Better to have any Rockopolis than none at all, and this provides one, like a wastelander version of the raider's cave at Evergreen Mills. Trouble is, there's little reason to visit. The one "merchant" is actually just a scavenger doing very meagre trade, and he wanders so you gotta run about the cave to find him. And your "player home" tent isn't exclusively yours & it's annoyingly at the far end of the cave complex.
It works silk-smooth (rare for an old mod!) and 100% better than vanilla Rockopolis! And adds a map marker outside after you find the entrance! But without a proper merchant to make it worth occasional trips, one curious visit per playthru is probably enough. Still, endorsed.
Argyle is dead....so what. Maybe they only wanted you to think he was dead. A huge conspiracy spread through GNR. Come on people use your imagination. I'm gonna check this out. Better than the dump hole Bethesda gave us. A freaking mole rat wouldn't live in vanilla RockOp.
This mod uses its own references and doesn't modify anything from vanilla game so is conflict free. It adds a simple small town in a cave with some NPCs including a merchant; much better than Bethesda who did almost nothing about Rockopolis, at least a deserted town or something....only a little cave with the corpse of Argyle. A good addition which gives a little more than vanilla...always good to take... Endorsed and kudo for the work and idea, thanks a lot.
I'm a little late to the party, considering I FINALLY got Fallout3 only years after its release. And after exploring every crook and nanny without any of the unofficial mods, it was time to explore what the gamers fabricated with their imagination.
And I have mixed feelings on this mod, for a number of ludicrously stupid reasons. Like how the lore explains that Rockopolis was a city, and this mod provides a nice little town in comparison. Granted considering the city was destroyed according to the lore, it would make sense its not a real city anymore. Next, I move on to the modified entrance itself. A manhole, in near mint condition, very far away from any pre war town and/or city that would realistically have one. It feels so out of place. Lastly, upon getting inside the cavern, I love how there is a sand bunker with your typical ammo box, chair, and table. But I hate that there is a giant effing pillar partially blocking the view to the entrance. Furthermore, there is another sandbunker that is practically right on top of the entrance, which doesn't have an ammo box nor a chair, even though its a much better viewpoint to defend Rockopolis.
But what do I know? I'm not a modder who knows anything.
Concerning bugs, the only one I experienced is playing the radio in general upon entering Rockopolis. The audio begins to stutter terribly, BUT once you get near the little laboratory it appears to go back to normal, and when traveling anywhere else after the fact, the symptoms go away.
In conclusion, it's a terrific start. But this needs more, and quite a few here agree.
ripvanwinkle111 has a good idea. In addition to this, you could alter the Manhandled Manservant unmarked quest so that Mr. Dashwood leaves Tenpenny Tower to join up with the new Argyle and continue rebuilding Rockopolis. That way, there's a better end for the Tenpenny Tower quest.
This is a decent mod atm, but has the makings of a great future mod.
I like the idea, and for all the naysayers, you could make the "new" Argyle have a story. He found the original Argyle and was heartbroken after hearing all the GNR stories. So he took over the name to keep the name alive and continued the work that his namesake started.
28 comments
It works silk-smooth (rare for an old mod!) and 100% better than vanilla Rockopolis! And adds a map marker outside after you find the entrance! But without a proper merchant to make it worth occasional trips, one curious visit per playthru is probably enough. Still, endorsed.
Cheers!
-endorsed-
And I have mixed feelings on this mod, for a number of ludicrously stupid reasons. Like how the lore explains that Rockopolis was a city, and this mod provides a nice little town in comparison. Granted considering the city was destroyed according to the lore, it would make sense its not a real city anymore. Next, I move on to the modified entrance itself. A manhole, in near mint condition, very far away from any pre war town and/or city that would realistically have one. It feels so out of place. Lastly, upon getting inside the cavern, I love how there is a sand bunker with your typical ammo box, chair, and table. But I hate that there is a giant effing pillar partially blocking the view to the entrance. Furthermore, there is another sandbunker that is practically right on top of the entrance, which doesn't have an ammo box nor a chair, even though its a much better viewpoint to defend Rockopolis.
But what do I know? I'm not a modder who knows anything.
Concerning bugs, the only one I experienced is playing the radio in general upon entering Rockopolis. The audio begins to stutter terribly, BUT once you get near the little laboratory it appears to go back to normal, and when traveling anywhere else after the fact, the symptoms go away.
In conclusion, it's a terrific start. But this needs more, and quite a few here agree.
This is a decent mod atm, but has the makings of a great future mod.