 3 through
+Steam. By default it is `~/.local/share/Steam`.
+
+```
+alias fo3-run='STEAM_COMPAT_DATA_PATH=/steamapps/compatdata/22370 STEAM_COMPAT_CLIENT_INSTALL_PATH= ~/.local/share/Steam/compatibilitytools.d/GE-Proton8-6/proton run'
+```
+
+1. Download **ALL THE THINGS!**
+2. Run the game at least once to generate the initial configuration files. Take
+ this opportunity to also configure graphics. Start the game fully, then exit.
+3. If installing the Game of the Year version from Steam, use the "Fallout
+ Anniversary Patcher":
+ - Extract it to the game directory (`/steamapps/common/Fallout 3 goty`)
+ - Run "Patcher.exe" from the game directory with the above alias: `fo3-run
+ Patcher.exe`
+ - It should say the game was patched successfully, and any following runs of
+ the Patcher should report that the game is already patched.
+4. Extract FOSE to the game directory (`/steamapps/common/Fallout 3 goty`)
+5. Mod Organizer 2 has two options: you can download a 7z archive, or the
+ installer. Either extract the archive somewhere you want to work from (I
+ advise _not_ the game install directory), or run the installer with the
+ alias.
+
+At this point, you'll do everything through Mod Organizer 2. Again, to simplify
+my play a bit, I created an application entry for use with the KDE menu. This
+may be different for other window managers/desktop environments. As with the
+alias above, replace `` with the directory path for
+your Steam Library, and `` with the directory path for
+where you installed Mod Organizer 2. Optionally, if you have a picture to use
+for the launch icon, provide it on the `Icon=` line; else remove the line.
+
+```
+[Desktop Entry]
+Type=Application
+Name=Fallout 3: Moddeded
+GenericName=Fallout 3
+Comment=Fallout 3 but with mods too
+Keywords=Fallout 3
+Exec=STEAM_COMPAT_DATA_PATH=/steamapps/compatdata/22370 STEAM_COMPAT_CLIENT_INSTALL_PATH= ~/.local/share/Steam/compatibilitytools.d/GE-Proton8-6/proton run /ModOrganizer.exe
+Icon=
+Categories=Game;RolePlaying
+```
+
+Either launch MO2 with that application entry, or use the `fo3-run` alias above
+to launch it; or add it as a shortcut in Steam, or to Lutris, or really any
+number of other options. Actually _using_ MO2 is beyond the scope of this post,
+but it's relatively straight-forward. Download the mod archives and install them
+using MO2. Some configuration may require editing an INI file, which _can_ be
+done through MO2 or any other text editor. Most importantly: **you'll run
+Fallout 3 from Mod Organizer 2**. You will no longer launch the game via Steam,
+or whatever other game manager you may have used to install it. Assuming all
+works as intended, you'll now have a means for interacting with the Fallout 3
+install (via the alias above), an easy-to-access application menu entry (via the
+Desktop entry above, or a similar launcher setup), and a hostile wasteland
+awaiting your exploration. Good luck out there!
diff --git a/src/styles/corrupt_layout.css b/src/styles/corrupt_layout.css
index 165272c..adbcf8b 100644
--- a/src/styles/corrupt_layout.css
+++ b/src/styles/corrupt_layout.css
@@ -79,6 +79,20 @@ main pre.highlight {
main ul {
padding: 0em 4em;
}
+main details {
+ overflow-x: auto;
+ color: white;
+ background-color: #2B2B2B;
+ margin: 0em 4em;
+ padding: 1em;
+ border-top: 2px solid black;
+ border-left: 2px solid black;
+ border-bottom: 2px solid var(--hilite);
+ border-right: 2px solid var(--hilite);
+}
+main details ul {
+ padding: 0em .5em;
+ list-style-type: square;}
@supports (display: grid) {
.cor_page {