Fallout series

I managed to get Fallout London working a week or so ago. The constant crashing after the train sequence required the Weapon Debris Fix mod off Nexus to fix (which I don't think is mentioned in the official installation instructions), but that is probably old news by now.

Enjoying it so far. It's pretty good quality (but read on), easily comparable to anything Bethesda puts out. Haven't entered Westminster yet, so probably the main meat of the story is yet to come.

The map/level design is excellent, but the world-building/lore stuff is pretty lacklustre (this Redditor had the same feeling (A)). Constantly coming across settlements full of NPCs (in the worst possible way) wandering aimlessly around with nothing to say except meaningless voice barks. No notes or other exposition explaining why e.g. Eastminster is a shitty slum, or what it's like to live there. Most settlements will have at least one vendor, but they're all copy pasted from each other, and you can't interact with them in any meaningful way aside from opening their trading UI. I would've thought the FOLON team would've taken the opportunity to program in the Wayfarer (your character) asking these vendors questions about the world for clues, especially as the first arc of the main story is all about "discovering yourself".

It's slightly criminal that named NPCs will often have nothing to say. I run up to them, mash "E", and in contravention of every Bethesda RPG convention, they say nothing. Silence. Nada. The feeling of missing something is slightly infuriating, but said NPCs are probably tied to quested I've not yet started (I hope).

Speaking of contravening conventions - "The Lost Tommies" quest is absolutely awful. Use a guide or cheat your way to completion. How this quest made it into the final product as it is I have no idea.

What really is criminal is that I've found several terminals/computers with entries on them that were clearly written by ChatGPT. Overly verbose shite, taking 50 words to say something when 10 words would do, and even then managing to say nothing that actually adds flavour to the world and lore. My latest instance I've discovered this is the terminal in the Horseguards Distillery. It's so obviously written by a bot it's painful. I might post some examples tomorrow if I'm bothered, see what you all think.

Despite everything, I am enjoying myself. Even moreso now that the Weapon Debris Fix mod has uncapped my framerate and the whole game is now going at double-speed because of the quirks of the Creation Engine. I'm not going to fix this - I'm going to complete London quicker instead lol.
 
I guess it's my turn to write my thoughts on Fallout London:

I finished Fallout 2 and decided to give this one a go, since I was graciously gifted a copy on Steam by a user here. I always get this warm and fuzzy feeling when I finish the classic games and this time I managed to 1 vs 10 Frank with my posse and Granite squad(taking out the OP 1 hit kill turrets with EMP grenades beforehand) so I was in a particularly good mood. Thank goodness for that, because the process of just getting the game to work was a pain in the ass:

First of all, just getting a download of the mod was a trip in it's own right since the raw files weren't uploaded by the devs. I won't get doxed by their official installer and I didn't feel like making a GOG account so I had to actually pirate the repack of the game and I probably have another bitcoin miner that came with it for free. The game worked fine when I fired it up, but the game I was gifted is now a digital paperweight since I have no use for it, the repack came with the game itself(all you have to do after install is just press play). That's what you get for trying to do things "the intended way".

