Fallout 3 Walkthrough (Modded) Part 148

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    realdcghoul101

    Published on Dec 25, 2022
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    In this episode, I begin The Regulators mod. It's time tome hunt bad guys across the Wasteland.
    The mod page says: "Complete all 47 missions without canceling any of them and be rewarded with the 'Regulators Speciality' perk".

    The full playlist is now available on Youtube and Odysee.

    Here are the timestamps:

    • 00:34 - I'm at the Regulator HQ. The Regulator Contract 01 (Powerline Tent) was taken from the terminal in the HQ in episode 38.
    • 01:51 - Sunrises on the Wasteland are really lovely (IMO).
    • 02:42 - Heading north towards the raider camp on the ruined overpass.
    • 03:15 - Sniping some raiders.
    • 05:08 - As I go up there to loot the raiders, an Enclave Vertibird lands on the overpass.
    • 06:10 - Looting the dead.
    • 08:10 - Ammo boxes.
    • 08:51 - A Tales of Junktown Jerky Vendor on a makeshift table.
    • 10:55 - Back on the ground, I head northeast toward the Temple of the Union.
    • 11:11 - I think I triggered the vertibird landing on the overpass a second time.
    • 11:39 - Coincidentally, I bump into Doc Hoff's caravan.
    • 11:51 - As I enter the now empty Temple of the Union, I discover the location of the random encounter I triggered at the start of episode 99.
    • 12:50 - Back on the overpass, no Enclave Trooper left the Vertibird. I return to my trip to the Powerline Tent.
    • 15:41 - I go uphill towards the Hilltop Farm Ruins, an unmarked location.
    • 16:28 - Accessing the Hilltop Farm Terminal:
    • 20:33 - There's a Guns and Bullets in the nearby outhouse. To the east of the outhouse, there's a small pond with an overturned container. A Dean's Electronics is on top of one of the barrels.
    • 21:15 - I was about to shoot that Sentry Bot before seeing it belongs to the Outcasts.
    • 21:36 - That empty safe under the water tower was added by The Regulators mod. I'll eventually return here to hunt some bandits.
    • 23:26 - While heading north, I triggered a random encounter: Big Caps in Big Town.
    • 24:38 - I was trying to discover the random encounter map mark.
    • 25:32 - Deathclaw incoming.
    • 27:04 - I was trying to see how far east I could go before hitting the invisible wall. Heading to the tent then.
    • 28:01 - Eliminating the raiders outside. That was fast.
    • 28:44 - Discovering the Powerline Tent.
    • 30:30 - Entering the place. Your target is always the boss (Raider Boss, Wastelander Boss, etc.) as he drops the Finger of the Fugitive needed to complete the contract. Sometimes when the boss is outdoors, he does not appear at first (it's a random bug in this mod). There are a few ways to solve this problem:
      A) Save the game near where it should be and close it. Now load that last save. The boss will be there. Don't save too close to avoid being surprised by the enemies when the game loads.
      B) When you have an active contract, fast-travel to a nearby location (in the same cell or a nearby cell) from where your target is. As far as I've tested, this ensures your target is there when you get close.
    • 32:43 - There is always a safe and a footlocker near the boss. The loot will only appear inside when the contract is accepted.
    • 32:54 - Leaving the tent. One lone raider spawned late, only to die.
    • 33:30 - Even after collecting the finger, the compass and map still indicated the same spot. Ignore and return to the HQ.
    • 34:25 - Back in the Regulator's HQ. In the terminal, you can start and complete missions. Don't cancel any of the 47 contracts to receive the perk.
    • 34:52 - You can also get ammo as a reward.
    • 35:06 - You can invest caps to reinforce the defenses around the HQ against creatures that roam the outside. There are spawn points too close to HQ in the vanilla game. Hostile creatures may put the Regulators and you in danger when fast-traveling. The Safe Regulator HQ mod removes those spawning points. Other mods placed after it in the load order may overwrite the changes.
    • 35:56 - I exit and enter the terminal to get the Regulator Contract 02. Next destination: Makeshift Shack.
    • 36:54 - Fingers for caps.
    • 38:26 - The turrets you purchase will appear on top of those concrete structures. Letters identify each turret position.
    • 39:23 - That's the turret I bought. I'll eventually put turrets around the area.

    More contracts in the next episode.

    Tags :

    fallout3 bethesdafallout rpg mods gaming gameplay walkthrough

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