Showing posts with label Fallout 3. Show all posts
Showing posts with label Fallout 3. Show all posts

January 06, 2016

Submit Your Fallout Related Content

Want to show off your awesome killstreaks or lucky escapes from the various creatures from the Fallout universe? Created some awesome mods for Fallout 3 / Fallout: New Vegas / Fallout 4? Submit your creations in a form of a video link in a message, to get featured on our Tumblr, Twitter, Google+ and Facebook Page!

If the provided content is something that really awesome, it might as well, be featured here, on the Vault-Tec Inc. blog! From time to time, we will be giving away prizes to the best videos. Please read the content agreement terms if you wish to continue.




October 18, 2015

Beautiful Fallout-Themed Photo Session from a Couple from Moscow

We already have our list of Amazing Fallout-themed Things in Real Life, and this is certainly one of them! If you remember our article Experience Vault Escape in Real Life, then you know who sent us the whole story.

If you've never read the article, I highly recommend you to do so! The whole story about the Real Life Vault Escape was sent in by a true Fallout fan from Moscow, Russia - Dmitry Medvedenko [Twitter].


This time, Dmitry sent us another Real-Life Fallout-themed experience, which he now shares with the woman he married, not so long ago. It's the same woman he experienced the Vault Escape in the first place - Katie! Dmitry and Katie did a beautiful pre-wedding Fallout-themed photo session just a few weeks before their real wedding. Dmitry sent us the photos via our Facebook page, and continued: "We both love the Fallout concept and style, and we hate the classic wedding cheesy stuff."

I asked Dmitry about the history with Katie, since they both love Fallout, and he just added: "I'm crazy about Fallout, Katie's crazy about me, so now she loves it too." Personally, I'm very happy for them, as I'm happy for every couple around the world that is in love with Fallout! Check the gallery Dmitry sent us below;


You can see a photo session rich with Fallout-themed props, from the original Fallout to the newest title, like the Gauss Rifle (which is Katie's favourite weapon), Pip-Boy, Vault Suite from the Vault 13, G.E.C.K., a pre-war wedding dress and then some. You can also see Geoffrey - a German shepherd police dog, which is a nice touch regarding the upcoming Fallout 4!

Dmitry and Katie freshly made a Fallout Nerds Russia page on Instagram, where you can find the latest from them! The Vault-Tec Inc. wishes for Katie and Dmitry to spend their lives dedicated to each other and Fallout also, and many happy hours while playing Fallout 4!

If you're one of the lucky ones, that has his better part also in love with the Fallout universe, and also have some incredible makings of yours to share with the community, feel free to contact us via a message on our Facebook page, or simply send me an email!


May 23, 2015

Fallout 3 and New Vegas DLC Ranked by Fans

We recently asked you to rank Fallout 3 and Fallout: New Vegas DLC from the best one to worst, and you did it (again)! This "social experiment" was not as big as the last one, when we asked you a bunch of silly questions, about what would you do If Fallout Was Real. Instead, this time we focused on a simple DLC rank, from the best to the worst, and here, you will find the results from our social media pages; Facebook, Google+ and YouTube Channel. Vault-Tec inc. wishes to thank all the Fallout fans involved in our studies! You make us stronger and better prepared for the future.


It is never too late to comment your favorite Fallout 3 and New Vegas DLC on Facebook and Google+ posts, or comment on Fallout 3 and Fallout: New Vegas rank DLC videos on our YouTube Channel.

I will not bother you with the processing of collected data about ranking the DLC. All you need to know is that the final results are combined, from all the comments from our social media pages involved in this project.

The Results for Fallout 3 DLC



It was somehow a lot easier for you to rank Fallout 3 DLC then New Vegas, but I think we got such clear results simply because of one more DLC then New Vegas have. Broken Steel DLC was way before other Fallout 3 DLC, and not to mention that it didn't get below 3rd position. I guess we all respect the fact that free roam after you finish the game is the most important thing in Fallout universe.

Without any further rambling, here are the results of Ranked Fallout 3 DLC:
  1. BROKEN STEEL DLC
  2. THE PITT DLC
  3. OPERATION ANCHORAGE DLC
  4. POINT LOOKOUT DLC
  5. MOTHERSHIP ZETA DLC
The fact that Mothership Zeta DLC was way beyond other Fallout 3 DLC is only telling us that we don't prefer Aliens in such form as it is DLC, but rather as easter eggs, like in other Fallout games. I believe the only reason Mothership Zeta DLC got a few points was the gear.

The Results for Fallout: New Vegas DLC



As mentioned above, we got some slight problems while ranking Fallout: New Vegas DLC from your comments. Nothing to worry about though. It was just Dead Money and Old World Blues DLC since they both shared the exact same number of ranking points. Let's check the results first, and I will explain the whole thing below;
  1. LONESOME ROAD DLC
  2. DEAD MONEY DLC
  3. OLD WORLD BLUES DLC
  4. HONEST HEARTS DLC
As you can see, the Lonesome Road DLC is ranked the best Fallout: New Vegas DLC, but despite the fact that it was way above all the other Fallout: New Vegas DLC, it had a few low-position ranking comments.

To get back to Dead Money and Old World Blues DLC; I had to make a decision to put Dead Money before Old World Blues simply because Dead Money have better higher-position ranking comments than Old World Blues. I didn't make that decision based on my personal favorite.

Despite the fact that Honest Hearts is the lowest ranked Fallout: New Vegas DLC, it was just a few points behind Dead Money and Old World Blues DLC. I think, that in the end, a good story count, no matter what.

Thank you again, for participating in another Vault-Tec inc. "social media experiment"! I hope you enjoyed as much as I did creating it. Don't forget to comment your favorite Fallout 3 and New Vegas DLC on Facebook and Google+ posts, and on Fallout 3 and Fallout: New Vegas rank DLC videos. This list will be updated every month! 

