diff --git a/2024/09/26/fallout3.html b/2024/09/26/fallout3.html deleted file mode 100644 index ab8a750..0000000 --- a/2024/09/26/fallout3.html +++ /dev/null @@ -1,765 +0,0 @@ - - - - The Internet Vagabond :: My Return to the Wasteland: A Review of Fallout 3 - - - - - - - - - - - - -
-
- -
- The - Internet - Vagabond -
-
-
-
-
-

My Return to the Wasteland

- -
- Contents -
    -
  1. Game Review
  2. - -
  3. Mods
  4. - -
  5. Setup and Configuration
  6. - -
-
- -

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. -
  3. -

    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.

    -
  4. -
  5. -

    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.

    -
  6. -
- -

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.

- - - -

There is a “Script Extender” for Fallout, and some additional mods that depend -on it:

- - - -

If using the Steam version, you’ll want Fallout Anniversary -Patcher. 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.

- - - -

-

“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.

- - - -

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.

- - - -

-

“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!

- - - -

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?

- - - -

-

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 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):

- - -

-

Installation Process on Linux

- -

To make running the various Windows-only applications easier, I made an alias -for myself. You’ll need to replace <YOUR STEAM INSTALL PATH> 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=<YOUR STEAM INSTALL PATH>/steamapps/compatdata/22370 STEAM_COMPAT_CLIENT_INSTALL_PATH=<YOUR STEAM INSTALL PATH> ~/.local/share/Steam/compatibilitytools.d/GE-Proton8-6/proton run'
-
- -
    -
  1. Download ALL THE THINGS!
  2. -
  3. 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.
  4. -
  5. If installing the Game of the Year version from Steam, use the “Fallout -Anniversary Patcher”: -
      -
    • Extract it to the game directory (<YOUR STEAM INSTALL -PATH>/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.
    • -
    -
  6. -
  7. Extract FOSE to the game directory (<YOUR STEAM INSTALL -PATH>/steamapps/common/Fallout 3 goty)
  8. -
  9. 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.
  10. -
- -

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 <YOUR STEAM INSTALL PATH> with the directory path for -your Steam Library, and <YOUR MO2 INSTALL PATH> 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=<YOUR STEAM INSTALL PATH>/steamapps/compatdata/22370 STEAM_COMPAT_CLIENT_INSTALL_PATH=<YOUR STEAM INSTALL PATH> ~/.local/share/Steam/compatibilitytools.d/GE-Proton8-6/proton run <YOUR MO2 INSTALL PATH>/ModOrganizer.exe
-Icon=<AN OPTIONAL PATH TO AN IMAGE FILE>
-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!

- -
- Bill Niblock - - - - - 2024-09-26 -
- [ - - gaming - - ] -
-
-
- - -
- - diff --git a/feed.xml b/feed.xml index b9139f6..6f260f5 100644 --- a/feed.xml +++ b/feed.xml @@ -1,606 +1,4 @@ -Jekyll2024-09-29T10:41:57-05:00https://www.theinternetvagabond.com/feed.xmlThe Internet VagabondBill NiblockMy Return to the Wasteland: A Review of Fallout 32024-09-26T00:00:00-05:002024-09-26T00:00:00-05:00https://www.theinternetvagabond.com/2024/09/26/fallout3My Return to the Wasteland - -
- Contents -
    -
  1. Game Review
  2. - -
  3. Mods
  4. - -
  5. Setup and Configuration
  6. - -
-
- -

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. -
  3. -

    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.

    -
  4. -
  5. -

    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.

    -
  6. -
- -

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.

- - - -

There is a “Script Extender” for Fallout, and some additional mods that depend -on it:

- - - -

If using the Steam version, you’ll want Fallout Anniversary -Patcher. 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.

- - - -

-

“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.

- - - -

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.

- - - -

-

“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!

- - - -

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?

