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DarknessSquall

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27 comments

  1. EdenHazard2018
    EdenHazard2018
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    loving the mod so far but im getting a game breaking bug where i cant find Stephan in vault 59 after sabataging railroad, cant find him at bellview where u first see him. dont know what to do.
  2. benedu3095
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    After making my way to Alton, the mod seems to brake when trying to complete the first quest.

    Michael Douglas finds me then tells about the plague & stuff, and tries to help me recover my equipment. The thing is that once I follow him to the door to Belleview he just stands there. I tried to interact with him and nothing. No big deal I guess, but after getting in I'm just standing there, with a plague grunt if front of me, and a few people that are about to be executed and nothing happens.... 

    What should I do now? I'm certain this is not intended behavior. 
    1. benedu3095
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      I managed to unbrake this sequence by just killing the wastelanders using console commands..... Though after trying this in my actual save I missclicked and killed the plague grunt, LOL. This also unbroke the sequence, though I had to kill the wastelanders myself since the named dude was just standing there, and would not do anything until I killed them.

      Weird first impressions ngl. (of Alton itself, not the overhaul mod)
    2. EdenHazard2018
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      got the same problem with just alton mod.
  3. Loveblanket
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    Is it safe to add the Alton quest and this mod after completing the main story and Broken Steel? I've always wanted to try Alton, but after a couple unifixable saves I'm really nervous about my load order and when to install mods.
    1. GoldenBuddah
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      I found to fix saves, when in game press the console key ` and type, player.kill
      then save and load. Sometimes you need to be outside, other times inside.
      Sounds crazy but it works, so far this method has fixed my corrupt saves every time.
    2. Loveblanket
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      That is pretty wild, but if there's an issue I'll give it a try. Cheers!
  4. TrickyTrack00
    TrickyTrack00
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    Early 2023 for every new and returning Fallout 3 mod player: My initial playthrough of Alton IL mod in 2013 was, to say the least, engaging, but absolutely unstable and broken in many ways. Constant CtDs, unactive scripts, freezes and etc.
    But this time, re-visiting this truly great mod expansion, I used Overhaul vesion from DarknessSquall. And it was brilliant in many aspects.
    First of all, I liked re-writed parts of dialogs that felt more apropriate and correctly stylish to better understand main characters of the quest.
    Of course, it's best to use advice from description page and disable all voice acting, which let's be honest, the weakest part of the Alton IL mod. You won't regret this, because you'll get more stable and polished Alton experience.
    And I must admit that I still encountered some bugs and problems with this Overhaul playthrough, but it was nowhere near a disasterous experience as with initial mod. I completed all main and side quests and visited all locations in Alton worldspace without old problems.
    Even if DarknessSquall made all of these improvements for himself in the first place, this re-adding of Alton I prefered much more than ambitious original mod that have never been properly fixed, until this Overhaul launched. So, endorsement from me for the great work.
    Should you try this mod in 2023? Absolutely, even if it'll be your very first playthrough of Alton, you'll save yourself many nerve cells and time by using this overhaul version, while still experiencing most of the original Alton content but with tweaks and better changes.
    Warning about compatibility: This Alton Overhaul will conflict with Rebuild the Capital mod because they both change Adam Air Force Base location. My suggestion for players will be to complete Alton with Overhaul first, deactivate it and then use Rebuild the Capital mod to avoid CtDs and problems.
    1. sriniboss
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      Can I do it the opposite way? Finish Rebuild the Capital, deactivate, then Activate Alton? 
    2. TrickyTrack00
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      @sriniboss
      I didn't test that option, but should work also. 
    3. DarknessSquall
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      Thank you so much for playing my mod and leaving such a kind review. I'm glad you enjoyed it. For me, Alton was so close to being the unofficial "6th DLC", so I wanted to make the world and the characters more believable, fill in a couple of plot holes, and tried to make the choice of who to side with a bit more interesting. 

