It’s time for another edition of everybody’s least favorite gaming thread, wherein I review quest mods for a 10 year old game that’s among the least loved of its sequel franchise!
When last we left off, I had been dismayed and frustrated by the botched rollout of the 10th Anniversary update, in which any mods that relied on the Nuka-World and Far Harbor DLCs were broken. I even said, maybe it’s finally time to hang up the power armor and move on to another game.
But Bethesda patched the DLC problem, and gosh darn it, I just couldn’t stay away. So here are my reviews of my latest quest mods:
Ransacked Relays and Shuddersome Subways
This is an old mod, only a year or so newer than the game itself. And it’s very short, almost a demo or proof of concept mod. Can easily be finished in one gaming session. Despite the plurals in the name, there is only one Ransacked Relay and one Shuddersome Subway.
I really liked the Ransacked Relay part- the gameplay, which involved jumping gaps and timing your jumps to avoid laser pulses, reminded me of an old-school game in a good way, like a Half-Life 2 (or even a real old-school game like a Donkey Kong).
The Shuddersome Subway part involved a very powerful enemy that can’t be killed by conventional weapons, so creativity is involved in taking it out. It was a fun but not too difficult puzzle.
Some minor notes: I had Piper as a companion during this, and I’m pretty sure she said some things she had never said before, so I think the mod writer somehow added some extra NPC dialog. Speaking of the mod writer, he also created a DLC-sized quest mod called ‘Maxwell’s World’, a haunted amusement park, which sounded great and I definitely wanted to play it after RRaSS, but for some reason I couldn’t get it to install.
Fallout Vermont
This is a newer DLC-sized quest mod-- only a couple years old. I had high hopes for this one, but it turned out to be a disappointment.
It’s a beautiful-looking mod-- forested, hilly, with splashes of Fall color here and there. Nice views from the hilltops.
The gameplay is a little different. There are no marked quests that pop up to guide you along. You basically explore and get clues as to what to do by talking to several NPCs and finding notes along the way. You start with a map that’s a blank slate, and locations show up on the map and can be fast-traveled once they’re discovered. In theory, I kind of like this approach. Instead of being hand-held and guided along, it encourages exploration and discovery.
But in actual practice, at least with this mod, it was pretty frustrating. I think this mod really needed a better gameplay designer. Basic gameplay is talking to various NPCs that give you clues, but you have no interaction with them. They’re basically just ‘info kiosks’. So there’s no RPG element whatsoever, no real choices. It’s just a big puzzle. The other way to get clues is by finding notes, that have keys next to them. The note tells you the name of the place that the key opens. And the place (like a cabin in the woods) that the key opens leads to another note and another key to something else. So it’s like a treasure hunt game. There’s a bunker that, once I got a key to the door, there’s another door. Then I get a key to the 2nd door, and there’s a third door! So, third time’s the charm, right? No, there’s a fourth door

And the thing is, some of these keys are aptly-named, like ‘Joe’s Cabin key’, but others are randomly named, like ‘Gnome Key #3’. So if a door says ‘Needs Gnome Key #3 to open’ you have to remember that when you finally find ‘Gnome Key #3’. If I had known this, I think I would have created a separate spreadsheet of places and key names to keep track of it all. I finally gave up on this mod maybe 7/8 into it. It was just too confounding.
The fighting is pretty lame, at least as far as I got. Enemies are just random roaming ghouls that are easy to kill.
Fusion City Rising
Another DLC-sized quest mod, and this one has a lot going on. Several locations-- Fusion City itself, Fusion City University, and Club Fusion. Many and varied quests to solve. Some pretty challenging battles. And a very detailed storyline involving corruption and blackmail, referencing several FO4 characters. Very steeped in the lore. I’m not exaggerating when I say if you scraped all the expository text from all the terminals I read, it would be a novelette. The mod writer is clearly a huge Fallout nerd (in a good way!). This mod was a lot of fun, and I’d highly recommend it.
I think this is supposed to be an ‘R-rated’ mod-- a lot of the expository text contains sexual references (usually involving the aforementioned blackmail) and several of the female NPCs are very skimpily dressed, wearing teeny tiny thong bikinis. A weird thing about the NPC females in the thong bikinis I noticed was that the skin they were showing was a patchwork of different colors, as if a ‘bride of Frankenstein’ had been stitched together from different skin shades. I was wondering what the heck was going on with that-- were they mutations? Were those NPCs supposed to be damaged humanoid synths? Then I dressed Piper with one of the thong bikinis I had picked up, just for giggles, and she adopted the same patchwork flesh thing. So I’m guessing the game has some sort of algorithm that prevents NPCs from showing too much skin, and the patchwork effect was a work-around.
It’s amusing how these mod writers mix in little favorite refs and Easter eggs to other things they like-- this writer was clearly a big fan of the movie ‘Office Space’-- at one point (taking out Ini-Tec, a Blackwater-style security force who functioned as the ‘big bad’ faction) there were boxes of TPS reports everywhere, and a loudspeaker voice-over imitating the office manager guy repeatedly saying stuff like ‘mmmkay, gonna have to ask you to die now’.
Toward the end of the quest you get a funny ‘dance gun’ weapon-- perfectly harmless, except any humanoid you shoot will put their hands in the air and shake it like they just don’t care. And it goes on for a long time-- I didn’t time it, but more than just a few seconds. It will totally incapacitate an enemy-- they will stop shooting and just start gettin’ down. You can literally walk right up to them and take them out without a fight. I had fun wandering around and trying the gun on different things. Animals? No. Have yet to try on a Deathclaw. Supermutants? Yes! Seeing a dancing supermutant was pretty amusing. Robots? No (at least, not Ada; haven’t tried a Protectron). Humanoid synths? Yes! Haven’t tried it on a robotic synth though, like Nick Valentine.
Misery Island
Another big, ambitious DLC-sized quest mod. Nice looking mod, lots of things to do, interesting storyline, a series of challenging pitched battles. Just a really, really well-designed quest mod. Gameplay-wise it feels a lot like the original game; also in the details and little lore-friendly touches. And this mod writer adds his own little Easter eggs, like a scenario (that already happened, not actual gameplay) straight out of the movie ‘Saw’. I’m not going to write too much more about this, partly because I haven’t finished it yet, though I think I’m 90% done, but also because this thread is getting way too long and I have to do other stuff. But highly, highly recommended, and I’m going to miss this mod when it’s done. I think I heard that this is one of a series of quest mods from this mod writer though, so I will definitely seek out more of them.