- - - -

-

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 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):

- - -

-

Installation Process on Linux

- -

To make running the various Windows-only applications easier, I made an alias -for myself. You’ll need to replace <YOUR STEAM INSTALL PATH> 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=<YOUR STEAM INSTALL PATH>/steamapps/compatdata/22370 STEAM_COMPAT_CLIENT_INSTALL_PATH=<YOUR STEAM INSTALL PATH> ~/.local/share/Steam/compatibilitytools.d/GE-Proton8-6/proton run'
-
- -
    -
  1. Download ALL THE THINGS!
  2. -
  3. 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.
  4. -
  5. If installing the Game of the Year version from Steam, use the “Fallout -Anniversary Patcher”: -
      -
    • Extract it to the game directory (<YOUR STEAM INSTALL -PATH>/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.
    • -
    -
  6. -
  7. Extract FOSE to the game directory (<YOUR STEAM INSTALL -PATH>/steamapps/common/Fallout 3 goty)
  8. -
  9. 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.
  10. -
- -

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 <YOUR STEAM INSTALL PATH> with the directory path for -your Steam Library, and <YOUR MO2 INSTALL PATH> 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=<YOUR STEAM INSTALL PATH>/steamapps/compatdata/22370 STEAM_COMPAT_CLIENT_INSTALL_PATH=<YOUR STEAM INSTALL PATH> ~/.local/share/Steam/compatibilitytools.d/GE-Proton8-6/proton run <YOUR MO2 INSTALL PATH>/ModOrganizer.exe
-Icon=<AN OPTIONAL PATH TO AN IMAGE FILE>
-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!

]]>
Bill Niblock
Automatic Backups with RClone, systemd, and Backblaze2023-05-07T00:00:00-05:002023-05-07T00:00:00-05:00https://www.theinternetvagabond.com/2023/05/07/rclone-backupsAutomatic Backups with RClone, systemd, and Backblaze +Jekyll2024-10-03T12:50:49-05:00https://www.theinternetvagabond.com/feed.xmlThe Internet VagabondBill NiblockAutomatic Backups with RClone, systemd, and Backblaze2023-05-07T00:00:00-05:002023-05-07T00:00:00-05:00https://www.theinternetvagabond.com/2023/05/07/rclone-backupsAutomatic Backups with RClone, systemd, and Backblaze

Quick Note

@@ -2154,4 +1552,392 @@ writing habits. Perhaps you could do the same.

  • Syncthing
  • SyncTrayzor
  • Markor
  • -]]>
    Bill Niblock
    \ No newline at end of file +]]>
    Bill Niblock
    Pathfinder One-Shot: The Crater of Igrevor2020-07-10T00:00:00-05:002020-07-10T00:00:00-05:00https://www.theinternetvagabond.com/2020/07/10/crater-of-igrevorPreamble to the Pathfinder + +

    For many years now, I’ve been playing in several Pathfinder games. I very much +enjoy the system, if only because I love options in roleplaying games. During +the COVID-19 pandemic and lockdown, in addition to my weekly game, a second +group started a weekly game. This one, unlike the campaign I’ve been playing in +for the last 6 years (we’re level 9), sees the characters level up after +each adventure, and is meant more as a quick and fun string of one-shots. After +a few weeks of Lizzie starting and running the “campaign,” I volunteered to run. +This post covers my one-shot The crater of Igrevor.

    + +

    Background

    + +

    Before hopping in, a little background. The party at this point had gone on +several adventures and made a name for themselves in a relatively small town. +They decided to settle down, and because the details of this town weren’t known +at the time, all the players collaborated to establish the Town of Ulriksted. I +took some liberties with the what we established, and decided that a powerful +wizard has also moved to the town, seeing it as an opportunity for trade, but +also a good place for a fancy tower. Wizards love their towers. Thus, Igrevor +was born.

    + +
    Igrevor Thel'lessell
    +
    +Lawful Neutral Elf
    +
    +Cleric of Abadar: 3 // Wizard (Conjurer: Teleportation): 3 // Mystic Theurge: 10
    +
    + +

    As a follower of Abadar, Igrevor is very interested in trade and travel, both on +the material and other planes. His arcane studies also focus on extraplanar +travel and research. And because I’ve always been interested in the Mystic +Theurge class, I decided this was a perfect opportunity to make use of it. As a +trader, I focused his build on several magical crafting feats: wonderous items, +magical arms and armor, and constructs.

    + +

    Igrevor’s tower sits to the north of town, along the river which flows through +Ulriksted. He offers his arcane services to the town, as well as crafting and +selling his magical wares to adventurers when they travel through. Unfortunately +for him, a powerful Night +Hag +has taken an interest in him, and has been haunting his dreams for a while now. +Being a powerful wizard, he’s been able to defend himself and his tower +accordingly, but the Hag has decided to get some assistance. You see, Igrevor +has established a powerful teleportation and planar travel system within his +tower, albeit a well protected one. The Hag, studying this herself, conspired to +exploit this with the help of a several extraplanar allies: Several +Xill +raiding parties, to which she provided +Nightmare +mounts; and two Umbral +Dragon +brothers.