      As you said, this mod will have a conflict with any mod that changes the Adams Air Force Base location, because that's where I added the new path to Dulles International Airport. Temporarily disabling such mods will remove the conflict.
    4. TrickyTrack00
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      @DarknessSquall
      Yeah, glad to see you back here. Thanks again for your additions! 
  5. Does it delay the initial pop-up message like that other mod does?
    1. DarknessSquall
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      The initial pop-up that starts the Alton quest "She Runs on Motivation" is not delayed by this mod. A character fresh out of Vault 101 will still get the pop-up. But beware...I moved the entrance to Dulles Airport from Rivet City to the Adams Air Force base in the Broken Steel DLC. This means, if you're using my mod, you can't visit Alton until finishing the vanilla game's main quest and progressing through Broken Steel. If you want to delay the activation of Alton, the best thing to do is keep the mod disabled until you're ready to play it.
  6. christianware
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    id love to know what this changes. seems a little vague 
    1. DarknessSquall
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      The description on the mod is a bit messy so you might not have noticed, but this mod of Alton IL includes story/dialogue changes and numerous bug fixes. It also says a complete list of all the changes is included in a separate readme file when you download the mod. But I will paste the contents of that .txt file here for you...unfortunately some of it might still be hard to understand, because these are the notes I kept while making the mod, and at the time I didn't anticipate releasing it to the public, haha.
      - possibly removed or broke the voice and radio sound files for Alton
      - removed the entrance to Alton that used to be outside Rivet City.
      - removed the boards from a boarded up door near the entrance of Adams Airforce Base and added a small "Auxillary Room" to it.
      - moved the Dulles Utility manhole to Adams Airforce Base "Auxillary Room".
      - added message "You've heard that the Brotherhood Outcasts are gathering at Dulles International Airport in order to embark on a dangerous rescue mission. You won't reach the airport in time to catch them if you travel by foot, but an old utility tunnel at Adams Air Force Base leads there. Hopefully the Presidential Metro is still running..."
      - fixed a "your" typo in Michael Douglas' speech.
      - made Michael Douglas nonessential.
      - revamped the Belleview dialogue with Stephen and added a new "choice" at the end.
      - added a barricade preventing you from re-entering Belleview and a window escape route. Barricade enables via script in MicFind topic in AltonMQ01 quest.
      - ended up deleting the Belleview fire and smoke and re-making it because I couldn't fix the weather.
      - screwed with Belleview's worldspace climate. This makes a weird shadow/cloud effect happen when Stephen walks up. Kind of cool but unintentional.
      - changed a lot of dialogue with Michael Douglas in the cell
      - got rid of the plague guard upstairs and moved the key on his body to the bed upstairs. Changed quest objective appropriately.
      - added lockpicks to the house
      - removed unarmed skillbook from the house
      - moved unreachable chems in the house
      - removed small guns book from burnt house next door
      - removed the burnt houses and general store from belleview.
      - added burnttownhouse01 to a boarded up house in riverview
      - removed doctortape02 from the grain mill warehouse (this was an accident.)
      - changed player bed into floor mattress in building overlooking a bridge
      - stripped commander atkins and added an outcast strongbox with outcast gear to the plane
      - deleted "freddynote" near the elijah lovejoy memorial
      - deleted the alton radio
      - raised some help signs at the end of clark bridge
      - changed the name of boiler room key to railroad access key
      - fixed a plot hole with hartrick entrusting such an important mission to a possible plague spy
      - fixed a typo with godfrey being "north" of the railroad.
      - made robert johnson's old godfrey quest acceptance also disable the boeing fires
      - tweaked some dialogue with Frank Randolph to make it more believable
      - deleted the option to pay the 1000 caps for Frank Randolph since it was bugged and would advance the quest without taking the caps
      - fixed grammar errors in friend to the needy/frank randolph quest
      - fixed spelling error in Hartrick's general dialogue
      - added clarification in the quest log to what materials are needed to repair the UR boiler since the notification didn't always pop up.
      - changed player & hartrick dialogue for the give it a good mopping quest turnin about myrelurks in case player didn't kill them, hartrick's reaction to there being myrelurks..
      - fixed a terrain bug on the cliff above a super mutant camp north of the lovejoy memorial
      - edited hartrick's dialogue about giving the player a house, the references to the hobo are inconsistent and vague
      - removed two footlockers and added a first aid container to the UR player house
