If you can't face uninstalling try the fixes for Ties That Bind: īe warned its description page warns of remaining problems and is a work in progress. At the time it was the first & only mod I'd added so wasn't due to a conflict. I found it quite glitchy and eventually dismissed the girl, only for her to reappear in Raven Rock, get stuck and trash my game wasting a lot of my time. streetyson wrote: Try uninstalling Ties That Bind. Have all DLCs, smoking and Ties that Bind mods and whats all. I found building, found holotape, finished game, so now in Broken Steel world, and now when try to re-enter game crashes. NobodyIsntHere wrote: For some reason my game crashes after I re-enter radio station building. I know there's at least one more thing I haven't discovered yet, but I can still give Existence 2.0 a huge stamp of approval regardless. The story fits in with Fallout lore perfectly, and I personally drew a few parallels to the COVID-19 pandemic because the subject matter relates to civilization as we know it following deadly global events. Listening to the station rewards you with a quest and great content from JunK'et. It's not just hand fed to the player - you either have to find it or do research to figure out what to look for. Every object and location added have a backstory. This is so much more than "a radio mod with an in-game studio". I haven't even gotten to the best part - the added content and quests. The combination of Existence 2.0's unique music selection and the host JunK'et make this a truly one of a kind experience. Almost every other radio station functions as an alternative to GNR (and most do a very good job of it). The tone of most songs fit perfectly, and sometimes I forget the radio is even turned on while playing. The radio station fills a thematic niche others don't - a replacement and extension of the overworld/dungeon music as heard in game with the radio off. Absolutely worth the hype - download it now! You will see the foundry area in the next episode.One of the best Fallout 3 mods period. 37:50 - Entering Evergreen Mills Foundry. Choosing the second rank of Demolition Expert perk. 30:50 - Entering the Southern Shack and killing the raiders. 26:34 - Killing the remaining raiders in the outside area. 21:47 - Entering the Northen Shack and killing the raiders. 20:19 - Finding Mad Max, one of the thirty Drunken Gnome of D.C Interiors Project. 19:54 - The burned skeletons were caused by the critical hit of a Fatman. 17:30 - Opening the slave pen with the key found in the Guard House. 16:30 - That raider has a unique weapon called Sabotaged Rifle. 13:22 - The Evergreen Mills Slave Pen Key is in that locker. Be careful with frag mines on the train tracks. 11:44 - Approaching the interior of the area. The first shot does nothing, but most raiders and the Gargantuan were killed with the second mini-nuke. 09:49 - Firing the Fat Man with Epic Mini Nukes mod installed. Marts Mutant Mod replaces the Behemoth in the cage with this creature. 09:11 - That mutant is a Super Mutant Gargantuan. 01:52 - Shooting the first raiders of the day. 01:12 - Heading west, following the train tracks to Evergreen Mills. 00:17 - Fast traveling to Jury Street Metro Station. Using the Fatman against a gargantuan creature.
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