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Fallout 3 Walkthrough (Modded) Part 148
This is not a new video. I'm re-uploading the original rendered video. This is because I noticed some old videos (published around 2017) are of poor quality at 1080p. It's like they're more pixelated today than when I uploaded them.... yeah, weird.
In this episode, I begin The Regulators mod. It's time tome hunt bad guys across the Wasteland. http://www.nexusmods.com/fallout3/mods/15645/?
*The mod page says: "Complete all 47 missions without canceling any of them and be rewarded with the 'Regulators Speciality' perk".*
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. https://youtu.be/9mkyw-o1un4?t=1479
- 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. https://fallout.fandom.com/wiki/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. https://www.youtube.com/watch?v=-zuBFwyvNok&t=6s
- 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. https://fallout.fandom.com/wiki/Hilltop_farm_ruins
- 16:28 - Accessing the Hilltop Farm Terminal: https://fallout.fandom.com/wiki/Hilltop_farm_ruins_terminal_entries
- 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. https://fallout.fandom.com/wiki/Hilltop_farm_ruins?file=Hilltop_Farm_Ruins_skillbook_locations.jpg
- 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. https://fallout.fandom.com/wiki/Fallout_3_random_encounters#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. https://www.nexusmods.com/fallout3/mods/11853
- 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.
---
Mods: (A - Z) (Updated! 01/15/17)
A Note Easily Missed
A World of Pain for Fallout 3 (VERSION 1.6 AVAILABLE!)
Adjustable HUD
Advanced Recon Range Finder
Advanced Recon Thermal Nightvision
Advanced Recon Stealth Armor
Alphas Robot Overhaul
Alphas Raider Overhaul
Alton IL
An Evening with Mr. Manchester
Automatic Karma Perks - WATCH https://www.youtube.com/watch?v=vljdlmzssfM
Better Clutter and Furniture
Blackened (FWE MMM EVE Project Beauty patch)
Black Leather Armored Duster
Blending Graffiti
BOS DX
CASM (Essential)
Cinematech (Film Grain at Medium)
Conelrad
Custom Clouds Textures by myself
Darkened Interiors (Thanks, Xepha)
DarNified UI F3
DC Interiors Project
Director's Chair
Dynamic Weather (amazing)
Dynavsion
Enclave DX
Enhanced Blood Texture (Bloody Mess FTW!)
Enhanced Night Sky
Enhanced Weather - Rain and Snow
Epic Mini Nukes
EVE
EVE - Lost and Found
EXcalibr Ammo EXpanision
Existence 2.0
Fallout 3 Redesigned
Fallout Stutter Remover (FSR_4-1-36)
Fallout Wanderers Edition (Amazing)
Flora Overhaul - Dead Edition ()
FO3 Npc Travel
FO3 Random Encounters Field Guide
FOIP (WMK - FWE Patch)
FOSE http://fose.silverlock.org
Gangs of the Wasteland
Ghoul Hires Retexture
Glowing Ghouls (Glowing One will actually glow now)
GNR Enhanced
GOAT Perks
Gore Guts Retexture (Yummy...)
Hectrol Lock Interface
Hellfire DX
Immersive Hud (Must Have)
Impact
Imperfection - The Definitive Creature Mod (Great Mod by DeathclawAlpha)
Impervious Power Armour (feel the true power of Power Amor)
In The Shadow of The Swamp
JIP Companions Command & Control
JIP Realistic Weapon Overheating
JIP Selective Fire
Krzymar HI Res Moon
Martigen's Mutant Mod (MUST HAVE)
Martigen's Mutant Mod (Paradox Merged) http://www.nexusmods.com/fallout3/mods/16787/?
MG Neat Clutter
New Mall - Franklin Mall
New Office - Muldoon's Electronics
New Uniques (You may want to adjust the values of weapons and armors to match the FWE standards.)
New Vegas Anti Crash TRUST ME, IT... IT JUST WORKS!
NMC Texture Pack - Large (Essential)
Omnis Hires Pip-boy 3000
Out of Pip-Boy Interactions
Outcast DX
Paradox RH Ironsights
Point Lookout Reborn (Great)
Potomac Steamworks
Reilly's Rangers Expanded
RH Ironsight (patches for FWE, EVE, and WMK are still needed even with the Paradox version)
http://www.nexusmods.com/fallout3/mods/6938
Reshade 3.0 (Color LUT by myself, DPX, Cross Process - updated - 12/01/16) http://reshade.me/
Safe Regulator HQ (Very helpful)
Smart Almost Perfect (NEW!)
Shadow and Dust - Tales from Southwest DC
Shadow and Dust Vol 2
Stealth Kill Enabled
Subtle Sun Glare
Swampfolk Backwater Retexture
The Regulators (great!)
Trenton Towers
T51b DX
Tenpenny Tower Alternate Endings
Tesla Power Armor DX6
The Imaginator for FO3 (TREK Vaseline Cam)
The Mantis Imperative
To Sleep Perchance to Dream
Tribal DX
UHQ - Terrain Overhaul (Awesome)
UIO - User Interface Organizer
Ultimate Perk Patch (Quest Perk, Experience Perks)
Updated Unofficial Fallout 3 Patch (Must have)
Vault 87 Redesigned
Wasteland Violence
Weapon Mod Kits (Must have)
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