      - added URTentSquall to give a defunct UR tent an actual interior (Vagrant's Tent)
      - switched Elijah Houck to Ivy Wolfe in the vault tech registration terminal note; added jumbled versions of the three main mod authors as easter egg
      - fixed vault number error (326 -> 59) in vault tech registration terminal
      - made PlaneHideoutMailboxNote a bit more compelling than "f*#@ off".
      - fixed bugged map marker for Last Chance Gas
      - disabled Sniper Hideout map marker
      - sealed off the unfinished northeastern portion of the game world with cliffs and a gate
      - fixed sloppy typos in Will Arnold's dialogue in New Godfrey
      - fixed blank map problem in New Godfrey and enabled fast travel out of the town
      - added a few items to New Godfrey's medical tent
      - patched texture hole in cliff wall outside forsaken bos outpost trench
      - made radiation at divide entrance more consistent
      - removed glitched first aid box in new godfrey abandoned shack
      - fixed plothole regarding the player being told the truck needed repairs
      - labeled fire as SquallPlaneFire01-14 at the planecrash site
      - disables the plane fires after getting the quest to clear out Old Godfrey by adding disable script to mayor's dialogue
      - further improved godfrey mayor's dialogue, including added depth to missing dog situation
      - improved plot/dialogue for smaller shovel, smaller hole quest, makes more sense and avoids redundancy with mayor's dog quest
      - changed new godfrey's climate to match the rest of alton's climate
      - tom howard's tent ownership switched to fix red door text issue
      - renamed Houck Residence to Opulent Residence
      - deleted Houck Basement Key, nonsensical book activator, and inaccessible door in Opulent Residence (looks like an unfinished basement)
      - changed Elijah's terminal to Game Design Terminal and modified contents
      - barricaded nonfunctioning backdoor at abandoned shack
      - renamed abandoned shack map marker to small ranch to accurately reflect location name
      - changed Cleveland Brown to just Cleveland at small ranch to make the joke more obscure
      - knocked down the satellite facility ladder since it lead nowhere
      - modified hartrick's terminal to imply that he activated the distress signal
      - added a terminal in the enclave base to explain their presence and explain why the plane crashed
      - added power fist to enclave base
      - renamed inner cell of satellite base to intended name
      - removed two nonfunctioning doors outside old godfrey
      - smokey the dog is no longer dead; updated quest objectives, message when moving cabinet, and modified script to remove key in safe. smokey will go home once freed
      - removed three satellite dishes near satcom array because the LOD wasn't generated for them and they just popped into existence, very jarring
      - barricaded a nonfunctioning door outside the Cinema west of high school
      - fixed two glitched doors outside godfrey fire station
      - fixed roombound/portal errors in godfrey metro that caused some terrain to pop in and out of existence
      - renamed south godfrey metro and south godfrey/state street metro to just godfrey metro
      - added chinese officer's sword to piasa creek's "looted shack"
      - changed quest name "Finding Godfrey" to "Assistance in Godfrey" to better reflect the quest; updated windswept camp objective text
      - changed "Godfrey Fire Protection Station 2" to "Godfrey Fire Station" on cell and marker
      - deleted the stupid "The Unusual Request" quest and all traces of it from within the fire station
      - renamed Obongwa key to Fire Station Key and hid it in the locker shelf
      - deleted duplicate door on map/fixed exterior underground gaming door in underground gaming
      - gave the Dust Bowl its own map marker, moved marker for underground gaming slightly
      - re-did the terminal in underground gaming to fit lore better instead of being another reference to the mod author
      - added insect related clutter to underground gaming to make the building's infestation fit better
      - added MichaelDouglasSquallNPC to be Douglas' corpse and AltonSquallDouglasNote, Jet to his inventory.
      - the second time you get knocked out is blamed on a live grenade
      - modified stephen's dialogue a bit after second capture to improve storytelling & cohesion, also fixed an error
      - deleted the line "And remember, the factions in Alton aren't as black and white as you may believe." from the faction choice popup
      - renamed Vault 59 Key to Plague Cell Key (the one the guard has)
      - deleted some papers in vault 59 that were phasing in and out of existence on the floor
      - added a script to stephen's dialogue to unlock the front door of v59 if you join the UR and removed the plague cell key's ability to unlock the front door
      - modified hartrick's dialogue a bit when you return from the capture
      - renamed Plague Outcast Hideout to Outcast Hideout in interior data to match map marker
      - modified plague outcast dialogue to improve story
      - modified plague guard to improve story
      - made the vault 59 keycards droppable items; changed name/story for second card guard gives you