The game itself is...fine. It has quite a bit of technical issues and is obviously not complete, rushed out the door like New California, but it's a proper RPG set in a Fallout 4 engine. I am hoping that London walks so that Miami can actually run, or at least jog. I only got as far as doing the first quest for fish people(who are obnoxious and unnecessary, just like the woke elements of the mod, but the technical issues are far more glaring and annoying) and did some quests for Vagabounds as well and I am genuinely excited and intrigued to explore the rest of the world, so I guess the mod is doing something right. I haven't gotten far enough to confirm what @Pikanic said about the game, or these issues simply don't bother me as I am having a blast...whenever the game works, that is. My biggest issue so far is the lack of optimization that causes low frame rates and I can confirm this is happening to quite a few people. Problem behind this is broken precombines, which anyone who knows the Fallout 4 engine should know about. The FOLON team clearly doesn't, and build upon a broken foundation, completely fucking up performance in some areas(particularly those with lots of moving objects like grass or plants, the starting dungeon that leads to fish people is borderline unplayable and so is the path to Swan & Mithe bar where Vagabounds reside). I also had a few save related bugs, like the infamous infinite loading screen bug or crash on loading bug that never happen to me in the base game. As I said, whenever the game works, it's fine, the characters are believable and I do get the sensation I am actually in post apocalyptic Great Britain. Something that this mod does that Frontier doesn't is actually fitting in with the rest of the Fallout universe, you can actually believe this is what Europe looked like before and after the bombs without any immersion breaking or bad bits of lore that don't fit in. Hell, since this game takes place before Fallout 3 and that game has two characters from UK(which I heard are actually in this mod), it's a nice little sidegame like Nevada that passes so well for a proper Fallout game that you might as well just consider it canon. My opinion might change as I play the game and find something so retarded and repulsive that it will make me turn in off, but I am optimistic I will finish and enjoy it at this time.

So, in summary, if you can actually get it to work and are lusting for a proper Fallout RPG, you can't really go wrong with London. This comes with a big caveat that you're still playing Fallout 4, pretty much everything that was in that game is still in London in some form or another, the good and bad. It will take a bit more than re-introduction of proper dialogue choices and traits to mask that, but if you can stomach the basic gameplay loop of Fallout 4 and want a more hardcore RPG experience from it, then I can't think of a better mod than FOLON at the minute. Like I said, I hope Miami is even better, maybe Vault 13 and Project Arroyo will even reintroduce proper skills and skillchecks into the game. One step at a time, Fallout 4 might actually resemble a proper game someday. This is the first major step in this long journey, nothing more, but it still runs circles around Fallout 76(it's newest update actually made MATN, one of Bethesda's bootlickers, rage quit in disgust as to how bad it was) and Starfield.


Now, I want to talk about something else: Modding. Getting this to work was just as much of a pain in the ass as just getting the game to work, or perhaps even more so. First of all, just getting the GECK itself is a pain, since Bethesda now took it down from their own site...you can only get it from Steam now. I tried downloading versions of the GECK from some shady sites, but sadly those were outdated and would not run version 1.1.063 that is required to run London. Downloading the GECK from Steam didn't work as there was a steam64 mismatch, which forced me to download the entire Fallout 4 from Steam again just for that one file...but my own steam64 won't work with the repack version of the game, so I have to keep two versions of the same file and switch between them depending on if I want to play the game or edit. Oh wait, it gets even better, now let's get to the actual modding now that we fired up the GECK:

Loading the main London ESM won't work, it will always crash the program. How do you create mods for London, then? Simple: You download a stripped version of Fallout 4.esm, which is required to run as a bare minimal anytime you open the GECK, and then load London ESM along with it. Why not just your own Fallout 4 ESM that everyone has, you ask? Simple: If you combine Fallout 4 vanilla and London ESMs, between the two there is too many entities and entries than the GECK can handle, so it crashes. This is why the only way the modders could make London working in GECK is to lobotomize the base Fallout 4 ESM so there were just enough entries from it to start the actual program up but not enough so it would crash the game. Before you ask, if you actually run this braindead ESM yourself, the game will not start up and you will be stuck with a vegetable Fallout until you reinstall the game. You need to backup the original Fallout 4 ESM and keep switching between the two whenever you play/mod it, just like with my steam64 file. Did I mention that the stripped Fallout 4 ESM makes the whole thing unstable, and some cells like US Embassy cannot be opened up at all?

