[Relz] A New Life

Post » Fri Feb 18, 2011 6:24 pm

Link = fallout3nexus.com/downloads/file.php?id=14504

Name: A New Life
Author: WcStorm11
Version: 1.0
Date: 9/7/2010
Cateogry: Quest


===============
Description:
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Requires FWE. For those that chose to be an escaped slave, this mod offers them a chance to remove the slave collar through an exciting quest.


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Requirements:
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Fallout 3 Patch 1.7
FWE 6.02

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Install:
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1. Extract the files from the archive.
2. Copy files to (install folder)\Fallout 3\Data\
3. Start Fallout 3 Launcher, click 'Data Files', place a checkmark beside the .esp file.

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Un-Install:
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1. Start Fallout 3 Launcher, click Data Files, uncheck the .esp file.
2. Delete the files/folders associated with the mod.

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Compatibility:
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This mod is very lightweight, so there should be no conflict.

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Bugs/Issues:
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No known issues so far, please let me know if you find any.

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History:
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1.0 9/7/2010 - Initial Release

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Contact:
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PM or Comments

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Credits:
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Thanks to Bethesda for creating Fallout 3.
Thanks to InsanitySorrow for ReadMe Generator this readme is based on.
Thanks to the FWE Team for creating a must-have mod for thousands of players

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Tools Used:
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GECK
Fallout 3 ReadMe Generator

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License/Legal:
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This file is provided as is and the author holds no responsiblity for anything that may come to happen from using this file.
You are free to use this as you wish, but please just send me a message letting me know so I can see my work :). And credit would also be appreciated.
User avatar
Amiee Kent
 
Posts: 3447
Joined: Thu Jun 15, 2006 2:25 pm

Post » Fri Feb 18, 2011 9:20 pm

Nice idea :D Might try it out soon.
User avatar
Farrah Lee
 
Posts: 3488
Joined: Fri Aug 17, 2007 10:32 pm

Post » Fri Feb 18, 2011 7:41 pm

Agree! Just like your Rider mod, this offers a good way out of hardcoe mode! :celebration:
User avatar
Javier Borjas
 
Posts: 3392
Joined: Tue Nov 13, 2007 6:34 pm

Post » Sat Feb 19, 2011 7:40 am

This is pretty sweet, and all, and I'm pleased with how everything has played out thus far. But...I've actually had to take a while away from my game to decide if I can go through with it or not. It just seems a bit steep a price, but I've been chased by slavers several times since I started off (never played the Slave start before) and I'm seriously considering it.

This is a harder choice than the Megaton Nuke quest, the first time I ran through it.



Great job, thus far. My next character will be a raider, to try out your other mod. This one has really given me pause and a new gameplay style.
User avatar
TWITTER.COM
 
Posts: 3355
Joined: Tue Nov 27, 2007 3:15 pm

Post » Sat Feb 19, 2011 9:51 am

What a brilliant idea, definitly need to find the time to try this out sometime :)
User avatar
Alexander Horton
 
Posts: 3318
Joined: Thu Oct 11, 2007 9:19 pm

Post » Sat Feb 19, 2011 3:49 am

Wow, thanks for the compliments :)

This was a request from toadlet, and I figured it'd be a nice decision as well.

I didn't think about removing the player from the slaverenemy faction, which would make sense, so that has been updated and is live on the nexus now; be sure to DL the new version if you want the added benefit.

Also, yes it is a steep choice. But I'll have you know you won't lose karma for it. This was really a PR decision for me, as I didn't add in an alternative way. That may change in the future if there is demand for it
User avatar
kitten maciver
 
Posts: 3472
Joined: Fri Jun 30, 2006 2:36 pm

Post » Fri Feb 18, 2011 11:25 pm

Awesome! Always great seeing improvements to the alt starts part of the game. :foodndrink:
User avatar
REVLUTIN
 
Posts: 3498
Joined: Tue Dec 26, 2006 8:44 pm

Post » Fri Feb 18, 2011 10:15 pm

You guys are more than welcome to put it under your optional files :)

But, I'd wait a little, make sure there are no random bugs, and maybe let me expand on it a bit.
User avatar
Robyn Howlett
 
Posts: 3332
Joined: Wed Aug 23, 2006 9:01 pm


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