      - added map marker for bell street apartments and Douglas' corpse outside it, to be enabled after being captured by plague second time
      - added map marker for storage building, renamed Vault 59 Exterior Storage to Storage Building
      - disabled vault 59 map marker, marker enables once player has been captured the second time
      - changed quest objective to "Sneak back out of Plague territory" instead of "sneak out of vault 59" since i wasn't in v59
      - deleted a vault 59 guard in the power substation that consistently caused the game to crash
      - capitalized "shipment instructions" note
      - added map markers for both power substation access points
      - modified tom howard's dialogue for the explosive quest to tell a better story
      - changed fight fire with fire objective from C4 to explosives
      - removed the energy weapon perk given by tom howard and replaced it with an energy skillbook
      - known issue: game will likely crash if you charge in at melee range during the fight against vault 59
      - fixed some ellipses bugs and improved final confrontation dialogue slightly between hartrick and stephen
      - slightly modified robert's endgame dialogue
      - changed truck to DC map marker to Cliffside Garage
      - added AltonTruckMarker01.enable to script in MQPlagueEndgame quest topic EndRJBeBack
      - changed Truck to DC to Truck to Capital Wasteland
      - Moved truck to inside garage on alton's end of things, had to modify relevant scripts to do so, also turned off its headlights
      - modified the fourth wall breaking congratulations message to an in universe message about your roadtrip
      - moved truck on DC end of things to dulles airport, required quite a bit of work, not going to document it. delete the references to find the dependancy and reverse engineer.
      - added sound effect to truck, couldn't add fade effect without breaking things, too tired, not necessary.
      - deleted nonfunctioning "Mysterious house" in new godfrey, replaced with scenic overlook sign and trash clutter
      - modified hawthorne burial note in grain silo
      - made weapon shop door have a very hard lock instead of a key
      - make npcs nonessential: SetEssential RobertJohnson 0 SetEssential AltonHartrickMQ01 0 [hartrick, jared bennesman] SetEssential JaredBensmanNPC 0 SetEssential URBullsEye 0 SetEssential URTomHoward 0   SetEssential PlagueBoss 0  SetEssential PlagueV59LindaRoberts 0 SetEssential PlagueV59JunkStoreClerk 0 SetEssential PlagueV59MedicineStoreClerk 0 SetEssential PlagueV59GunStoreClerk 0 SetEssential AltonMetroGuard2 0
      - script added to endgame quest dialogue, robert johnson saying player will be remembered
      - modified altonairportnote3a
      - restored altonairportnote3a to computer terminal
      - removed unused/unfinished portion of brotherhood of steel bunker, removed useless door above mountain, readjusted door inside brotherhood bunker, moved deathclaw and corpse to     reactor control room, edited an unused note and put it on the brotherhood initiate's body, adjusted enclave/bos/outcast terminals a bit more to create cohesive story
      - removed mentions of vault 59's water chip being broken, changed it to just not enough food, need to activate GECK
      - improved vault 59 resident dialogue
      - oops. that portion of the BoS bunker i removed wasn't actually useless. it was part of the plague quest. oh well, whatever. i moved the crate to the basement.
      - added more deathclaw containment cells to BoS bunker
      - improvement to stephen's dialogue
      - player.addperk AltonMQPlagueSetupPerk, showmessage AltonMQPlagueSetupPerkMessage removed from stephen script MQPlagueSetup
      - tweaked some more dialogue and plague mission objectives
      - vastly improved lost lovers quest dialogue
      - put the correct holotape on the corpse in godfrey metro for lost lovers
      - moved douglas' corpse to inside the bell st apartments, switched interior a bit, added a psycho to his inventory too and put the note in a bathtub
      - improved final confrontation and double agent quest dialogue
      - added altonjacksgeneralstore to old godfrey
      - added altonburntownhouse02 to sunnyside bar and grill
      - modified initial quest step to make it clear you have to go to adams air force base
      - cliffside garage map marker no longer initially disabled
      - added a step to initial quest script so the map marker points to adams air force base entrance
  7. Bsanjose
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    I am having trouble clearing the super mutants out of Old Godfrey. I have killed all of them, yet the quest marker says I have not. I tried downloading patches. Using command code "killall" in every building and it still says to kill the mutants in Old Godfrey. I have tried starting the quest over too and no luck. I would greatly appreciate some aid. 
    1. DarknessSquall
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      Hey, thanks for trying my mod of a mod. I just tested the quest on a new character and I was able to complete it without issue. Once all of the super mutants have been killed, the quest should update. I believe there are 17 mutants total. You have to completely clear the outside zone, as well as all five of the marked interior areas.

