Modhold
Fallout 3
Freev1.04

The Fallout 3 Rewrite

Join the Enclave, kill everyone, or make much more interesting choices than "Good or Bad." After years of waiting, Fallout 3 has much more freedom in this lore-friendly main story rewrite!

MrSwordToast3 @MrSwordToast
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Made by MrSwordToast, shared here under the author's own permission to upload it to other sites. Original page Are you MrSwordToast?
There is now a brand new TTW version of the Fallout 3 Rewrite! There are slight differences between my mod and theirs, including but not limited to enhanced compatability with many other mods. Massive shout out to seargentbingle and all the work which went into this mod. New TTW version here:

Finally! After years of waiting, and 3 years of work from me, you can finally play a mod which will retouch all of Fallout 3's main story at once.

This mod series will add and remove things from the base game in order to improve the story and player experience, to add more role-playing options and lore to the game. Wish you could kill everyone previously essential? Now you can (With some very rare and probably unintended exceptions)! Perhaps you wish the writing was better in general? Now it is, and the 99% voiced characters aren't constantly tripping over their own plot holes. After I figure out how to fix this bug I've been having, end slides will be there as well. I literally have the files in my computer, the game just refuses to play all of them.

What this mod does do, divided by important sections:

ALL PARTS:
  • Edited/added dialogue, expanding lore and giving role-playing opportunities.
  • Quest descriptions are edited to make sense with the given changes
  • More skill and SPECIAL checks, including Low Intelligence, are integrated throughout the quests
  • Incorporate lore from the Official Game Guide into the game (If the added lore is consistent)
  • Allows you to kill all previously essential NPCs and still complete the game
  - Certain characters are turned essential during some “spectacle” sequences so that accidental deaths are impossible.

Vault 101:
  • The Baby and Birthday sequences can be optionally skipped, if so you are sent to do the GOAT. But you can reexperience the intro by exploring Vault 106.
  • GOAT test answers are rewritten to make more sense for their aligned skills
  • If you have enough Charisma, you can convince Amata to distract the first guard, allowing you to avoid them entirely.
  • Butch won’t become a companion if you let his mom die
  • Officer Gomez will have another dialogue option, allowing you to surrender to the Overseer, teleporting you to the hallway in front of the room he and Amata are in.
  • The Overseer’s (nearby) guards are neutral to you in order to allow you to talk peacefully to the overseer without bloodshed.
  • The Overseer’s terminal password isn’t in the locker anymore, but can only be obtained if you kill the Overseer
  • Jonas will have another note on him, explaining that Liam Neeson left about two weeks ago and he lied to you.
  • All NPC's during "Escape!" are non-essential, so that if any of the previous essential NPCs die (Amata, Andy, and Stanley), the "Trouble In The Homefront" quest will never be available.
Megaton:
  • The Sheriffs house has a basement behind the house that serves as the town jail
  • Nuke requires explosives of 50 to interact with
  • Added an alcohol fermenter inside Moriarty’s Saloon (Which is why Point Lookout is req.)
  • Lot’s of new dialogue explaining things that didn’t previously make sense
- Why build the town with the bomb?

- Why are caps the currency?

Vault 112:
  • There is now a terminal inside the Overseer’s office (Which has a difficult terminal hack to gain access to) which allows you to skip Tranquility Lane entirely, releasing Liam Neeson from the simulation immediately
  • You can use an Intelligence check to quickly bypass the Chinese failsafe puzzle inside the Abandoned House in Tranquility Lane
  • Both the Overseer’s new terminal inside his office and the Chinese Invasion terminal now make a comment on how exactly the Failsafe would kill everyone, explaining why you, Liam Neeson, and Dr. Braun don’t die or even get attacked.
  • There are multiple ways to kill Dr. Braun.