October 13, 2014

Fallout 3 Total Conversion - Fallout: Zero

Loading...
Fallout Zero is a total conversion mod of Fallout 3 game, complete with its own world and backstory set two months after the outbreak of the Great War. The mod includes several new game features such as a reactive people helmet, a drivable metro car, craftable objects, an original basic needs system (hunger, thirst, etc.).

The player is teleported to a Zero world with a level 1 Character, an empty inventory and the possibility to choose their character’s attributes. After completing the story, the player is ‘returned’ to the original world of Fallout 3, retaining the Level and attributes their character had possessed before starting the mod.

By arcoolka | Facebook Page | Nexus Page | Download


The Story


Our hero and his/her father have been living in the basement of their bombarded house for the past two months since the Great War broke out. With supplies running low, their only chance for survival is to find a way inside the city’s Vault. Join our hero and discover a world of survivors crippled by the fatal lack of food and drinking water, ubiquitous radiation, an imminent nuclear winter, and humanity’s inability to come to terms with the consequences of its own deeds. Their fate, along with your own, is in your hands.


The mod focuses on solving different tasks depending on the main character’s (mainly non-combat related) attributes. This mod is not meant for FPS players, although it’s not always possible to avoid combat (however, ammo and decent weapons are hard to come by). Tip: Don’t try to kill your enemies as soon as you lay eyes on them. Your foes are stronger than you right from the start, so you should keep in mind that the enemy of your enemy can offer a much needed helping hand. 

Based on your reaction, the world of Fallout Zero will change as a whole: everything is interconnected. The main storyline will always give you at least two possibilities to choose from, with every one of your decisions leading to a completely different result.

You can see the Fallout Zero intro video below. For all videos about this mod, including walk-through, see VIDEOS page on Nexus.


Note to mod creators: submit your work to us by sending the mod's info and link to the #VTi Facebook page (message), for the monthly mod contests.

Portal Fallout 3  |  Top 10 Fallout 3 Mods of All Time



October 02, 2014

20 Incredibly Great References in Fallout 3

Loading...
There are about 120 cultural references in Fallout 3. Since we can't cover all of them, we're bringing you the incredibly great ones, like references to great post-apocalyptic movie titles like Mad Max and A Boy and His Dog. This article is two pages long, with 10 references on each.

 1. A Boy And His Dog


To me, A Boy and His Dog inspired Fallout on many levels, including Fallout 3. Dogmeat, the vaults, the blending of 1950s America with futuristic horror, and the glowing ones. They are all allude to Harlan Ellison's book A Boy and His Dog which got the film adaptation later on, A Boy and His Dog (1975 film). Also, In Oasis, the man encased in a tree calls the tree "Herbert" because he thinks it's funny and it annoys the tree. In A Boy and His Dog the dog Blood, often calls his boy, Vic,"Albert". Blood finds this funny, while Vic is annoyed by it.

 2. Mad Max


The Mad Max movies, starring Mel Gibson as a post-apocalyptic warrior, are also a pervasive influence on the Fallout series. The design of the leather armor in all four Fallout games is based on Mel Gibson's armor in the Mad Max series, particularly the single-sleeved armor in The Road Warrior. A picture of the main character walking beside Dogmeat that is featured on the back of the packaging and in every ending is an homage to the image of Max walking beside his dog from The Road Warrior. Fallout 3's Dogmeat is a Blue Heeler, the same breed as Max's dog in The Road Warrior.


One of the Little Lamplight children uses the word humongous incorrectly, saying "humungus." Though it appears incorrect, it is actually a reference to Lord Humungus, the leader of the antagonizing gang in The Road Warrior. Upon meeting Harkness one of his replies might be "Oh yeah? And I'm a fairy princess." this is a reference to an utterance made by Mad Max when he talks to MasterBlaster in Mad Max Beyond Thunderdome. The raiders' style of dressing is similar to that of the various raider and biker gangs in the Mad Max films. Medical braces are similar to those that Max wears on his left leg in the films. The arena in The Pitt resembles the Thunderdome.

The raider blastmaster helmet resembles the helmet worn by Blaster, the "muscle" of Bartertown in Beyond Thunderdome. The scoped .44 magnum/Blackhawk resembles the gun used by the Lord Humungus in The Road Warrior, which was a scoped Smith & Wesson Model 29. The outfit worn by Mayor Macready of Little Lamplight is identical to the costume worn by Jedediah the pilot's son in Mad Max: Beyond Thunderdome - a pith helmet, goggles, and a jacket one size too big. The image for the perk Pitt Fighter depicts Vault Boy wearing armor identical to Blaster's armor in the film Mad Max: Beyond Thunderdome.

There is a random encounter with a character named Mel, who wears a leather jacket and sports a sawed-off shotgun. High Perception grants the information that the shotgun is unloaded. In The Road Warrior, Max threatens the Gyrocaptain with his shotgun, even though it wasn't loaded. The outfits worn by slaves in The Pitt resemble those worn by the slaves in Beyond Thunderdome.

 3. The Road

A 2006 novel by Cormac McCarthy. This post-apocalyptic story also influenced Bethesda Softworks (as mentioned by Todd Howard in interview) in their work on Fallout 3. The most overt references to the book are the hunters who peddle "strange meat" (human flesh) and the cannibals in the town of Andale.

 4. Dracula


Just above the entrance, you can see a damaged traffic sign that should read "CAREFUL," but on which the 'C' and 'L' have faded away to display "AREFU". Arefu is a "real life" small village in Romania, most well known for its proximity to the former castle of Vlad III, the prince of Wallachia, who is also known as "Dracula" and "Vlad the Impaler." And the quest "Blood Ties" only confirms that reference. Lucy West, the woman who kicks off the Blood Ties quest, is a reference to Lucy Westenra, Mina Murray's friend in Bram Stoker's Dracula. They both have connections to vampires, and they were the first victims of a chain of unfortunate events that affect their loved ones.