      It's possible that the quest became bugged for your character, either due to bad luck, the use of console commands, or perhaps some sort of mod conflict. Many people did seem to have an issue with this quest in the original Alton mod.

      If you (or someone else with the same issue) wants to use console commands to forcibly advance this quest specifically past the stage of "Get rid of the Super Mutants in Old Godfrey", this is how it's done...

      Open the console and type the commands below. You must replace XX with the ID number of the Alton mod, which changes depending on each player's game installation. To find it, open the console, then left click on a world object while standing in Alton. A string of eight characters should show up in the top center of the screen, and the first two digits of that are what you're looking for.
              SetObjectiveCompleted XX398C32 20 1
              SetStage XX398C32 30
              SetObjectiveDisplayed XX398C32 30 1
      Mine was "06", so I replaced XX with 06 when typing the console commands. If this was done correctly, you will have a new quest objective, and the game should proceed normally from there.

      But the quest should work fine without having to bypass it with console commands.
  8. ElijahHouck
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    Hey there! I haven't been able to check out the mod just yet, but it's really cool to see that something like this exists, over 10 years after the release of Alton, IL. This sort of thing makes me appreciate the modding community all the more. Great work!
    1. Shaithos
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      jeez has it really been that long? im about to do it again for like the 100th time lol
    2. DarknessSquall
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      Thanks! I had a lot of fun playing Alton and it's definitely the 6th Fallout 3 DLC in my mind. Alton was such a great experience - 97% of it was amazing, and this mod is really just me tweaking the remaining 3% to align with my own personal opinion of 'perfection'. I decided to upload it because I thought it might be useful to someone one day, or it might give players a reason to revisit or replay Alton again.
  9. Shaithos
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    does this require starting a new game? didnt see that mentioned in description
    1. DarknessSquall
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      No, you can use it with any pre-existing save file. You can also use it in save games where you've already completed Alton IL, although in that case you'll miss most of the mod's changes.

      The most useful thing it does for people who have already finished Alton is some heavy terrain modification in the northeastern-ish part of the map. It was previously possible to take a wrong turn and walk out of the game world into a flat plain; rocks have been added to properly seal the terrain into the intended play area.
  10. DarknessSquall
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    Remember:

    This mod was originally made for my personal use. It includes bug fixes, but it also makes alterations to Alton's story, dialogue, and gameplay. These tweaks are based on my own opinion and preferences. For me, they made Alton feel like "the sixth official DLC". For others, they may feel like a downgrade from Elijah Houck's original version.

    My advice to everyone would be to play the original Alton mod first, and then come back and replay it with my add-on. You can also read the full list of changes I made, which is contained in a separate .txt file, to decide when, or whether, you want to use my mod.