    + +

    The Crater of Igrevor

    + +
    +

    While enjoying a pint and a quiet night at Tuckleberry’s tavern, The Leaf and +Lyre, the party is rudely interrupted by the sound of a massive explosion, +north of town. As they race outside, they see a swirling vortex of colors +stretching high into the sky, roughly where Igrevor’s tower is. Screams shortly +follow, and as the party pulls their attention closer, they see looming shapes +approaching the town.

    +
    + +

    Encounter: Xill Raiding Party

    + +
    +

    Four-armed, flame-red insect-like humanoid creatures, riding upon steeds of +smoke and fire

    +
    + +

    The first encounter is relatively easy for the party, considering at this point +they’re level 9. There are 4 Xill, each riding a Nightmare. Each has a special +elemental key, tied to each of the four elemental planes: earth, air, water, and +fire. The last Xill looted also has a note, written in Infernal: “These keys +will keep the portals open, and the tower inaccessible. Once you have your new +hosts, return to the Ethereal plane. DO NOT LOSE THEM!” Whoops.

    + +
    +

    As you move further, the party can clearly see the vortex of colors that now +envelop Igrevor’s tower. A chaotic flow of earth, wind, water and fire create an +impenetrable globe around what remains of the upper half of the tower, which +hangs unsupported in the sky. Beneath it, a crater is all that remains of the +bottom of the tower. As the party draws closer, you can make out 4 shimmering +portals, at each of the cardinal directions. From each, a distinct color and +element can be seen: north, a verdant green and stony landscape identifies a +portal to the plane of earth; south, a clear portal surrounded by gusts of +strong winds indicate the portal to the plane of air; to the west, a fiery +hellscape indicates the portal to the plane of fire; and to the east, a flood of +water flowing from the portal to the plane of water. Where the 4 regions meet, +the elements clash and swirl about, surging upward, creating the sphere around +the tower. As the party takes in the scene, they suddenly receive a Sending from +Igrevor: In dire need of assistance. Tower under attack. Must close portals. +Please hurry! WILL REWARD! Use teleportation circle in foyer; top of tower

    +
    + +

    At this point, I also introduce a small mechanic related to the portals: Each +elemental portal gives the PCs a boon:

    + +
      +
    • Plane of Earth: DR 1/- for each elemental planar portal open
    • +
    • Plane of Fire: Aura, 5ft: 1 fire damage for each elemental planar portal open
    • +
    • Plane of Water: Fast Healing 1 for each elemental planar portal open
    • +
    • Plane of Air: Bonus 1ft. Movement speed for each elemental planar portal open
    • +
    + +

    Each of these boons is removed as soon an the associated portal is closed.

    + +

    Puzzle: The Elemental Portals

    + +

    To reach the tower, the party much figure out a way to close the portals. +Initially, each portal claims a quarter of the ground around the portal. Closing +a portal causes the adjacent portals to claim the ground, increasing their power +and decreasing the power of the opposite portal. If coordinated, it should be +possible for the party to close all portals simultaneously.

    + +
    +

    Earth Portal

    + +
      +
    • Trying to close the earth portal causes vines to sprout. If fire is still + open, the fire aura burns away the vines before they can entangle.
    • +
    • Closing the earth portal causes the fire and water portals to increase in + power, and the air portal to decrease in power (modified DC)
    • +
    • Entangle, DC 15: Thorny vines restrict movement and deal damage. Each round, + any creature trying to move through the area must make a reflex save or become + entangled, reducing movement speed to 10 feet and dealing 1d6 acid damage. +
        +
      • If the Fire or Water portal has been closed, the DC increases by 2, to a +maximum of 19 if both portals are closed.
      • +
      • If the Air portal has been closed, the DC decreases by 2
      • +
      • If a creature enters the area with the fire aura, the entangle checks +automatically succeed: The aura from the plane of wire withers the vines as +they try to wrap around you.
      • +
      +
    • +
    +
    + +
    +

    Fire Portal

    +
      +
    • Trying to close the fire portal causes intense heat waves. If water is still + open, the aura cools the temperature
    • +
    • Closing the fire portal causes earth and air to increase in power, and the + water portal to decrease in power (modified DC)
    • +
    • Heat Waves, DC 15: Intense heat radiating from the portal causes damage and + fatigue. Each round, any creature trying to move through the area must make a + fortitude save or become fatigued and take 1d6 fire damage. +
        +
      • If the Earth or Wind portal has been closed, the DC increases by 2, to a +maximum of 19 if both portals are closed
      • +
      • If the water portal has been closed, the DC decreases by 2
      • +
      • If a creature enters the area with the water aura, the fatigue checks +automatically succeed: The aura for the plane of water cools the area, +keeping the heat at bay.
      • +
      +
    • +
    +
    + +
    +

