Well, I finally got through it all. Even though it's been a year I still left part of my fallout 3 play-through unfinished and I just finished Fort Titan. The Point Lookout one was pretty cool (although the event that occurs about 10 minutes in kind of messes up all the nicely sorted objects) as well as Fort Titan. The voice acting was superb and it was like playing through a small epilogue of MZC. Can't say I think having Stryker around makes sense (since some people are suspicious of what the TSC is building *hint* Erberus *hint*)or that the vertibirds are used more than the Valkyries but it's overall an outstanding mod and I really enjoyed playing it.
I'm glad to finally put Fallout 3 on the shelf for the foreseeable future, this mod helped give a bit of closure by providing some more background to the council members. After this 66 hour & 39 minute play-through I really enjoyed playing through MZC over again and the mods you provided Archer. Thank you!
One thing I have noticed with the new 'bases'. I had Tanaka establish a base at Lincoln Memorial. Went there after visiting the Embassy and all hell broke loose. My troops were killing off the original people there. Same with Republic of Dave. So I'm going to keep this installed but elect not to install the extra places. As for LM, just going to avoid that area and RP that it is doing okay without me.
2023 review: Today my review and experience will be based only on 2 separate files which I used in my playthrough - TSC Dialogues and TSC Point Lookout quest. Don't have anything to write about other files from this collection. I should say that at least these 2 mods worked perfectly and flawlessly in my plugins load-out (one conflict with another mod, but I'll explain it to you leater in this text). Let's start with TSC Dialogues. Nice little addition which puts more life in dialogues with major BoS faction NPCs, that finally can acknowledge TSC's presence in Capital Wasteland. No voice acting, but all dialogue lines were written better than, honestly, many actual dialogues from main MZC mod. No bugs or problems encountered. As for TSC Point Lookout quest - it is short, but absolutely polished and well-crafted "stop cruel villian" type of story. Main antagonist is the most typical nihilistic personality which you potentially saw dozens of times in different "Marvel-esque" comic books adaptations in cinematography. But charismatic voice of actor and correctly written dialogue lines (from stylistic point of view) made big impression on me. Yes, it's another "good guy turned bad after his familiy was killed" type of character, but it was so refined and polished, that I just can't put critique even on the obvious cliche upon cliche. Besides main villian, other voice actors also did pretty good job at putting "life" into their characters with emotional (but not bizarre) acting. Again, don't expect enormous questline with deep philosophical or political themes, just "enjoy the ride" with some action sequences and quality in dialogues. Overall, at least this additional content from package for MZC are amazingly integrated with main mod and will be a good opportunity for you to take a role of Starship Commander one more time. As I mentioned earlier, I found one conflict between TSC Point Lookout quest and one decent dungeon mod called Arbor by General Varus II. Both mods changed Lighthouse Lab location in Point Lookout, and while Arbor was active in my load-out, I couldn't access new Lab cell from TSC quest. So I suggest to use them separately, activating one by one after completion. Should you try these mods in 2023? If you loved your experience with main MZC content, it can be best optional expansion in new playthrough. Polished, stable and, in some aspects of TSC PL quest (again, in my personal preferences), even more interesting and polished then some quests from MZC mod. Endorsement from me.
hey dude amazing great bunch of mods not sure if you still respond to people on here but since i havent started point lookout dlc should i have it unchecked like you said for embassy? plz halp, nadia just gave me the quest for the lab and i was confused cause i thought it would activate after i did the main dlc quest
So...I accidently checked this mod before completing the Head of State quest. Will this cause any problems since I have completed a good few quests and only recently found out my error. But I am wondering if it will cause complications.
Well this may be an oopsie on my part, but I can't find where Darius is, my marker's screwed up, as in it shows up on my compass, but not on my pip-boy Edit: big no smart from me, the hiedout's in the vanilla wasteland
I have a suggestion for a future update. Poor Sierra needs some moral support now that Ronald is gone. Also, why are the troops so aggressive to Dave's Republic? With Dave being gone, I figured my troops would be more supportive towards President Rosie. Third, how do I establish an outpost for Galaxy News Radio? He says he doesn't need the extra help but thanks.
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I'm glad to finally put Fallout 3 on the shelf for the foreseeable future, this mod helped give a bit of closure by providing some more background to the council members. After this 66 hour & 39 minute play-through I really enjoyed playing through MZC over again and the mods you provided Archer. Thank you!
I should say that at least these 2 mods worked perfectly and flawlessly in my plugins load-out (one conflict with another mod, but I'll explain it to you leater in this text).
Let's start with TSC Dialogues. Nice little addition which puts more life in dialogues with major BoS faction NPCs, that finally can acknowledge TSC's presence in Capital Wasteland. No voice acting, but all dialogue lines were written better than, honestly, many actual dialogues from main MZC mod. No bugs or problems encountered.
As for TSC Point Lookout quest - it is short, but absolutely polished and well-crafted "stop cruel villian" type of story.
Main antagonist is the most typical nihilistic personality which you potentially saw dozens of times in different "Marvel-esque" comic books adaptations in cinematography. But charismatic voice of actor and correctly written dialogue lines (from stylistic point of view) made big impression on me. Yes, it's another "good guy turned bad after his familiy was killed" type of character, but it was so refined and polished, that I just can't put critique even on the obvious cliche upon cliche.
Besides main villian, other voice actors also did pretty good job at putting "life" into their characters with emotional (but not bizarre) acting.
Again, don't expect enormous questline with deep philosophical or political themes, just "enjoy the ride" with some action sequences and quality in dialogues.
Overall, at least this additional content from package for MZC are amazingly integrated with main mod and will be a good opportunity for you to take a role of Starship Commander one more time.
As I mentioned earlier, I found one conflict between TSC Point Lookout quest and one decent dungeon mod called Arbor by General Varus II. Both mods changed Lighthouse Lab location in Point Lookout, and while Arbor was active in my load-out, I couldn't access new Lab cell from TSC quest. So I suggest to use them separately, activating one by one after completion.
Should you try these mods in 2023? If you loved your experience with main MZC content, it can be best optional expansion in new playthrough. Polished, stable and, in some aspects of TSC PL quest (again, in my personal preferences), even more interesting and polished then some quests from MZC mod.
Endorsement from me.
Edit: big no smart from me, the hiedout's in the vanilla wasteland