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Report RSS Fallout 3 Quest Mods Review #88 - The Carfort with Quests

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Fallout 3 Quest Mods Review #88 by TrickyTrack00

Mod Name: The Carfort with Quests

Mod Type: Quest/Location

Original Creator: iamr***rd

Original Links: The Carfort with Quests

fortlogo

Finally it's time to visit and review this old location/quest mod which has some genuinely good sides, enormous potential and very critical flaws.
I want to start by pointing out objectively positive aspects of this Carfort. The idea behind "reviving" vanilla location is a good starting point for future improvements and enhancements. And from landscape/location's design perspective, the original creator nailed it.

fort1


The "abandoned" Carfort looks amazingly beautiful (by Fallout's exteriors standards). It is nice to see the use of different cars and vehicles as an actual structure for the building of this fort. Even though, the Carfort still is a bit small (if we compare it to some other settlements and wasteland camps), it has its charm. While using different clutter and objects from the base game, author of this mod succeeded in creating a feeling of the "real place". By that I mean that you can really see how this fort was built and decorated by wastelanders in order to provide a safe place for themselves and some strangers (like your main character, for example). Not every new location/town mod has the same level of design as in this Car Fort.

design


But the negative sides of this mod start to appear as soon as you will try to finally "interact" with this location or it's inhabitants. Mostly it's a very buggy experience even if you are going to install additional Carfort Bugfix file.
To list a few:
1) To actually enter the fort, new NPC will give you first quest to obtain some kind of hat from Shrapnel. You need to get it through dialogue options with him, but also you can find duplicate of this hat floating somewhere in the middle section of Rivet City. Clearly it's bug since if you will pick it up, you won't have any chance of getting rid of it since this hat marked as a "quest object".
2) After getting into the fort, you can complete a few optional side quests for NPCs who live in this fort. You can get fetch quest from local "repairman" named Mitch, but only if you will choose the right dialogue topic upon meeting him for the first time. If you are going to choose "Can you repair my equipment" topic, dialogue topic about quest won't ever appear again and you will find yourself "softlocked" with this quest.

Mitch


3) As already been mentioned by other users, navmesh and path-finding if NPCs isn't working correctly in this location, so sometimes they can appear out of nowhere or even decide to wander around the fort without any actual reason to do so (from scripting perspective, of course).
4) I couldn't retrieve the new rifle for female NPC since there wasn't any new dialogue option even when I already had all the necessary objects in my inventory.
5) Sometimes you can fall through textures, so don't forget TCL command for such "accidents".
Also there were many more minor bugs like incorrect positions of NPC, floating objects and etc.

Fall


As for the quests in this mod, I liked the second quest in which you need to defend Carfort while dealing with big horde of supermutants. It was enjoyable.

Fortmutant


And you can get some new weapons (and some buffed type of vanilla combat armor) after finishing several quests. In my case new pistol's textures weren't working correctly, everything else worked as intended.
For the most part, the main problem of this mod, of course, is in technical aspects. It's not very polished, bugged scripts and actual lack of proper play-testing before uploading.

fort3


So, should you try this mod in 2024? Sadly, but no. Too much technical problems for the sake of exploring good-looking location. I would really like to see some kind of a remake of this mod, since it deserves second chance, but not in the current state.
Endorsement from me only for good design of the location.

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