 5. Interplay


The monument is located in Chevy Chase, just outside the Tenleytown / Friendship station. There's a small square with a monument that is a reference to Interplay. The bronze Earth with a circling rocket appeared prominently when launching Fallout 1 and 2. Chevy Chase is also a real-life neighborhood in Washington, D.C.

 6. Black Isle Studios

Inside the Museum of Technology, a plaque describes the fate of the USS Ebon Atoll, a missile destroyer that was torpedoed by a US submarine, USS Interference, off the coast of Alaska. "Ebon" is short for "Ebony", a word for black, and "atoll" is another word for island, or isle. The fate of the boat is also similar to Black Isle's, having been "torpedoed" by their parent company, Interplay. Also, in the Point Lookout add-on, the loading screens and several terminals mention Isla Negra Holdings, the company that built the Pilgrim's Landing boardwalk. "Isla Negra" is Spanish for Black Isle.

 7. The Bible

The Lone Wanderer's birth date, 7/13/2258, is a Biblical reference to Micah 7:13, which reads: "And the earth will become desolate because of her inhabitants, on account of the fruit of their deeds." This aptly describes the whole Fallout series.

 8. American Civil War

Hannibal Hamlin was the name of Abraham Lincolns's first vice president, a staunch abolitionist. Leroy Walker is named after LeRoy Pope Walker, the first Confederate States Secretary of War who issued the orders for the firing on Fort Sumter, which began the American Civil War. Bill Seward is named after William H. Seward, Lincoln's Secretary of State from 1861-69. Caleb Smith is named after Caleb B. Smith, Lincoln's Secretary of Interior from 1861-62. Simone Cameron is named after Simon Cameron, Lincoln's Secretary of War from 1861-62.

 9. Beneath the Planet of the Apes

In Megaton, the undetonated atomic bomb and the Children of Atom are a reference to the film Beneath the Planet of the Apes (a 1970 American science fiction film directed by Ted Post and written by Paul Dehn), in which a cult worships an intact nuclear ICBM (An intercontinental ballistic missile).

 10. Star Trek (original)


During the first fade-to-white in the opening character creation, The Overseer says, "Dammit! We need a doctor, not a scientist", a reference to lines in the original Star Trek in which Leonard McCoy says to Captain Kirk, "Dammit Jim, I'm a doctor, not a [profession that isn't medical]". Dr. Preston in Rivet City will say "I'm a doctor, not a dealer!" when asked about purchasing chems.

The Adventures of Captain Cosmos takes its inspiration from Star Trek. Captain Cosmos is known to have aired at 8:00 P.M. on Thursdays (the timeslot that Star Trek filled during its first two seasons in the real world). In the Mothership Zeta add-on, the Lone Wanderer and Sally (who is a fan of Captain Cosmos) take a diverse crew into ship-to-ship combat against another alien mothership.


September 30, 2014

Fallout For Dummies

Loading...
before the Great War, some geniuses in the government decided that it might be a good idea to have a backup plan in case the worst should happen. They contracted the Vault-Tec company to build massive self-sustaining underground fallout shelters called “vaults” in order to preserve select segments of the American people centuries after a nuclear conflictIt is later revealed that the body snatchers belong to an organization called the Enclave, the remnant of the United States Government.

84 years after a thermonuclear Armageddon (called “The Great War”), the first Fallout followed the adventures of an intrepid explorer from Vault 13. Fallout’s protagonist, the so-called “Vault Dweller”, emerged from such a vault to find a harsh and blasted wasteland once known as California.


Vault 13 needed a new water chip if its inhabitants wanted to continue drinking clean water. So the Vault Dweller would have to endure all the Raiders, Radscorpions, Technophiles, Mutophiles, and other deranged life forms the California wasteland has to offer. In the process of procuring the water chip, the Vault Dweller discovered a plot to unleash an army of grossly mutated humans (called “Super Mutants”) upon the wastes. Moreover, the army’s leader, The Master, planned to use a Forced Evolutionary Virus (FEV) to create even more mutants. While there were several possible endings, official canon holds that the Vault Dweller got the chip and defeated the Master, but was exiled from Vault 13 for his/her trouble – to keep the vault’s children from hearing the heroic tale and leaving the vault as well.

80 years after the events of the original Fallout (2241 AD, 168 AGW [After Great War]), Arroyo, the village founded by the exiled Vault Dweller, is suffering a severe drought. However, the original Vault Dweller has long since left the village and is assumed dead. His/her grandchild called the “Chosen One”, is called to aid the village. Told to seek a G.E.C.K.. (Garden of Eden Creation Kit), a device capable of reshaping the barren wasteland into a healthier ecosystem, the Chosen One retraces the steps of his/her grandparent to Vault 13. However, Vault 13 is not as the Vault Dweller had left it. Its populace had been culled, most of its inhabitants kidnaped. And there’s nary a G.E.C.K. to be found. The Chosen One returns empty-handed to Arroyo, to find that it has now been culled as well.


Chosen One learns Earth shattering truths about…well, just about everything. Everything you thought you knew about the Vaults, the Super Mutants, and the pre-war United States was wrong. The short version? The government was fully corrupt, many of the vaults were designed as human Petri dishes, and the Enclave wants to use a modified FEV to slaughter anyone whose DNA isn’t completely pure. However, the Chosen One put a stop to this nefarious nonsense by destroying the Enclave HQ, but not before rescuing the captives from Vault 13 and Arroyo. The two communities founded a new settlement and lived together in harmony happily ever after…ish.