I think we reached our limit with the GECK. Modders will need to make a new editing program if FOLON team already pushed it beyond it's limit just to make this unfinished build of the game. No wonder it took so long to complete. The future is looking bleak if they can't create an easier workaround that gives us more options, the mod will die out quickly if it becomes too much of a pain in the ass to make content for the it, and you bet your ass people will try as literally any weapon, armor or other item or NPC will work in London when ported over and placed in the world. It is the same game after, I already saw some guy even making a mod that lets you travel back and forth between Boston and London like TTW does with DC and Mojave, altho I don't know how feasible/stable it is at this time. Oh, and I was using the souped up custom GECK overhaul program that upgrades and updates it the entire time, I can only shudder how the experience of modding London with the basic GECK looks(reminder, the program will not even let you edit an ESP with more than one ESM loaded and Fallout 4 is always loaded by default, without editing the ini file).

Speaking of which, I made a little mod myself when I was trying out the new GECK and what I could even do with London at this time with a lobotomized Fallout 4:
It is a very simple mod and a London variation of a mod I made for my base Fallout 4 a long time ago. Here is the highlights:

*Aid item weight overhaul, most food items now have a weight of 1 like in 3/NV and so do items like Radaway and various syringes. Lighter items like pillboxes still weight 0.5-0.25.
*Overhaul of various recipes for meds and chems: Added some, removed some, made sure that each of them is gated by either Chemist or Medic. Chemist has more options and only requires the base rank of 1 for everything, but Medic lets you craft more powerful items(they do require higher ranks of the perk, however). Some items like Stimpacks have alternatives, for example Medic simply requires Blood Packs(now renamed "Medical Supplies") where as Chemists can use plants like Doktor Leaves, Bloodleaves and Hubflowers as substitutes instead.
*Some chems are changed completely or been renamed. Items like Hypo, Morphine(Morph-X) and Painkillers now restore crippled limbs. I use a mod that prevents Stimpacks from healing crippled limbs and prevents auto heal of crippled limbs for a more proper Fallout experience, so without Doctor Bags I had to get creative. Stimpacks themselves have not been touched by this mod.
*Refreshing Drink now overhauled to not be a magic healing potion but a simple carbonated drink.
*Some recipes give you batches of items instead of just one, Refreshing Drink that requires several bottles of other drinks for example will give you a total number of bottles as you used to make it. Some recipes have different ingredients as well to make more sense, most chems are just reskins of base game items and sometimes they haven't even changed the recipes(for example, what is now clearly a syringe is a reskinned Jet item and requires plastic and fertilizer to make in base London. Changed that to Aluminium and Antiseptic instead).
*Misc item overhaul: Some have added components or new components to make them more viable or have them make more sense. Petrol Canister/Gas Tank in particular has been changed to be worth 1000 tickets and give 10 Steel and 10 Oil, making it worthwhile to trade in rather than keep around as a junk item. Little respect for the resource that started the Great War, after all!

It's a relatively simple mod that has no new assets and probably could have been done in Fallout 4 Edit but I wanted to try out the new GECK. Outside of my relatively lightweight module, on my own time I have also added in some weapons from other Fallout 4 mod into the game world and can confirm they are all working, as do the recipes added to the Chemistry Workbench. I will push the mod and the new GECK/Stripped Fallout 4 ESM further to see what I am capable of doing with it, but like I said unless FOLON team gives us better ways to create content for their mod I am not optimistic for it's long-term future beyond very simple mods. I am looking to more simple mods, however, like ones that fix the awful performance issues and bugs.
 
>Furfag gets hired to work on Fallout show
>Literally some random furfag whose only real claim to "fame" is Deathclaw Hooters gets hired by Bethesda/Amazon
>Openly states that he wished to make sexy Deathclaws on the show
I...am not surprised. Connections or Amazon staff recruiter is a furfag, call it.
 
>Furfag gets hired to work on Fallout show
>Literally some random furfag whose only real claim to "fame" is Deathclaw Hooters gets hired by Bethesda/Amazon
>Openly states that he wished to make sexy Deathclaws on the show
I...am not surprised. Connections or Amazon staff recruiter is a furfag, call it.
frontier bros we're going home
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I think one of the bigger flaws so far for London is that there is no Power Armor. There is a few suits floating around used by the most powerful enemies in the game, but they're locked down and you can't ever steal a frame for yourself. Playing Fallout without power armor is just...wrong, they could have balanced it out by you constantly needing more materials to patch up your pieces.
I want to add a frame and a basic set of T51b at least along with a Power Armor workbench in a US Embassy, but like I said, the GECK crashes on that cell every time. There is already a mod that ports the ancient Knight Power Armor to the game but there is still no frames to put it on. Big shame, since I was actually planning on doing a power armor + melee build for London.
 