    Water Portal

    +
      +
    • Trying to close the water portal causes buffeting waves and sheets of rain to + disorient and hamper the player. If the air portal is still open, the aura + keeps visions clear.
    • +
    • Closing the water portal causes the earth and air portals to increase in + power, and the fire portal to decrease in power (modified DC)
    • +
    • Stormy Weather, DC 15: Torrential rain and slick ground causes difficult + terrain and disorientation. Each round, any creature trying to move through + the area must make a reflex save or fall prone, and a will save or become + disoriented, moving in a random direction (Roll 1d4: 1, move in intended + direction; 2, move to the left; 3, move to the right; 4, move backwards) +
        +
      • If the Earth or Wind portal has been closed, the DC increases by 2, to a +maximum of 19 if both portals are closed
      • +
      • If the earth portal has been closed, the DC decreases by 2
      • +
      • If a creature enters the area with the air aura, there is no risk of +disorientation. If a creature enters the area with the earth aura, there is +no risk of falling.
      • +
      +
    • +
    +
    + +
    +

    Air Portal

    +
      +
    • Trying to close the air portal causes strong winds and electrical shocks. If + the earth portal is still open, it helps to resist the winds.
    • +
    • Closing the air portal causes the fire and water portals to increase in power, + and the earth portal to decrease in power (modified DC)
    • +
    • Tornado, DC 15: Strong winds buffet and shock. Each round, any creature trying + to move through the area must make a fortitude save or be blown 10 ft away + from the portal, and take 1d6 electricity damage. +
        +
      • If the water or fire portal has been closed, the DC increases by 2, to a +maximum of 19 if both portals are closed
      • +
      • If the earth portal has been closed, the DC decreases by 2
      • +
      • If a creature enters the area with the earth aura, the push checks +automatically succeed: The earth aura grounds you, giving you resistance to +the forceful winds
      • +
      +
    • +
    +
    + +
    +

    As the last portal closes, the last remnants of the elemental sphere around the +tower dissipate. The tower floats silently above the group, with ruins frozen in +the air hanging beneath it. The closest pieces, which could be used to climb +into the tower proper, are 20 feet in the air.

    +
    + +

    With the four elemental portals closed, the tower is now accessible. The party +must somehow ascend 20 feet into the air to get to the lowest ruins, and then a +Climb (DC 10) check to get to the rest of the tower, 10 feet further up. This, +like a few other obstacles, was a way to force the party to use resources. The +sorcerer of the group knows fly, and so this was a way to get him to use a +spell. The way I tend to run many of my games is to try and force my players to +think about their resources, and manage them accordingly. To be fair, I try to +give alternatives. For example, the party could use rope to climb up. I think in +this case, they used either Mage Hand or a familiar to loop rope around some +rubble, then the fighter climbed up and attached a better rope, and they were +able to ascend without expending many resources at all.

    + +
    +

    Once inside, there is a corkscrew stairwell along the walls of the tower, +ascending roughly another 20 feet. At the top, light and shadows play on the +wall near where the stairs enter a new floor.

    +
    + +

    If the party is perceptive or stealthy enough, they can notice several figures +waiting on the next floor, as well as get the drop on them!

    + +

    Encounter: Xill and Night Hag

    + +
    +

    A tall, gaunt figure with long limbs stands with two more Xill. Her skin +stretches tightly across her bones, and a grin stretches across her nightmarish +visage. Claws and fangs betray her intent.

    +
    + +

    Here, again, I tried to force a change of tactics. The room the party fights in +is only 20 by 20. The usual Fireball approach would be dangerous. The party +was clever and perceptive, though, and the sorcerer was able to approach the +room invisibly, and place a Fireball in a way so as to kill the Xill. The Hag +is immune to fire, conveniently, and so the party had to deal with her some +other way. Also, she can cast Invisibility at will, which helper her get the +drop on the party. The sorcerer Fireball’s the room, ducking down the +stairwell to avoid the blast. While no one can see her, she goes invisible. The +party doesn’t see any threats, enters the room, and she pounces. Hag’s are great +opponents. They have a great kit for DMs to play with; great defenses, including +damage reduction, a solid set of immunities, and spell resistance 24! The lore +of hags, as extraplanar scavengers and traders, is also fascinating. I’d like to +use one in a future campaign, especially an evil campaign, and have this be a +companion NPC or something.

