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A Requiem for the Capital Wasteland:Fusing Fallout 3 and Fallout New Vegas together into one game

Discussion in Gaming started by Kyron The Wise, Jun 5, 2012

  1. Apr 29, 2011
    Recently, I have been trying to get Fallout 3 GOTY to work on my boot camped Macbook Pro. The installation worked out, and I could get to the main menu, but every bloody time I tried to start a new game, it would up and crash on me (Guessing my POS macbook did not like the opening cutscene).

    After many attempts, and much rage, I gave up on FO3 and returned to Fallout New Vegas, which worked just fine. However, I couldn't help but wish for the lovely Operation:Anchorage and Mothership Zeta add ons from FO3, and grew tired of simple New Vegas and its mostly bad DLC (coughLonesomeRoadcough).

    The answer came to me while I was browsing through the New Vegas mod section on the Nexus. It was a simple somewhat complex mod called "A Requiem for the Capital Wasteland" uploaded by a guy named MasterYster. This mod's purpose is an ambitious one: make the entire Capital Wasteland accessible in New Vegas.

    In order to even use this mod, one must of course own both FO3 and Fallout New Vegas. Also, one must have the FOMM (Fallout Mod Manager) and the NVSE (New Vegas Script Extender). There's also a really long (around 11 steps, depending on whether or not you want to install the FO3 DLC as well) list of installation instructions, which cannot be deviated from AT ALL, or things will fuck up.

    The reward is definitely worth it though. After I installed Requiem, and made sure all of my other mods were in the proper load order (Proper load order is listed in the instructions on the Nexus page) I started up a new game of Vegas, which is used as the base game. After skipping the intro cutscene that I have seen a thousand times, I was given the option to either start in the Mojave Wasteland, or the Capital Wasteland. Remembering my computer's utter hatred for the FO3 intro, I simply choose to start in the Mojave. After the character creation and DLC notifications (I has them all, to my regret) I pulled up my map screen and saw that there was a undiscovered location on my map labeled Capital Wasteland Manhole, just outside of Vegas.

    I decided to take my time, working my way through the story quest, picking up Boone and ED-E along the way, and eventually found myself in Vegas. After getting myself banned from all of the Strip's casinos (Gotta love that 10 in Luck), I decided it was time to try out the Capital Wasteland passage. I sprinted (yes, sprinted, check out the Project Nevada mod) over to the sewer entrance, and activated it.

    Short load time later, I am overlooking a familiar river, with some Vault security officers attacking me. With the help of Boone and ED-E (Your companions come with you!) I killed them rather quickly, and suddenly a quest notice pops up, telling me that I have started the quest "Following in his Footsteps" the first quest in the FO3 main quest line. Then I get some notifications telling me that the FO3 DLC had loaded.

    That's right, main quest and DLC. This mod more or less puts the two games into one package, and does a pretty good job of it. You can take followers from the Mojave into the Capital Wastes, and vice-versa. All quests in both areas are complete able. DLC is supported, although I did notice a few bugs in Operation:Anchorage, mostly a few missing textures, and some voice/sound distortion. You can get all the perks from both games (Ones from FO3 that were re-used in NV have been replaced by their NV counterparts). The mod is fairly mod-friendly as well, as I have not seen any major confliction problems, and the loot lists have included mod weapons in both the Mojave and the Capital Wastes. According to the creator, FO3 mods should also work with this installed, but no guarantees. Finally, the mod is surprisingly stable, with few crashes (I've encountered load freezes twice when in transit between the Mojave and Capital, but that may be due to the other mods I have installed at the time).

    In the end, this mod is one that must be downloaded. I'm sure I am not the only one that thinks New Vegas was a bit on the smallish side, and had crappy DLC (not including Gun Runner's Arsenal and Old World Blues, those were great). This mod expands the life of both games as well, especially if one has all (or at least, all of the good ones) of the DLC. Having Veronica start slicing through Raiders with Jingwei's Shocksword while I fuck up a Super Mutant Behemoth with Hive Missiles and/or the Archimedes II Satellite Laser is tons of fun.