I think one of the bigger flaws so far for London is that there is no Power Armor.
I'd disagree, it's extremely retarded that it's present at all in the mod.
Playing Fallout without power armor is just...wrong
In the classic games power armor is a powerful endgame reward, not something that you get on a plate one hour in like in Fagout 4. I agree it's stupid that they give the power armor to enemies though.
 
I'd disagree, it's extremely retarded that it's present at all in the mod.
Same, it's set in the fucking UK. They're already stretching it by including muskets in the game, if it were in any way believable the only pieces of armor in the game would be football (or soccer for my burger munching friends) jerseys, Adidas tracksuits and hijabs for the women. The only weapons would be plastic cutlery, actual knives, machetes, empty glass beer bottles, firebombs and a suicide bomb strap.
 
Same, it's set in the fucking UK. They're already stretching it by including muskets in the game, if it were in any way believable the only pieces of armor in the game would be football (or soccer for my burger munching friends) jerseys, Adidas tracksuits and hijabs for the women. The only weapons would be plastic cutlery, actual knives, machetes, empty glass beer bottles, firebombs and a suicide bomb strap.
 
I'd disagree, it's extremely retarded that it's present at all in the mod.

In the classic games power armor is a powerful endgame reward, not something that you get on a plate one hour in like in Fagout 4. I agree it's stupid that they give the power armor to enemies though.
I disagree. Vast majority of games made Power Armor a late game item that balanced out it's high stats and gave you a way to find the suit in a way that makes sense. Only Bethesda recently fumbled the ball on this one. Let's go over each example one by one:

It's a fangame, but I like how Fallout Nevada does this the best: You are tasked with finding several different pieces scattered thruout the game's toughest dungeons(some of which require very high niche skills like repair, if you don't have these skills that high you are not getting the armor, period). Then, even when you have all the pieces, you either have to repair it yourself or pay someone else for it, and the mechanic is offering you a nice bit of change for it as well if you just want to sell it to him. This makes you not only appreciate the armor after you repair it, but it shows you just how much of a big deal it is, there is only a handful of NPCs that wear it in the game and they are all part of high tech, selfish factions that will never give you one. An "exclusive power armor haver club" as Warlockracy put it, and you can become part of this exclusive minority yourself if you play your cards right.

Fallout 1 has you doing favors for the only faction that has power armor, and that includes going to the most radioactive place on the map. Even then, they don't just hand one out to you, just like in Nevada you either have to repair one yourself or get it as a reward for having 16 karma(a large amount in this game, especially if you're on the clock from the mutant invasion) and killing some tough dudes in the Hub. I think this is the most balanced way of getting the armor, as it allows each build to get their hands on one, including stupid characters.

Fallout Tactics deserves a quick mention as it only gives you these suits at the end of the game, from a quartermaster for sale at an astronomical price per suit AFTER a mission that hypes how much of a big deal it is by fighting raiders that stole them. The only freebie you get is a suit of Advanced Power Armor in Newton that is hidden in a secret spot you pretty much need a guide to find.

Fallout 2 has two ways of getting the armor(not counting the Advanced variant): Buy it for a high price from San Francisco shopkeeps like in Tactics, or go thru a tough dungeon to get your hands on a freebie(Mariposa). Both of these are optional, as the game just gives you a better suit for free at a certain point in the story, but they're useful for humanoid companion.

Fallout 3 gives you access to various suits much earlier, but it's balanced out by you needing a perk to wear them. The perk is either gated behind main story(around the halfway point) or by going thru a tough combat DLC, that also rewards you with a unique unbreakable suit at the end. I have mixed feelings about the latter, but at least the suit is cool.

