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---
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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
|
587
_posts/2024-09-26-fallout3.md
Normal file
587
_posts/2024-09-26-fallout3.md
Normal file
|
@ -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
|
||||
|
||||
<details>
|
||||
<summary>Contents</summary>
|
||||
<ol>
|
||||
<li><a href="fo3_review">Game Review</a></li>
|
||||
<ul>
|
||||
<li><a href="#fo3_review_main">Main Story</a></li>
|
||||
<li><a href="#fo3_review_env">Environmental Storytelling</a></li>
|
||||
<li><a href="#fo3_review_npcs">Characters</a></li>
|
||||
<li><a href="#fo3_dlc">DLCs</a></li>
|
||||
<ul>
|
||||
<li><a href="#fo3_dlc_pitt">The Pitt</a></li>
|
||||
<li><a href="#fo3_dlc_oa">Operation: Anchorage</a></li>
|
||||
<li><a href="#fo3_dlc_pl">Point Lookout</a></li>
|
||||
<li><a href="#fo3_dlc_zeta">Mothership Zeta</a></li>
|
||||
<li><a href="#fo3_dlc_steel">Broken Steel</a></li>
|
||||
</ul>
|
||||
<li><a href="#fo3_review_gp">My Experience</a></li>
|
||||
<li><a href="#fo3_review_end">Conclusion</a></li>
|
||||
</ul>
|
||||
<li><a href="#fo3_mods">Mods</a></li>
|
||||
<ul>
|
||||
<li><a href="#fo3_mods_necessities">The Necessities</a></li>
|
||||
<li><a href="#fo3_mods_pretty">The Pretty Ones</a></li>
|
||||
<li><a href="#fo3_mods_content">The Content Ones</a></li>
|
||||
<li><a href="#fo3_mods_gameplay">The Game Play Ones</a></li>
|
||||
</ul>
|
||||
<li><a href="#fo3_setup">Setup and Configuration</a></li>
|
||||
<ul>
|
||||
<li><a href="#fo3_setup_linux">Installation on Linux</a></li>
|
||||
</ul>
|
||||
</ol>
|
||||
</details>
|
||||
|
||||
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.
|
||||
|
||||
<span id=fo3_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.
|
||||
|
||||
<span id=fo3_review_main />
|
||||
### 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
|
||||
|
||||
<span id=fo3_review_env />
|
||||
### 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
|
||||
|
||||
<span id=fo3_review_npcs />
|
||||
### Characters
|
||||
|
||||
TALK ABOUT THEM HERE
|
||||
|
||||
Moira
|
||||
Liberty Prime
|
||||
Desmond from Point Lookout
|
||||
The various characters from Zeta
|
||||
Fawkes
|
||||
|
||||
<span id=fo3_dlc />
|
||||
### 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.
|
||||
|
||||
<span id=fo3_dlc_pitt />
|
||||
### 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."
|
||||
|
||||
<span id=fo3_dlc_oa />
|
||||
### 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.
|
||||
|
||||
<span id=fo3_dlc_pl />
|
||||
### 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.
|
||||
|
||||
<span id=fo3_dlc_zeta />
|
||||
### 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!
|
||||
|
||||
<span id=fo3_dlc_steel />
|
||||
### 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.
|
||||
|
||||
<span id=fo3_review_gp />
|
||||
### 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.
|
||||
|
||||
<span id=fo3_review_end />
|
||||
### 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...
|
||||
|
||||
<span id=fo3_mods />
|
||||
## 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.
|
||||
|
||||
<span id=fo3_mods_necessities />
|
||||
### "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.
|
||||
|
||||
<span id=fo3_mods_pretty />
|
||||
### "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)
|
||||
|
||||
<span id=fo3_mods_content />
|
||||
### "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)
|
||||
|
||||
<span id=fo3_mods_gameplay />
|
||||
### "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)
|
||||
|
||||
<span id=fo3_setup />
|
||||
## 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)
|
||||
|
||||
<span id=fo3_setup_linux />
|
||||
### 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. 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 (`<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.
|
||||
4. Extract FOSE to the game directory (`<YOUR STEAM INSTALL
|
||||
PATH>/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 `<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!
|
|
@ -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 {
|
||||
|
|
Loading…
Reference in a new issue