    + +

    With this encounter completed, the party stands in the aforementioned foyer, and +on the ground they see an arcane circle: the teleportation circle.

    + +
    +

    The corpse of the night hag fades into shadow, as it disappears from the +material plane. With the room now secured, you see arcane symbols inscribed in +the center of the room. This must be the teleportation circle Igrevor mentioned +in his sending. As you step into the circle, you find yourself transported to a +large, cylindrical room. An inner wall breaks at four equidistant places, +revealing an outer wall, and a shimmering pool of light in a small alcove.

    +
    + +
    +

    Exploring the space, the inner room has the teleportation circle, and many +arcane symbols drawn into the stone and the walls. A Knowledge(Arcana) or +Spellcraft, DC 15, reveals the symbols to be protections related to +teleportation, plane shifting, and the like. Checking the outer ring, you find +the four aforementioned pools, as well as a wall of force blocking a hallway.

    +
    + +
    +

    Oh a whim, you glance up, and see two spheres circling the room. One is pure +white, and the other black. They maintain a perfect distance from each other. A +Knowledge(Planes), DC 15, identifies the spheres as being made of pure positive +and negative energy, respectively. You now notice, as the spheres pass by the +alcoves, the pools briefly shift towards the color of the sphere, and the wall +of force slightly…

    +
    + +

    Or, at least, that was the original intention. As so often happens, I wasn’t +quite satisfied with this part of the original adventure, and modified this it +slightly. Originally, the party was going to fight a “Planar Scion.” Initially, +the party would find two humanoid energy beings, one made of positive energy and +one made of negative energy. The beings would be indestructible, and the party +would have to merge them to create a single being, which was now vulnerable. +But, I couldn’t figure out a good way to convey this information, while making +the combat engaging, in the time I had, so I scrapped it for a puzzle instead.

    + +

    Puzzle: Spheres and Pools

    + +
    +

    As you navigate the room, you find the hallway leading from this room, and an +opaque barrier blocking the way forward.

    +
    + +
    +

    Oh a whim, you glance up, and see four spheres circling the room. Two are pure +white, and the others black. They maintain a perfect distance from each other. A +Knowledge(Planes), DC 15, identifies the spheres as being made of pure positive +and negative energy, respectively. You now notice, as the spheres pass by the +alcoves, the pools briefly shift towards the color of the sphere, and the +barrier slightly dissipates

    +
    + +

    The only way through this barrier is to stop the rotating spheres. As alluded to +in the descriptive text, the pools and the spheres are related. As the spheres +pass over the pools, they shift the pools from clear towards the color of the +sphere, and I added that the spheres appear to slow down very slightly. The +party had to use positive and negative energy sources to shift the pools to the +appropriate attunement, which stopped the spheres, and opened the barrier.

    + +

    Final Encounter: Umbral Dragon

    + +
    +

    As the spheres stop, above the pools, they descend into the pools, and +dissolve the barrier blocking the way out of the room. Moving through the +hallway, you come to a large meeting hall. An oak table, which could almost +seat the entire town of Ulriksted, sits in the middle of the hall, with chairs +and tables strewn about. Making your way into hall, you see Igrevor to your +right, as he finishes casting a spell and striking down one of two juvenile +dragons standing opposite him. He turns to you, and speaks, “The Lords of +Ulriksted! And just in time! I am sorry, friends, I cannot assist you further; +one of these beasts took most of my arsenal to defeat. I beg your assistance!” +As he finishes, you see a sphere arise around him, and him kneel to catch his +breath.

    +
    + +

    The boss battle! The juvenile Umbral Dragon! I toned down the beast a bit, but I +definitely shouldn’t have. It was a good fight, and the barbarian did not hold +back. As the party defeated them, Igrevor thanked them, and their reward was any +single magical item that he can make. In addition, because I’m prone to giving +my PCs overpowered items, I allowed each of them to have an item made from the +scales of the dragon, which gives them the immunities of the dragon. This turned +out to be a very powerful option: immune to cold, death effects, negative +energy, paralysis, sleep.