New Vegas combines the new ways of getting the suit with the old, and requires you not only get in touch with high-tech factions to even get access to one but also for the power armor training perk. This makes the armor a very end game optional set of equipment, much like in Nevada or the first game, where you could easily complete either game with only a suit of combat armor.

Then we get to Fallout 4, which did fuck things up as you said. I'm not going to defend what they did, but I do like how the armor set you get is balanced out by you constantly needing to repair the pieces and fusion core drain. I have the latter dummied out since it's a retcon, but let me tell you, having to constantly waste steel(and later aluminium and circuitry) does put a dent in your scrap collection or outright forces you to scavenge or buy the components you need. Sometimes, it's better to go on foot and save yourself the trouble at the cost of less protection.


Anyways, this is a good track record we have for power armor and it's acquisition, with only Fallout 4 and arguably Operation Anchorage in 3 giving you a suit way too easily. That said, if I knew the game well enough, I would be very careful about where to put it. I would only put it in an area that makes sense, one you cannot access early, and you would still be tasked with repairing the pieces after every few battles or lose cutting your protection in half. Moreover, the only power armor repair stations would be in the place you found the suit or at settlements locked behind armorer and local leader perks, making you most likely backtrack to that one location every time you wanted to customize or repair the suit, much like you would with a car in a garage. This is a big investment for the player to take, not to mention a major resource drain in a game where there is far less scrap than in Fallout 4. I don't think my idea is that far fetched, problem is that I don't know the game well enough to know where to put a set of armor. I wanted to go ahead and put one in the only place that makes sense so far, the US Embassy that would obviously have a few spares sitting around(you're crazy if you think US will not defend their embassy in an unstable war torn region like resource war era Europe), but for now that cell crashes the geck every time. I will have to look for a work around, a different location or wait for proper power armor integration mods.

Same, it's set in the fucking UK. They're already stretching it by including muskets in the game, if it were in any way believable the only pieces of armor in the game would be football (or soccer for my burger munching friends) jerseys, Adidas tracksuits and hijabs for the women. The only weapons would be plastic cutlery, actual knives, machetes, empty glass beer bottles, firebombs and a suicide bomb strap.
The game actually explains why power armor, and pip boys, are feasible in London in like the first 15 minutes of the game. It's not even hard to find, the terminal is right there next to your pip boy you have to pick up.


Anyways, I updated my little mod to version 1.01.
Here is what was changed:

*More items I missed give more of their resources, like duct tape, wonderglue, dishrag, comfy pillow
*Repair kit gives more of every resource other than steel
*I found an unused junk item that apparently was borrowed from the upcoming Capital Wasteland project, likely the Point Lookout mod. The Doll's Head has been added to various leveled lists so you should be able to find them in the wastes from now on. It gives you 2 ceramic and 2 plastic at the cost of 1 weight.
*Brand new resource: Paper. Did it bother you that you can somehow use 200 year old paper to make a bed or modify your armor? Well, look no more, as every single item that would naturally make sense, including useless items like napkins and folders, now give paper instead of cloth. Naturally, they also do not give out cloth anymore either, but that shouldn't be a problem with the actual cloth items now giving more of the resource. Paper only has one purpose, to make it into glue using a new recipe at the cooking station to make a reskinned Vegetable Starch now called "Homemade Starch". There is an identical recipe for bone instead of paper, letting you turn these two otherwise useless resources into adhesive.
*While editing paper, I gave unburned books and textbooks some value so you can sell them.
 
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I finished Fallout 2 and decided to give this one a go, since I was graciously gifted a copy on Steam by a user here. I always get this warm and fuzzy feeling when I finish the classic games and this time I managed to 1 vs 10 Frank with my posse and Granite squad(taking out the OP 1 hit kill turrets with EMP grenades beforehand)
My favorite option is turning both Granite's squad and the turrets to your side and bullying Frank to death in like two rounds.
 