All is well and good in California, but not so in the Midwest. The Brotherhood of Steel, a quasi-knightly order dedicated to the preservation of pre-war technology, is fighting hard in and around Chicago. The Great Plains are now home to legions of malevolent factions, and the Brotherhood is the only beacon of order in sight. But their numbers are thin, so they’re forced to recruit from the local tribal populace in order to fill the ranks. The player takes on the role of one such initiate. Leading a squad of fellow initiates into battle against a clan of Raiders, the Initiate soon earns himself a place as a proper Brother of Steel. It is revealed that the immediate goal of the Midwestern Brotherhood is to push into Colorado in order to find “Vault 0”, a supposed treasure trove of pre-war technology and the key to dominating the Midwestern US. However, the warring factions of the region make attaining their goals difficult.


After the Initiate has finished wading through the corpses of Beastlords, mutants, and Reavers, his unit finally reaches “Vault 0” (revealed to be Cheyenne Mountain). Vault 0 also happens to be the home base of a malevolent brain/computer hybrid known simply as “The Calculator”. The Initiate’s unit strikes deep in Cheyenne Mountain, past the Calculator’s armies of robots, until it destroys the Calculator itself. Having finally found a defensible position, the Brotherhood formally establishes its Midwestern chapter.

The goings on in California and the Midwest went largely unnoticed by the inhabitants of the “Capitol Wasteland”. There was no growing threat on the horizon. There were no factions any worse than the others. Life was hard, and then you died. But in this bleak limbo of an existence, a group of scientists touched upon an impossible dream: clean, non-radioactive water. For everyone! The project was ambitious and progress was slow. But then the birth of a certain child derailed “Project Purity” entirely for 19 years. The project leader, a brilliant scientist known simply as “James”, abandoned the project in order to raise his child in the comfort and security of nearby Vault 101, vowing to return once his child reached adulthood and no longer needed him.

But bonds of blood run thick in the wastes, and the child followed in James’ footsteps soon after he escaped Vault 101. The ever persistent Lone Wanderer eventually tracked James to another Vault, freeing him from the mental prison of a mad overseer. For the briefest of moments, along with a team of volunteers, father and child worked side-by-side. Then the Enclave crashed the party, killing James in the process. After leading the surviving volunteers through the subways and sewers, the Lone Wanderer took refuge with the local Brotherhood of Steel chapter. Scientists assured the Brotherhood that the project could be completed if the project site was retaken…and if they were able to obtain a GECK. Of course, none was better suited that the Lone Wanderer to find the fabled artifact. But just when the GECK was pried loose from its radioactive confines, the Enclave ambushed the Lone Wanderer and brought the adventurer to their secret base at Raven Rock. However, the intrepid hero seized upon an opportunity to escape, destroying Raven Rock and bringing the GECK to the Brotherhood.


Holding to their end of the bargain, the Brotherhood clashed with the Enclave ranks for control of the project site. The Enclave garrison was eventually shattered, and the Lone Wanderer, supported by a company of Brothers, was able to install the G.E.C.K. successfully. However, legend holds that one final act of radioactive service either killed the Lone Wanderer or inflicted such injury that the adventurer barely survived (depending upon whether you bought a particular expansion pack and assuming you didn’t force a follower to commit the final, suicidal act of heroism).

Despite the bombardment of numerous nukes, the city of Vegas managed to survive the war mostly untouched. In the aftermath, a group of people formed touting the values of the old governmental system and called themselves the New California Republic, or NCR. Thanks to the Hoover Dam, the NCR and citizens of New Vegas have access to clean water and power, something most areas lack. At odds with the NCR is the Legion, a dictatorship lead by a man who renamed himself Caesar. Based on the Roman methodology of conquering other civilizations, the Legion absorbs nearby tribes and enslaves a portion of their population. The NCR and Caesar's Legion butt heads over control of the area, and tensions are high.


And then someone just tried to kill your face with bullets, which was bound to happen eventually to a courier in the post-apocalyptic frontier. If it weren’t for a meddling robot and charming local doc, you’d be something’s lunch. But you’re brought back from death and your motivation is clear: find the dickheads who put holes in your brain. If you happen to be caught up in a large-scale conflict along the way, that’s only because it’s Fallout. Your Vault uniform and Pip-Boy come from the friendly doctor who rehabilitates you during character creation. While the game takes place three years after Fallout 3, it doesn’t have any direct ties to that story, though it may drop hints, and will definitely feel familiar to players of Fallout 2.

When you enter the Mojave Desert for the first time you'll notice that the landscape looks similar to the previous wastelands, but now there's actual vegetation around. While most of it is dried up, you can find and harvest fresh fruit, seeds, and herbs, which you can use to whip up concoctions like healing powder or stimpaks. Though the game is still really difficult when you're inexperienced, the main missions lead you along a relatively safe route to the New Vegas strip, where the story starts to get interesting.


Wandering the desert, you'll meet friendly people and kill aggressive monsters and thugs. Or maybe you'll kill friendly people and become friends with the thugs, although you should still kill the monsters. with it's hardcore mod becoming sort of a Sims situation, you'll have to make sure you regularly feed, water, and rest your character. Adding to that inconvenience is that everything, including ammo, counts toward your weight limit. There are also limitations on your ability to fast travel - if your character would dehydrate by the end of the journey, you won't be able to embark until you've had some water. Endings for Fallout: New Vegas are dependent on what actions the player took via quests during the game, with separate endings being shown for each major location, political faction, and recruitable companion.

What happens next? Well, Fallout 4... Until that part of the story, thank you for reading, and share it with your Fallout friends!

Recommended read:

September 23, 2014

Fallout 3 DLC Stories

Loading...
In case you've missed some of them, the stories that fuel each DLC of Fallout 3. Bethesda Softworks released five DLC packs for Fallout 3 for all platforms. These add-ons are Operation: Anchorage, The Pitt, Broken Steel, Point Lookout and Mothership Zeta. Each pack adds new quests, items, perks, achievements and other content to Fallout 3. The Fallout 3: Game of the Year Edition, released on October 13, 2009 for all platforms, includes all five add-ons packs. So, we start with the first one - Operation: Anchorage.

This article is divided in a total of two pages. The first page includes Operation: Anchorage and The Pitt DLC and the second page include Broken Steel, Point Lookout and Mothership Zeta DLC stories. There is also our "Rank the Fallout 3 DLC" Social Media discussion video (the first video below), and we could really use your thoughts. Enjoy!


1. Operation: Anchorage


Once the add-on is downloaded, the quest objective for Operation: Anchorage will be activated by a radio broadcast stating, "This is Defender Morrill. Any Outcasts listening on this frequency report to sector 7-B, Bailey's Crossroads. This is a high-priority message; backup is needed at our location. Any personnel listening on this frequency, please report at once." A marker will be shown on the world map near the Red Racer factory.

The Brotherhood of Steel Outcasts have set up in the remains of the VSS Facility, a pre-War compound of Virtual Strategic Solutions, Inc., and are trying to unseal the door of the VSS Armory which they think contains advanced combat gear and weapons. The only way to unseal this door appears to be by surviving a military virtual reality simulation of Operation: Anchorage and the only way to enter this simulation is via a computer interface device, like the Pip-Boy 3000.

So it comes down to the Lone Wanderer to go inside and complete a simulation of perhaps the greatest battle of the Fallout universe: the liberation of Anchorage, Alaska from occupying Red Chinese troops. The simulation is set during the Anchorage campaign, which occurred between June 2076, when the T-51b power armor was first introduced, and January 2077, when Chinese forces were completely driven out of Alaska. Evidence locatable in the Outcast Outpost makes it clear that the simulation is not an accurate recreation of the battle in many important ways; however, these ways are never detailed but are blamed on General Chase, who was the military correspondent for the simulation program.


After exiting the simulation, the Lone Wanderer is allowed into the armory and can grab anything he/she wants. Opening the armory spurs a heated discussion between Defender Sibley and Protector McGraw, which culminates in Sibley and most of the other Outcasts starting a mutiny against McGraw and Olin. This is a battle that the Lone Wanderer can decide with no negative reputation to the Outcasts so long as they do not attack either McGraw or Specialist Olin.

  2. The Pitt


The Pitt is the second add-on for Fallout 3. In contrast to Operation: Anchorage, The Pitt involves a more traditional quest line with several morally ambiguous choices. When The Pitt first loads, the player will be informed of a new radio distress signal from a runaway slave from The Pitt named Wernher, who informs the Lone Wanderer that he needs help in retrieving a cure for the mutations plaguing the town developed by The Pitt's raider boss, Ashur. In order to successfully reach Ashur, the player has to give up their gear temporarily.

The player then is able to familiarize themselves with a new weapon, the auto axe, and compete in a fighting arena called The Hole. The town itself consists of a large "dungeon" area (The Mill), an abandoned steel yard and a settlement which is divided into two districts: Downtown, which is inhabited by slaves and Haven/Uptown, occupied by their masters, the Slavers.

The main quest involves the player character taking on the role of a slave in order to investigate rumors that the raider boss of The Pitt has discovered a cure for mutations that have plagued many inhabitants of The Pitt. Troglitic Degeneration Contagion (TDC) is a degenerative disease that plagues all the inhabitants of The Pitt. According to Dr. Sandra Kundanika, it is the result of intensively concentrated ambient radiation exposure combined with the unique industrial toxins and pollutants in the region that surrounds what was once Pittsburgh, an effect that is intensified by the fact that half of the Pitt's inhabitants have resorted to cannibalism.


Marie, daughter of Sandra Kundanika and Ishmael Ashur, was born with a natural adaptive immunity to TDC, offering hope that one day a cure for the Pitt's whole population can be developed. So far, the efforts at synthesizing this cure have been slow-going, mostly because Marie is still a baby, and, being the only test subject, she must be treated with care. The Pitt has unique vendors, and you are able to return after you complete the story.

NEXT PAGE


Fallout 3 DLC Stories (Page 2/2)

Loading...

  3. Broken Steel



Broken Steel is the third add-on for Fallout 3, and it's quest line is of the same length as the ones of Operation: Anchorage and The Pitt. Unlike these add-ons, in order to access the new story content from Broken Steel, the main storyline from the base game has to be finished. Broken Steel alters the ending of the original Fallout 3 to allow continued play after the end of the main quest line. When the player reaches the final point of the quest "Take it Back!", new options are given to allow specific followers to enter the reactor, but the original options still remain viable.

Regardless of what is chosen, however, the player will wake up two weeks later at the Citadel (unless they allow the Purifier to explode, which automatically ends the game), having been knocked unconscious by an unknown energy spike. Sarah Lyons will also be in a coma, unless she activated the purifier in which case she will have died. In those two weeks, the Brotherhood has been using the now-reactivated Liberty Prime to root out the remaining Enclave presence in the Capital Wasteland. The player joins them, only to watch Liberty Prime be destroyed by a devastating orbital strike. Taking out this new threat becomes the top priority. A short side-mission is arranged to equip the player with the powerful Tesla Cannon, after which they move on the Enclave's massive Mobile Crawler base, located outside of the Wasteland at Adams Air Force Base. After fighting through the base personnel, a control station at the top can be used to call an orbital strike on the base itself, destroying it. Alternatively, the Citadel can be destroyed, marking the player a traitor to the Brotherhood of Steel.

The third add-on for Fallout 3 adds new enemies including albino radscorpions, feral ghoul reavers, super mutant overlords, and Enclave Hellfire troopers. These are equipped with new armor and weaponry that the player can acquire. Broken Steel also adds several new perks to cover the additional 10 levels as well as some new encounters.


  4. Point Lookout


Point Lookout is the fourth add-on for Fallout 3 and  like all add-ons (except for Broken Steel), is playable at any time during the main storyline; the player could travel there immediately after exiting Vault 101. Once the content is loaded, you receive a message on-screen that initially starts the quest The Local Flavor. Unlike other add-ons, the player doesn't need to complete the main quest in order to travel back to the Capital Wasteland. Provided they can pay the ticket cost, the Duchess Gambit will travel back and forth anytime. It takes a month (30 days) of game time to travel to Point Lookout. As with previous add-ons, the main quest line is said to add about three to four hours worth of game time.

Point Lookout, unlike the other pieces of downloadable content, does not have a specific goal. Rather, it adds a large area for the player to explore, with new enemies and items to find. One major quest line focuses on the rivalry between Desmond Lockheart and Professor Calvert, two scientists who have been feuding since before the Great War. Desmond has survived as a ghoul, while Calvert became a living brain in a jar. The feud can be ended by the player in either Desmond's or Calvert's favor. Other quests include following the trail of a long-dead Chinese spy and discovering the mystery of the Lovecraftian tome known as the Krivbeknih.


  5. Mothership Zeta


Mothership Zeta is the fifth and final add-on for Fallout 3 where an alien mothership abducts the player, making the whole add-on take place onboard the alien ship in orbit around Earth. The player character is able to return to the ship and use it as a "home-base" of sorts once the main quest is completed, although most of the ship will become inaccessible.

After being beamed aboard, the Lone Wanderer is subjected to an alien medical experiment. In the cutscene, the player character passes out during the procedure and awakes in a cell with another abductee named Somah. She explains that all of their equipment has been taken. She comes up with a plan of escape - staging a fistfight so that the alien guards will intervene, then overpowering them. They soon come across Sally, a little girl who was abducted soon after the Great War, who asks them to help her escape by destroying the reactor in the room. After freeing her, she says that she knows a lot about the ship and will provide aid in turn.

Sally leads the Lone Wanderer to a room with several cryo-tubes, to acquire a spacesuit from one of the frozen abductees, an astronaut (who, unfortunately, does not survive the "thawing" procedure). The suit is needed for a spacewalk outside the ship to access a teleporter; first, however, the generators in three other areas of the ship must be destroyed in order to provide a distraction. Three of the abductees will offer to assist in each of the generator areas: Elliott Tercorien will help with the Cryo Labs, Somah will aid traversing the Robotics Factory, and Paulson will aid with the Hangar.

After enabling the teleporter, the survivors are beamed to the upper section of the Mothership, where they witness a demonstration of the ship's Death Ray as a threat to scare them into surrendering. The player character must then fight through several portions of the second section which consists of a weapons laboratory, biological experimentation lab, and Biological Research. At the conclusion of this journey, all surviving companions can again join the Lone Wanderer by means of the transporter from the Observation Deck. After fighting through to the Death Ray control center, then the living quarters, the bridge is finally accessible. There, all of the abductees must defend the bridge from aliens attempting to re-take it, while at the same time using the ship's weapons to defeat an attacking alien vessel similar to their own.


Upon defeating the ship, the abductees celebrate and Sally or Elliott (whichever gets to the player first) reports that in the midst of all of the chaos on the bridge, Elliott and/or Sally pushed a button which dropped a beacon on the surface near the Recon Craft Theta crash site. This beacon allows the Lone Wanderer to return to the Capital Wasteland or teleport from there to the Mothership (though most of the ship is now inaccessible).

BACK | HOME


I was wondering, now that we covered all of the Fallout 3 DLCs, which one did you like the most? I could easily say that every DLC is unique in every way (new world to explore, items, etc..), but the stories that fuels them are at the top of the list! Agree?! You can share us your thoughts on Facebook or Google+ post. Also, share this with your Fallout friends.

See also: Fallout: New Vegas DLC Stories

September 21, 2014

Fallout 3 - Top Unmarked Locations

Loading...
Unmarked locations are the ones which do not appear on the map on your Pip-Boy. There are about 80 unmarked locations in Fallout 3, and I'm bringing you the ones that I've personally discovered, that are somehow interesting. However, some of them are not on this list. There are 45 locations included, 9 pages total.

   1. Alien crash site



Roughly twenty meters behind the house lies the wrecked recon craft. It is badly damaged and leaking an unspecified radioactive liquid (giving about 4 rad/sec). The only point of interest is at the front of the ship, the side opposite the ruined house. If the player is at the MDPL-13 power station south of the crash site, it can be found by following the power cables north until you come across the alien distress beacon. The signal is called the "Recon Craft Theta Signal" on the player's Pip-Boy 3000. The player can follow this to the site as it gets louder and clearer as one gets closer, and they will start to become irradiated. At the front of the ship, the cockpit dome is shattered. The pilot's body lies outside against a pile of rocks with the powerful alien blaster in his hand. About 120 alien power cells are scattered around. The trail from the house to the ship is full of debris from the crash, most of this cannot be picked up or moved.

After completion of the Mothership Zeta add-on, an alien homing beacon takes the place of the crashed craft, allowing the player to teleport to Mothership Zeta and back at will. It will also have a map marker for easy fast travel.

  2. Abernathy Metro station


An unmarked metro station on the White Line under the Capital Wasteland. Before the war, it was a Metro station used by the citizens of D.C. It is entered through Becton Metro station, entered by the Vernon East/Takoma Park Metro station and is used to get into Takoma Park. The area is infested with irradiated water and mirelurks, as well as many ghouls and various mutated creatures. The status board says it is still in working condition by 2277, but clearly the defilement about the station says otherwise.

  3. Arlington sewer


The sewer is a small underground area located to the south-east of the Arlington Library and is divided into three levels, with two guard rooms and a locked storage room on the bottom level. The storage room can be accessed by a terminal and contains a safe, an armor crate and two ammunition boxes. The sewer also contains several hostile raiders of varying levels.

Southwest of the sewer, there is a Talon Company outpost with a Stealth Boy and a Nikola Tesla and You book on a table, near a bunk bed, on the top floor.

   4. Bethesda underworks


The main entrance is via a metro station entrance located northeast of Bethesda office east. Uncharacteristically, this station doesn't have an obelisk marking its location. Inside the station, the mezzanine and platform are relatively intact. The subway tunnels are partially destroyed, with access being limited to the tunnel openings, and the subway tracks run north to south. Located off one of the destroyed subway tunnels is a service tunnel which leads to a sewer grating ladder. This sewer grating is located south of Bethesda offices west. This station is irradiated by barrels of radioactive waste, with the largest concentrations being located on the platform, the pile of barrels near the service tunnel, and near the sewer grating ladder.

The underworks is populated by feral ghouls, and it is not uncommon to see a glowing one or a feral ghoul reaver (if Broken Steel is installed) here amongst the other types of ghouls. Upon entering, the Lone Wanderer may be swarmed by all of the nearby ghouls at once, forcing the them into a fight with around 6 ghouls of varying difficulty.

  5. Calverton


The church is easily spotted from the southwest. To the right of the church is a small graveyard fenced off by a broken white picket fence. In the church entrance is a trip wire, which triggers a shotgun trap, and in the back is a grenade trap triggered by a pressure plate. There is also a podium, some barrels, and a few beds. There is a captive to the left of the bed.

The town consists of three buildings; a diner, Gold Ribbon Grocers, and after Broken Steel is installed, Hank's Electrical Supply. Calverton exists as a real town in both Virginia and Maryland, but due to the condensed location format of the game map, it is not possible to tell if the game designers were trying specifically to reference either.

NEXT PAGE


Most Wanted on VTi Blog Lately

Loading...

Every now and then, I scan my memory banks to identify the incontrovertibly best and worst moments of the last month or so. Then, when confronted with the sum total of human ecstasy and misery, I write about Fallout gaming instead.. ;) I'm bringing you some of the most wanted articles lately, in case you've missed something. Enjoy!



Wasteland 2 - The Apocalypse Is Now
26 years is a hell of a long time to wait for a sequel, though it's arguable that Wasteland 2 is as much an alternate Fallout 3 as it is the continuation of the original post-apocalyptic role-playing game. I can hardly believe that it has been two and half years since the Wasteland 2 Campaign started by Brian Fargo. Developed by inXile and funded by the fans, on March 13, 2012, first Kickstarter Update showed a great start, and now more than two years later, Wasteland 2 is finally out! It is already reviewed by most of the gaming sites, with high reviewing points, and you can read the Eurogamer's review here, where he got 8/10..
Read more >>>

Fallout 3 - Top Unmarked Locations
Unmarked locations are the ones which do not appear on the map on your Pip-Boy. There are about 80+ unmarked locations in Fallout 3, but I'm bringing you the ones that are somehow interesting...  5. Calverton - The church is easily spotted from the southwest. To the right of the church is a small graveyard fenced off by a broken white picket fence. In the church entrance is a trip wire, which triggers a shotgun trap, and in the back is a grenade trap triggered by a pressure plate. There is also a podium, some barrels, and a few beds. There is a captive to the left of the bed.
Read more >>>

Experience Vault Escape in Real Life!
I don't even know where to begin.. You are sending us so much incredible things that you've done lately, projects, cosplay that you've did, mods that you've created.. And you might think that you've seen it all, but then again, every now and then I got some incredible, awesome, no - epic thing in my inbox. This one is sent by Dmitry Medvedenko..
Read more >>>

After War Nevada - Complete Overhaul for Fallout: New Vegas
After War: Nevada is a complete overhaul for Fallout: New Vegas and is a summary of 2 years of hard work by Jodwig himself. It's enormous mod, which aim was to change and re balance every single aspect of the game. See detailed description bellow, along with the video review by Caedo Genesis.
Read more >>>


Fallout: Diaspora, Fan Based Movie Series (by VTi Crew)

The year is 2296. Vault 101 has been forcibly opened, the reactor rapidly failing. The Vault Dwellers have just couple of months to find a new home before the  Vault's core becomes unstable and explodes. Vault 101 was never meant to be opened, and thus it does not contain the all-important G.E.C.K.. The few inhabitants capable of surviving outside are sent into the wasteland to learn all they can, and a place to settle. The events that follow will change the Capital Wasteland forever..
Read more >>>


Let's Talk About Fallout: Van Buren (by Henry Lombardi)

So by now I assume you're familiar with the story of Fallout: Van Buren. After the critical success of 2, Black Isle Studios wasted no time crafting a sequel. It was given a codename: Van Buren (This being an Interplay thing of coding projects as the names of USA Presidents.), and fans were led to believe this was going to be the best Fallout yet. Now of course the idea of making a sequel better than Fallout 2 is daunting, but that's not what ended up happening..
Read more >>>


Most Popular Drivable Vehicle Mods for Fallout: New Vegas

New Features compared to original J3XDrivableMotorcycle: tilt animation while turning, more realistic driving experience (rotatign wheels and engine smoke), companion riding and double riding, turret with elevation-angle tracking (original one in FO3 only with horizontally tracking), new realistic turning model, using the equation F=m.V^2/R (the faster you drive the harder you turn), Motorcycle caller, teleporting your bike anywhere anytime, Motorcycle storage, fixing 1st-person animation bug, optimized controllability, configurable driving speed, speed blur, and run-over function..
Read more >>>


Fallout: Origins, Comic Series (by Wasteland Angel)

This comic is a prequel to a Fallout game series and it will show (through historical facts) how first dwellers from the Vault 15 have managed to form, through the years, such a big faction as it is the New California Republic. My choice was Fallout: New Vegas as a base for this project. It has more original setting for a prequel than Fallout 3. Next thing was to mod the game. I searched through Nexus and found that one crucial mod that will make all of the boundaries on the map to disappear. OWNB - Open World mod, a mod that unlocked a whole new and empty world for this project..
Read more >>>

September 13, 2014

Experience Vault Escape in Real Life!

