[RELz] Solar Scorcher - Return to Vault 13

Post » Tue Feb 01, 2011 1:38 am

The Solar Scorcher - Return to Vault 13
Travel through the Guardian of Forever gateway back to vault 13 and find the fabled solar scorcher weapon!

by WillieSea
version 1.0 - 08/01/2010


History
The Guardian of Forever is a special encounter in Fallout 2. It is a giant time portal which lets the Chosen One travel back in time before the start of Fallout 1 to break the water chip in Vault 13. This is how Fallout 1 starts, with the chosen one looking for a new water chip.

Vault 13 in this encounter was limited to where the player could go and there also were no vault inhabitants. It was like an 'alternate dimension' vault 13, not the real thing. I took some artistic libery in my recreation but mostly followed the original layout of vault 13.
The 'Guardian of Forever' is a reference to the Star Trek episode "The City on the Edge of Forever".


Requirements
- Fallout 3

Download page: http://www.fallout3nexus.com/downloads/file.php?id=13866

Story
lonely broken road towards the destroyed city of Fairfax, lights ahead catch your attention. You see a line of streetlights leading up to a lighted building. Managing to sneak your way in past the gun emplacements, you come across a strange looking gateway and a voice booms out...


Reward: the Solar Scorcher
You find the solar powered 'Solar Scorcher' weapon. It will only recharge in daylight, so you must be outside and have it equipped.
NOTE: The default weapon is low-powered. After you get the weapon, you can use the 'Receptionists' terminal any time you want to change the weapon model, ammo capacity and recharge rate.
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Lucie H
 
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Post » Mon Jan 31, 2011 10:14 pm

Congrats on the release! You seem to be moving out those WIPz out the door fairly fast now :) Keep up the great work :clap:
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Jennifer Munroe
 
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Post » Mon Jan 31, 2011 3:11 pm

Thanks!
I have quite a few mods sitting in the wings. I am actually about ready to release my 'Johnny Appleseed' mod too, but want to put it in Beta Test first. I might get around to making a thread soon for it.
And after that one, there is the 'Chinese Caverns' to move out the door. :lol:
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Donald Richards
 
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Post » Mon Jan 31, 2011 6:17 pm

Endorsed and voted for FotM ;)
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Breautiful
 
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Post » Mon Jan 31, 2011 8:47 pm

Thanks! Much appreciated.

I am making some changes to the critical death animation and fixing a few other small issues. So, there will be another version soon for this mod.
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Andy durkan
 
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Post » Mon Jan 31, 2011 8:00 pm

Nice!!!!
Man, u rock Willisea!
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Camden Unglesbee
 
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Post » Mon Jan 31, 2011 9:40 pm

Yay, way to go!

Kudos for the RELz! :celebration:
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lucy chadwick
 
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Post » Mon Jan 31, 2011 11:10 pm

I think I'm going to install this and then just forget about it. I don't even know where the Fairfax ruins are and I'm not going to lookt it up. I'll check it out when I run into it by chance. :D
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Lewis Morel
 
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Post » Tue Feb 01, 2011 6:12 am

When you see 'working' stop lights, you will know you found it. :disguise:
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A Dardzz
 
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Post » Mon Jan 31, 2011 11:31 pm

A bump reminder for those who did not see this. The mod has been released on the Nexus.

http://www.fallout3nexus.com/downloads/file.php?id=13866
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Liii BLATES
 
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Post » Tue Feb 01, 2011 1:27 am

I have updated this mod with a new critical hit death animation. Its pretty awesome, so if you have this mod, get the patch.
This includes a 'different' critical death animation for robots.

http://www.fallout3nexus.com/downloads/file.php?id=13866
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Damned_Queen
 
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Post » Mon Jan 31, 2011 4:52 pm

Don't miss your chance to play this fun quest mod.

Its short but contains some puzzles and a little bit of killing.

And you get an in-game "player customizable" solar powered gun as your reward!

For those of you who collect vault suits, there are Vault 13 suits to be found too!


This new version has an updated critical death animation with a seperate critical death animation for robots. Check it out!
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Tom Flanagan
 
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Post » Mon Jan 31, 2011 8:06 pm

Just double checking, but does the robot death cause them to turn into ash? Kinda hope it doesn't, since the older version turned everything to ash shortly after they died from the gun.
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LijLuva
 
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Post » Mon Jan 31, 2011 3:52 pm

The robots do not turn to ash in the new version. They get a little 'boom' explosion and then the electrical discharge around them.

Everybody else gets the ash, with a 'whoomp' explosion as the body is consumed into ash.


I also recommend a mod that 'removes' the ash piles from your game. I created one for my personal use but did not want to add this to the mod as it might conflict with other mods that change the ash piles.
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Lady Shocka
 
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Post » Tue Feb 01, 2011 2:34 am

Awesome, will have to grab the new version tonight. Been loving everything about the mod so far... love love LOVE what you've done with all of this.

Funny story, I hadn't told my girlfriend about the mod other than the gun itself. I wear open grill headphones, so she can hear "just enough" of my Fallout playing to have a clue of what is going on (unless she is playing Fallout herself, then it gets confusing). Anyhow... when I first approached the gaurdian and it spoke to me -- she immediately whipped around to look at my screen questioning, "...that was straight out of the original series, wasn't it?"


In other news, a minor beef on my part:
Spoiler
I managed to get the gun at a low level with my new character (I used up literally 60% of the ammo my character owned to destroy two of the guns outside, used a stealthboy to avoid a third to search the parking lot, and several bottlecap mines once I was inside... anyhow... once I had it, I spent a couple of days wandering around outside, just mapping locations, and being very careful to sneak crit head shot anything I came across to save ammo - and slowly built the capacitor in my gun up to 100+. Then not too long after that, I went to MZ for the first time... and low and behold, those dirty little aliens drained my gun by the time I got it back!

I'm assuming the same thing happens with thePitt and the two simulations, though haven't gotten there yet. Is there any possible way to "fix" that, or am I just out of luck on that one?

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Sophie Morrell
 
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Post » Mon Jan 31, 2011 4:18 pm

Yeah, those sneaky rascles all will drain the gun. It happens because the gun is not being 'dropped', it is getting forcefully removed from your inventory and placed into a hidden storage chest.

Any quest that does that will unfortunately 'drain' the weapon.

You can however crank up the recharge rate for a while to 'charge it up' some.
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Samantha Wood
 
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Post » Tue Feb 01, 2011 12:07 am

Sounds like a great mod. How is the weapon balance-wise when using an overhaul mod like FWE?
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Jessica Thomson
 
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Post » Tue Feb 01, 2011 6:37 am

There are many settings the player can set 'in-game' to customize the weapon.

1) You set the damage level of the weapon. This is dependant on the players level which is explained in the download description on the Nexus.
2) You set the recharge rate that you want.
3) You set the ammo capacity of the guns batteries/capacitors.

So, you make it 'balanced' to your own needs.
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Joey Avelar
 
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