    PS: Another good mod to use along with this one is Project Nevada. Project Nevada is a mod that comes in a modular format, with 4 different modules to choose from. The Base adds in a bunch of things that should've been in this game from the beginning, like a Sprint (Uses AP) a grenade hotkey that can be used to toss an explosive without having to equip said explosive, addition of special vision settings to certain helmets (Nightvision, Thermal Vision that detects entities that give off heat [which does not include cold blooded organisms and/or robots], and EM vision) which are powered by either Power armor or Energy Cells if no Power Armor is equipped, Dynamic Crosshairs, Variable Zoom on applicable guns, Helmet overlays that gain cracks and damage as condition goes down, blurry vision as health goes down, and my favorite, the ability to blow open door/container locks via application of tossing/shooting and explosive at the door/container (Lock has a chance to break, determined by lock difficulty. And this is only the base mod of Project Nevada.

    If interested in the mods described above, or in mods that I am using, visit these links. Note: Not included in the list are the patch mods that prevent certain mods from conflicting.

    Requiem for the Capital Wasteland (FO3 and FO:NV fusion): http://newvegas.nexusmods.com/mods/41480

    Project Nevada (Mod that adds in the stuff described in the above paragraph, among other things such as balancing fixes): http://newvegas.nexusmods.com/mods/40040

    EVE (Edits all of the Energy Weapon visuals in NV): http://newvegas.nexusmods.com/mods/42666

    WMX (Makes several changes to the Weapons Mod system, including the ability to convert GRA mods to normal weapons or vice-versa, and makes it possible to remove weapons mods): http://newvegas.nexusmods.com/mods/39651/

    NVSE (Script extender, needed for most major mods): http://nvse.silverlock.org/

    FOMM (Fallout Mod Manager, makes installing mods and changing load order SO EASY): http://newvegas.nexusmods.com/mods/36901


    This mod requires you to have a copy of Fallout:New Vegas, and to have most of the core files for Fallout 3. Torrented versions of either game should work (you cheap-ass), and non-Steam versions should work as well. I'm not sure if it has to be Game of The Year edition for Fallout 3, but I am pretty sure it doesn't matter. Also, I am not sure if one has to start a new game, or if old saves work (I always start new games when I mod something, unless it's Skyrim), but I am sure there is a fix somewhere if saves don't work.

    Wow, this thread is longer than I thought it would be.
    • Like Like x 1
      Kyron The Wise, Jun 5, 2012 Last edited by Kyron The Wise, Jun 5, 2012
    • Jan 21, 2011
      Vadleon 2.0

      Sent from my DROID RAZR using Tapatalk 2
      • Funny Funny x 1
      • Apr 29, 2011
        Not sure if that is a good thing or a bad thing.
      • Apr 29, 2011
        Forgot a few things, decided to put them in their own post rather than find a place for them in the wall of text:

        Fallout 3 weapons get iron sights. One of the few problems I had with FO3 is now gone

        Bobbleheads work, but there is no Big Guns bobblehead (Big Guns was removed in Vegas, and the mod uses the Vegas Skills). Said Bobblehead is now the Survival Bobblehead.

        Ammo works for weapons from either game: A FO3 Mini-nuke works in a New Vegas Fatman and vice-versa (This is a great thing considering there are at most 14 free mini-nukes in Vegas, and around 98 in FO3:GOTY)

        I went into the simulation in Operation Anchorage and both Veronica and ED-E followed me in. Didn't work out too well because they refused to move until I met back up with the other soldier guy (Benji). After that, Veronica destroyed any enemy she got within punching range of, be it Chinese Communist or walking spider mine. She even blew up a tank. WITH HER FISTS (and a pneumatic gauntlet). A side benefit to this is that it kinda allows you to bring things into the DLC, by using a companion as mobile storage. To my displeasure, the items I did this with were permanently removed upon scripted events that removed your items (Such as when you blow up the guns in Anchorage, and you get transferred to the US Base Camp). I do not know if this would apply to other DLC, but if it does, imagine taking advantage of that in the Pitt. Just give your companion an assault rifle, ammo, and grenades (And maybe a Fatman and Mini-nukes), and fuck the slavers up. As for Tranquility Lane, apparently the creator has already addressed it, preventing the companions from following you in.