    - If done within the simulation, you can either give simulation control to everyone, one person, or no one and kill all of them, with Karma given or taken for each choice.- Leaving Dr. Braun inside the simulation alone will now net zero karma gain or loss, as there are now more “moral” options to take.- The moral ambiguity is still in place, but Karma seems to be somewhat utilitarian based in this instance.
  • Added dialogue with Liam Neeson, explaining that you were forced to leave the vault.
Jefferson Memorial, Vault 87, and Little Lamplight
  • Added a way to drive the super mutants out of the Jefferson Memorial without killing them
  • Made the Enclave at the memorial neutral to the player at first contact (You can still attack them to uphold a “canon” play-through)
  • Added dialogue with a new Enclave soldier, which allows you to bypass killing/running-away from the rest of the Enclave after Liam Neeson dies
  • Made it so Charon and RL-3 do not die if they are inside the chamber when Liam Neeson sacrifices himself.
  • You can intimidate MacCready with either low karma or a Strength check.
  • Made the outside of Vault 87 more aesthetically pleasing
  • You can just open the back gate in Little Lamplight, rather than needing someone else to do it for you.
  • Both gates in Little Lamplight are more heavily guarded, explaining how they’ve stopped enemies from getting in.
  • The opening of Vault 87 and the chamber with the GECK both have less rads, but still enough to serve as a challenge
  • You can enter through the main vault door rather than through Little Lamplight.
  • A note is added on Sid’s body (One of the Captee's in Vault 87) to add lore about the Super Mutant’s goals and methods of executing them, making their story actually pretty good
  • The Enclave’s flash grenade works faster so that it makes sense that you wouldn’t have time to react, rather than being able to walk out of the room just to be teleported right back
  • After getting captured, if you come back you’ll see a nice little detail outside Vault 87 ;)
  • Added a grave for Liam Neeson after the GECK is found
End-Game:
  • Created a way to join the Enclave, allowing you to beat the game with them! [Give Autumn the purifier code so everyone isn't hostile, and directly ask Eden to join.]
  • Added a third main ending, where the lone wanderer destroys the purifier if you want to kill everyone, get locked out of the other factions, or simply hate the idea of either faction ruling the wasteland.
  • Added a way to get into the Citadel if you are hostile with the Brotherhood (You need to kill Paladin Bael, who will have a password on him to allow you entrance to the Citadel)
  • Changed the endgame slides to be less biased (Ron Pearlman no longer says you’re a coward, for example.) [Note, these have been difficult to script for me, I'm working on issues related to end slides.]
  • New perk for sacrificing yourself instead of an NPC
  • New Enclave side quests to flesh the faction out
  • Added a ladder to easily reach the Brotherhood guards at the Citadel’s gate.
Misc.
  • Tenpenny Tower now allows for a truly peaceful resolution if you kill Roy Philips after making an alliance
  • Remade the mods previous cinematic's
  • Make sure it wasn’t a GB this time.
  • A MittenSquad tribute (Real ones will know where it's at), rest in peace king.
  • And much, much, much more I can’t think of.
If you are experiencing issues trying to download the data off the Brotherhood of Steel terminal for General Montog during the quest "Don’t Let Go!", you need to press "~" on the keyboard and type "setstage NewMQ11B 30" and the enter key. But only when you're at the terminal so you're not cheating >:(

Q&A:
  • “Why isn’t this as ‘smooth’ or detailed as the base game? For example, instead of watching your companion turn on the purifier, it just fades to black immediately.” Simply put, it is very difficult to replicate
  • “Wait, I can kill ANYONE?” Well, yes, but actually no. The NPCs you can kill are adults, nothing else. The exception is any story moment from before Liam Neeson leaves the vault. So you can’t kill Butch when he’s bullying Amata, or the Overseer during your 10th birthday. But Main quest NPCs, you are allowed to kill any of them!
  • “Why isn’t there another main faction to side with, like Yes-Man in NV?” Long story short, it’s the easiest lore wise and technically for me to do. Long story long, if I wanted a Yes-Man, I would have to either write about how a faction like Talon Company would be involved (In a lore-friendly way), or create a

