Back From The Future
⚪ Last updated 2015Preview

🔍 Analysis
- 👍 7.6% endorsement rate — high engagement, a strong quality signal
- 🏆 #47 of 92 Quests and Adventures mods in this game by downloads
📋 About This Mod
It's a quest, a companion, a unique weapon, a fight, a rich story on three time levels, and a solution to a long standing problem in Fallout 3. Read on!
Hello all! Talon Company is back, we've been hard at work since February on this project and we're proud to present our brand new quest mod Back from the Future! At the root of it, this mod is the solution to a persisting problem in Fallout 3, namely there being not enough ammunition for the alien blaster. I have created a mechanism by which to manufacture your own, without breaking any other crafting function. Around that intent is built a high level dungeon dive with intense fighting, searching for clues and passcards, and learning a story that ties together the past, present, and future including a lore friendly, fictitious, and humorous tie-in to a real person in today's news. I've tossed in a couple of other references after the style of Black Isle Studios for a laugh or two as well.
The quest begins by receiving a radio distress call. The signal draws you to a building across from the National Guard Depot. (Radio signal doesn't play, tried everything, just go there). The building houses a recently discovered pre-war ammunition factory. Come prepared, all enemies in this quest are boss level. With MMM the action is very intense. Check every terminal in the building, READ EVERYTHING! Get an employee ID, you'll need it. Find Trinity and your first passcard upstairsin the CEO's office. She will be your quest guide. No, you do not have a choice. Listen to her and do as she says, just as if she were your girlfriend/wife/mom. Prompt her along the way for dialog, she has different topics at different points, so talk to her often! You need three passcards to get where you're going. They are laying loose at points around the building. In other words explosives may dislodge them, causing you to have to search to find them. Use caution. Fight your way to the factory next. That's downstairs from the CEO's office. There you will discover the ultimate fate of the original employees of Blammo Corporation. There is a scripted scene that triggers if you've done everything it looks for. Custom followers may break immersion during the scripted sequence. Leave them at home. All vanilla followers will be automatically fired and sent home. You will need to rehire them. Too bad. On to R&D. Go back into the offices and find the door in the hallway by the Nuka machine. Fight your way through R&D, find the final passcard, and head to the vault. A script will run on Trinity and you will choose whether to keep her as a permanent companion or not. In the vault lies your goal: a working alien ammunition generator. A new unique weapon, Project X, is there as well. It's an auto-fire version of the alien blaster. I nerfed the damage a bit to remove some of the godliness, but it's still a kick ass weapon. It's not compatible with WMK but it doesn't need to be, so that this mod doesn't interfere with
📊 Mod Details
- