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AWOP 4 Fallout 3

Mod releases and conversions for Current versions of TTW
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mementoauderesemper
Posts: 41
Joined: Sat Sep 07, 2019 10:12 pm

Re: AWOP 4 Fallout 3

Post by mementoauderesemper » Tue Sep 17, 2019 8:11 pm

This is kind of progression breaking to me. Went just behind megaton and there were a couple of brotherhood remnants sparring with some riders, they all died but managed to kill a remnant and I could have grabbed the plasma rifle he left, just 1 day after leaving the vault. This feels soo off.

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Aeternus_Malus
Posts: 40
Joined: Thu Nov 15, 2018 1:19 pm
Location: Vault 0

Re: AWOP 4 Fallout 3

Post by Aeternus_Malus » Tue Sep 17, 2019 10:30 pm

mementoauderesemper wrote:
Tue Sep 17, 2019 8:11 pm
This is kind of progression breaking to me. Went just behind megaton and there were a couple of brotherhood remnants sparring with some riders, they all died but managed to kill a remnant and I could have grabbed the plasma rifle he left, just 1 day after leaving the vault. This feels soo off.
This mod doesn't add Brotherhood Remnants and if you mean Brotherhood Outcasts patrols those are vanilla.

mementoauderesemper
Posts: 41
Joined: Sat Sep 07, 2019 10:12 pm

Re: AWOP 4 Fallout 3

Post by mementoauderesemper » Wed Sep 18, 2019 7:18 am

Aeternus_Malus wrote:
Tue Sep 17, 2019 10:30 pm
mementoauderesemper wrote:
Tue Sep 17, 2019 8:11 pm
This is kind of progression breaking to me. Went just behind megaton and there were a couple of brotherhood remnants sparring with some riders, they all died but managed to kill a remnant and I could have grabbed the plasma rifle he left, just 1 day after leaving the vault. This feels soo off.
This mod doesn't add Brotherhood Remnants and if you mean Brotherhood Outcasts patrols those are vanilla.
Its the guys in black colored brotherhood armor. Do they show up this early? Ive tracked the ID of those riders (beast lords iirc) and it belongs to the AWOPF3 file. I dont like new spawns, I though this only added interior locations. Oh well.

UsagiPyon
Posts: 184
Joined: Thu Jan 17, 2019 4:09 pm

Re: AWOP 4 Fallout 3

Post by UsagiPyon » Wed Sep 18, 2019 9:54 am

Yea, the AWOP series breaks progression but I can't play TTW without it because of the rumble areas and now AWOP NV was being updated with it :D .

- You can easily get a player home without getting into megaton early in the game and sell the goodies inside for alot of caps. Just need to lockpick it.
- You can easily maxout At level 50 just by grinding respawning AWOP areas without touching FO3 Quests.
- You can get about 2510 carry weight at end game with 10 strength if you have both AWOP for FO3 and NV.
- MK II & MK III weapons makes short work of enemies, even super mutants overlords & albinos.

I have no problem with AWOP and how it was designed except that it was not voiced but that's a very insignificant issue.

mementoauderesemper
Posts: 41
Joined: Sat Sep 07, 2019 10:12 pm

Re: AWOP 4 Fallout 3

Post by mementoauderesemper » Wed Sep 18, 2019 10:05 pm

Ok mod author said there should not be any problem with disable them with the console command. They should never spawn again.

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