Loading...
You are sending us so much incredible things that you've done lately, various projects such is cosplay that you've done, mods that you've created, fanart, etc... And you might think that you've seen it all, but then again, every now and then I got some incredible, awesome, no - epic thing in my inbox.

This one is sent by Dmitry Medvedenko, twitter - @DmitryVostok, and it is very interesting, so check the whole thing below.




War. War never changes.


As never change the fans of Fallout. Once a fan - forever a fan (at least until 2077). But if you think there is nothing you do not know about the series - no random encounter unseen, no cabinet unlooted, and that there's not much left, but wait - think again! How about experiencing the vault escape first-hand, in real life?!

Moscow offers the opportunity with the help of Claustrophobia - a project that makes a whole variety of "Escape the room" kinds of quests which put forth not just the fun and logic puzzles, but also the ambient: the decor, props and tasks themselves provide for believable atmosphere. The quest "Vault 13" appeals to the fans of the legendary franchise, even though there's no broken water chip involved, gives a great Fallout experience.

You are a group of descendants (2-4 players at a time) trapped inside a Vault. The war is long over, the nuclear dust has settled and the mainframe says it is safe to leave. Yet unlocking the vault is a complex procedure. And, unfortunately, the Overseer died without conveying it to anybody else. Your task is to find a way out, as life-support systems will soon deplete. The Vault specializes in horticultural experiments, and by manipulating the plant support systems you may find a way to trigger a fail-safe mechanism and release your friends and yourself into the new world of the wasteland.. Such is the backdrop for the quest. You and your partners are given 60 minutes to mastermind your way out of the Vault.


Use teamwork (it is virtually impossible to complete the quest alone, at least the first run) and a variety of skills to open the Vault door! Perception for "sniping" a code somewhere far, far away, Strength to smash open lockers that won't open otherwise, Agility and Endurance to manually operate a reserve source of power, Charisma to convince your friends to do what you need them to do, and, of course, Intelligence and Luck to figure out what the heck needs be done in the first place!

The quest is great fun! You get the feeling the creators truly adore the franchise. All of the tips and tools you will use are known to the series fan - among props and tools you will find: a Powerfist, a Gauss rifle, lots of Nuka-cola bottles (and Quantum), a Dean's Electronics book and even a set of T51-b Power Armor!

If you are ever in Moscow (which is an experience on its own) - be sure to stop by with a partner or three, for a truly memorable time as you may have imagined it while playing one of the greatest games of all time. Cost is $50-100 per team (depends on the time of day / week) for the hour-long trip to post-apocalyptic America. Be sure to book at least two weeks in advance at Claustrophobia.


P.S. We completed the quest in 35 minutes and never used a single 'hint' from the operators, and that is close to the record time!

July 02, 2014

Most Popular Drivable Vehicle Mods for Fallout 3

J3Xified Drivable Motorcycle by J3X original mod by VeliV



Adds 4 motorcycles to the game world for you to repair, drive and pimp. The motorcycles are located outside of: Paradise Falls, Rivet City, Megaton and Tenpenny Tower. You can pimp the motorcycles with one minigun on each side. How to do: Have two miniguns in your inventory, activate the motorcycle and select attach miniguns. Drive over your enemies at high speed for great and bloody fun! You can buy a Motorcycle Lightbub and a Broken Gas Tank at Rivet City Supplies.. - "Nothing is better than first cripple a raider with your dual miniguns then crush his skull under your wheel!". Use the mod kits by activating the standard motorcycle and select Upgrade or downgrade motorcycle. Remove any weapons attached to the motorcycle before upgrading. See more >>


Drivable Chimera Tank by J3X and Illyism


Adds one drivable Chimera tank to the Wasteland. A shrinked Chimera Tank will be added to your inventory when you start the game. More tanks can be spawned from a console outside of the RoboCo Facility near Tenpenny. You will get XP for it's kills. (Thanks again TalkieToaster for your incredibly script!). Drive over your enemies, let your screws crush them! REQUIRED MODS: Operation Anchorage and FOSE. See more >>


Drivable RoadWarrior Car by hardkopy


This is a drivable car which runs on whiskey. You will need a few bits to get it running but I left all you need at the bandit house in Springvale. My part: Adjusting the model in 3dmax to fit the nosering slot as armor (same as J3X drivable motorcycle only more awkward due to the size of the vehicle. Editing the scripts specifically for this vehicle. Adding sounds and menu items. FOSE is also required. No video available for this mod. See more >>

Pilotable Vertibird by J3X


Proof of concept. This mod merges my Drivable Motorcycle speed control script with SaidenStorms excellent Akatosh mount levitation scripts. This mod will probably not be updated, it's released 'as it is' and serves as a base for arlix123's Flyable Pilotable Vertibird BETA mod, if you want additional features like the ability to go inside the Vertibird, check it out! FLY! - Explore the wasteland from above! FIGHT! - Annihilate your foes with superior firepower; The Vertibird comes armed with a minigun and a rocket launcher. STORE! - The Vertibird have a cargohold where you can store your items. Required - DLC03: Broken Steel and FOSE: Uses several FOSE script commands. See more >>


Flyable Pilotable Vertibird BETA by Arlix with help from J3X


This mod creates a pilot-able vertibird for the player to fly around in. with this mod the player can fly anywhere, and shoot anything with an array of weaponry from useful to exotic. also the vertibird acts as a player home, where he/she can sleep and store items. You must have the latest FOSE installed, and You need Broken steel Addon installed to play this mod or it will not even load! Read more >>


Which one do you use/like the most, share us your thoughts!

Fallout 1, 2 Tactics, Fallout 3, Fallout: New Vegas, Fallout 4