    new faction entirely (In a lore-friendly way.), both of which being a massive headache. Then, I would have to flesh out this faction “under the hood” (New locations, NPCs and dialogue, interactions with other factions, gear placement, voice acting, and so much more.). Or, I can just have the player blow up the purifier by themself. That’s where I’m coming from, anyway.
  • “If I ask for something, will it happen?” Maybe. I try to make as many people happy while maintaining my core vision, but it can sometimes be unrealistic for me to do something or another.
  • “Why are there bugs in the mod?” Because this is an extremely ambitious mod, and I am one man. If you do find a bug, then please let me know what it is, and there is a good chance I will fix it.
  • “Why did you make this mod?” Because I always felt the role-playing in Fallout 3 was extremely lacking and restrictive. After so many years of no one fixing it to my liking, I became Thanos and said “Fine. I’ll do it myself.”
  • “TTW version whe-” Read the description. If anyone asks me a question already directly answered right here, that response is all you will get. (Unless you’re asking for clarification or didn’t understand.)
  • “Why aren’t there consequences to the endings?” Implementation of post game content has been a struggle in my mind, but it is a goal I've been active towards with the series.
  • "Why does it take so long to make your mods?" During the development of this series, I moved out twice, went to college, got a new job, and much more personal stuff. This is something I work on for fun largely by myself (Minus occasional online help), and it’s not my real job.
  • "Why doesn’t the voice acting always sound great?" Well, I don’t think any of it is "bad," even my lines aren’t the worst thing in the world. The inconsistent volume is an issue which I recognize, and it will be fixed. But if you’re not satisfied, please remember this is a passion project, not just from me, but from everyone that contributes. If I can get a voice filled, even if it’s not perfect, then I’ll more than happily take it.
  • "Will you ever replace some of the voices?" Depends, but probably not.
  • "Where is the Enclave's post game content? What do I do after I beat the game?" My mod spent a lot of the focus on the core game, the Enclave stuff is there to satisfy the drive for choice the player probably has when, well, playing. So I don't have anything set in stone for that content right now. I would like to wait until Bethesda reveals more about the Enclave with the TV show.
"This mod series is not lore friendly, it changes what's canon!" There is a canon ending to Fallout 3 where you join the Brotherhood of Steel and activate the Purifier. However, there are also non-canon choices you can make, such as poisoning the water or destroying the Brotherhood. The mod series provides more role-play options and enhances the story while staying true to the lore. Only non-canon parts have been changed to make more sense in the game world, keeping the canon intact as much as possible.

For example, it is not canon to blow up Megaton. Since your dad's reaction to this is not canon either, I have the liberty to change his dialogue, making him sound more disappointed and disgusted with you. This still makes sense within the game world.

Obviously, certain liberties must be taken when defining what is canon or not, like what the Lone Wanderer says in certain situations. But the role-playing aspect of the game allows for wiggle room in this regard. The dialogue choices are a basic understanding of what your character said, and you can role-play that the Lone Wanderer said exactly what the original dialogue said.

“What about things that add lore, like the new Enclave stuff?” Since it is not canon for the Lone Wanderer to know anything about the Enclave or figure out this kind of behind-the-scenes lore, no matter what the extra lore may be, it will remain non-canon since it would never be verified as true from the canon story. However, I did my best to stay true to the lore when adding extra lore elements, making sure it doesn't conflict with the rest of the story.

CREDITS:Voiced by me (Needs replaced, hmu if you got talent, I'm always looking for voice actors!)
  • Fawkes
  • Charon
  • Gob
  • Mr. Tenpenny
  • Cromwell
My Discord: https://discord.gg/8BXXJ7zqsZ

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MrSwordToast

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The author allows uploads to other sites: "You can upload this file to other sites but you must credit me as the creator of the file". The original page is linked at the top of the description. Shared on Modhold with that permission and credited to the author; the files are the author's own, unchanged.

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The Fallout 3 Rewrite needs this to work. Download and install it too.

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