Oh yeah, forgot to post this:
Standalone Frontier cars. Don't know if Xilandro has on purpose made it incompatible with his B42 mods (or just optics, not sure) or if it's because they're using similar files but they're both incompatible. Given how spiteful Xilandro is and how hard people have been flaming him over a standalone car mod and mocking him saying someone has ripped them out of The Frontier it's entirely possible he sabotaged compatibility.
 
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I want to add a frame and a basic set of T51b at least along with a Power Armor workbench in a US Embassy, but like I said, the GECK crashes on that cell every time. There is already a mod that ports the ancient Knight Power Armor to the game but there is still no frames to put it on. Big shame, since I was actually planning on doing a power armor + melee build for London.
There is a massive dungeon under the US Embassy that was cut out of the final release, but will probably be added back to the mod in a later patch, so its not impossible that we may eventually get Power Armor frames in FOLON.
 
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There is a massive dungeon under the US Embassy that was cut out of the final release, but will probably be added back to the mod in a later patch, so its not impossible that we may eventually get Power Armor frames in FOLON.
Is it still part of the same cell, like the cut out portion of the Museum of History in 4? If not, I will have to place a door to the cell and that's going to be trouble if the embassy itself crashes for me in the GECK.
I doubt I will update at all unless there is some catastrophic problem with the build I have, but I will definitely look into that dungeon

Oh yeah, forgot to post this:
Standalone Frontier cars. Don't know if Xilandro has on purpose made it incompatible with his B42 mods (or just optics, not sure) or if it's because they're using similar files but they're both incompatible. Given how spiteful Xilandro is and how hard people have been flaming him over a standalone car mod and mocking him saying someone has ripped them out of The Frontier it's entirely possible he sabotaged compatibility.
Cars in NV are overrated, it's the open space custom made for vehicles in mind that matters. This is why people were excited for Frontier, not only were you getting all this traditional Fallout content(lol) but also vehicles and the biggest open world map we have ever seen to use them. Riding around the Mojave withing minutes on a map that was never designed with them in mind is going to get boring fast, even more so Capital Wasteland with it's uneven terrain and lack of proper roads. A flying vehicle of sorts would be better, even if it would be completely OP
 
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Average Xilandro interaction. I mean this guy gets off the innocent Russians dying in the war so it unsurprising. "Why do people bully me?!" he cries as he strikes you.
Cars in NV are overrated, it's the open space custom made for vehicles in mind that matters. This is why people were excited for Frontier, not only were you getting all this traditional Fallout content(lol) but also vehicles and the biggest open world map we have ever seen to use them. Riding around the Mojave withing minutes on a map that was never designed with them in mind is going to get boring fast, even more so Capital Wasteland with it's uneven terrain and lack of proper roads. A flying vehicle of sorts would be better, even if it would be completely OP
Well said, I remember hearing NV was going to have cars (or at least traffic car entities), but the map does not reflect that. Shame, because Frontier is...Frontier, regardless of the main quest.
 
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Is it still part of the same cell, like the cut out portion of the Museum of History in 4? If not, I will have to place a door to the cell and that's going to be trouble if the embassy itself crashes for me in the GECK.
I doubt I will update at all unless there is some catastrophic problem with the build I have, but I will definitely look into that dungeon
I'm yet to actually find the Embassy, but from what I saw its in the same cell just underneath, probably visible via tcl.
 
I feel like a schizo right now because I swear I remember certain hazards like the fires at Nipton damaging you if you touched them but apparently that's not a thing without mods.

I feel insane because I swear I remember that being a thing.
 
I feel like a schizo right now because I swear I remember certain hazards like the fires at Nipton damaging you if you touched them but apparently that's not a thing without mods.

I feel insane because I swear I remember that being a thing.
This was only ever a thing in Fallout 4. With how little memory NV had on consoles, especially PS3, there is no way in hell the devs would dedicate their limited time to creating something so script intensive as an optional environmental hazard for a player in a few locations.
 
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