    + +

    Aftermath

    + +

    I had a lot of fun with this one. The party made their way with through with +consistent progress, and the boss battle was challenging but not overwhelming. I +think, if run again, I wouldn’t tone down the boss. I ended up running a +follow-up adventure, which is currently untitled, but which became a two parter, +and the driving motivation for my upcoming third adventure. I look forward to +sharing those as well! Feel free to make use of this adventure in your own +games!

    + +

    MapTools

    + +

    But wait, there’s more! This adventure was my first foray into MapTools, a free +and open-source virtual table top system. It allows you to create detailed +maps, add tokens, set sight lines, and much more. You can host a server locally +that your players can connect to, and they can move things around themselves. +Or, if you’re a bit lazier like me, you can share your screen on your voice call +of choice, and just move the tokens for players instead. I had a lot of fun +crafting Igrevor’s Tower in MapTools, and then sharing that with my players +during the session. It really made the game more enjoyable, and more immersive +than just a standard voice-and-video call.

    + +

    The community for the MapTool suite has built a lot of tokens, tile sets, and +additional assets to really explore and build exactly what you want. I +certainly made good use of CSP’s Dungeon Geomorphs (available for free directly +within MapTools, and made by Kristian +Richards), Devin +Night’s tokens (some of which are +available for free, but are well worth the price) and Torstan’s Markers and +Objects (also available directly within MapTools). I’m not sure if the campaign +will load without those enabled, but for anyone interested, you can find a link +to the campaign maps for this adventure here (click to download).

    + +

    100 Days

    +

    I’m writing this post as part of +#100DaysToOffload, an initiative to inspire +writing habits. Perhaps you could do the same.

    + +

    Sources

    + +]]>
    Bill Niblock
    \ No newline at end of file diff --git a/index.html b/index.html index abe5de8..c204ee9 100644 --- a/index.html +++ b/index.html @@ -36,17 +36,6 @@
    -

    My Return to the Wasteland: A Review of Fallout 3

    -
    -
    2024-09-26
    -
    - - gaming - -
    -
    -
    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.
    -

    Automatic Backups with RClone, systemd, and Backblaze

    2023-05-07
    @@ -93,6 +82,17 @@
    The Elder Scrolls IV: Oblivion still has one of the more active modding communities. In this, part 2 of my journey to get Oblivion modded and running on Linux, I'll cover some of my favorite mods.
    +

    Oblivion on Linux, with Mods! Part 1 - Tools

    +
    +
    2021-11-28
    +
    + + gaming + +
    +
    +
    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 part 1 of my journey.
    +
    All Posts
    diff --git a/src/styles/corrupt_layout.css b/src/styles/corrupt_layout.css index adbcf8b..165272c 100644 --- a/src/styles/corrupt_layout.css +++ b/src/styles/corrupt_layout.css @@ -79,20 +79,6 @@ 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 { diff --git a/topics/all.html b/topics/all.html index a76830e..d72d6ca 100644 --- a/topics/all.html +++ b/topics/all.html @@ -36,17 +36,6 @@
    -

    My Return to the Wasteland: A Review of Fallout 3

    -
    -
    2024-09-26
    -
    - - gaming - -
    -
    -
    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.
    -

    Automatic Backups with RClone, systemd, and Backblaze

    2023-05-07
    diff --git a/topics/gaming.html b/topics/gaming.html index 6e1cf91..b1fdac3 100644 --- a/topics/gaming.html +++ b/topics/gaming.html @@ -38,19 +38,6 @@
    Gaming Posts
    -

    My Return to the Wasteland: A Review of Fallout 3

    -
    -
    2024-09-26
    -
    - - gaming - -
    -
    -
    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.
    - - - diff --git a/topics/other.html b/topics/other.html index 6dc1517..dbaafee 100644 --- a/topics/other.html +++ b/topics/other.html @@ -61,8 +61,6 @@ - - diff --git a/topics/philosophy.html b/topics/philosophy.html index dfc1cdb..8f6343d 100644 --- a/topics/philosophy.html +++ b/topics/philosophy.html @@ -63,8 +63,6 @@ - - diff --git a/topics/technology.html b/topics/technology.html index 893823c..08103d4 100644 --- a/topics/technology.html +++ b/topics/technology.html @@ -38,8 +38,6 @@
    Technology Posts
    - -

    Automatic Backups with RClone, systemd, and Backblaze

    2023-05-07
    diff --git a/topics/writing.html b/topics/writing.html index 94ce650..c37adc9 100644 --- a/topics/writing.html +++ b/topics/writing.html @@ -48,8 +48,6 @@ - -

    Character Write-up: Dabbledop Humblebumple

    2020-10-23