Since becoming a TTW dev, all of my old quest mods are not up to any standard I would like in the modern area and I've frankly come a long way since making them. Therefore, these mod pages exist purely to serve as an archive of my past work and can be downloaded, but don't expect anything spectacular.
Notice: This mod is not a linear shoot-em-up, it thrives of the use of it's story and if you're not the type that is interested in story, this mod is not for you.
If you do not follow the story and read terminals, you may even find difficulty completing the quest.
Really incredible mod felt like it could have been in the base game it was that high quality, went ahead and got all your other smaller quests mods just wondering 2 things 1. will it be okay to install them mid playthrough and 2. do you have a recommended play order for them or are they not connected?
Awesome job. I enjoyed the mystery and the quest for answers while traversing the abandoned facility. I commend the level of detail you put into the ending sequence
great source of robo-scrap, especially after getting additional-scavenging perks like "Certified Tech" for example. other than that.. a bit disappointing. too much of a maze, mostly empty corridors. the mod is very cold; its whole plot exists only on holotapes, terminals and such. but! there is a way to fix all that shallow mood - make something out of it at least. the main reason for all that happened - if THAT thing could make some kind of appearance, even for a few seconds, well, that could make a very deep impression. something like: "it's not that easy! turning off juice for couple of hundred years wasn't enough! i'm still here damn it!" - and then, the whole point of making last decision could really become important.
I know exactly, what you mean. I was waiting at least for some dialogue with the "main villain", but... regardless, the mod is without bugs, runs smooth, the story is good. Good job, thanks for the mod... again
Have you heard of fallout New California? Its a massive mod 6 years in the making. Its really close to release but the authors keep mentioning that there is a distinct lack of side quests. Would you consider porting your mod to new California? Thanks for your time :)
Very good quality quest. Fun dungeon crawler that does what Fallout can be very good at; telling a story that already happened. Discovering the aftermath of a disaster is conveyed very well by an attention to detail of placement of props and short and interesting notes. It's hard to make notes and terminals worth a damn, but kazopert, you condensed all the text to be concise, interesting, and of very good quality. It is clear you had strong vision in mind. A rare achievement.
TLR Short, interesting dungeon crawler with robots that isn't tiresome or tedious.
43 comments
If you do not follow the story and read terminals, you may even find difficulty completing the quest.
the mod is very cold; its whole plot exists only on holotapes, terminals and such. but! there is a way to fix all that shallow mood - make something out of it at least. the main reason for all that happened - if THAT thing could make some kind of appearance, even for a few seconds, well, that could make a very deep impression. something like: "it's not that easy! turning off juice for couple of hundred years wasn't enough! i'm still here damn it!" - and then, the whole point of making last decision could really become important.
Fun dungeon crawler that does what Fallout can be very good at; telling a story that already happened.
Discovering the aftermath of a disaster is conveyed very well by an attention to detail of placement of props and short and interesting notes.
It's hard to make notes and terminals worth a damn, but kazopert, you condensed all the text to be concise, interesting, and of very good quality. It is clear you had strong vision in mind. A rare achievement.
TLR
Short, interesting dungeon crawler with robots that isn't tiresome or tedious.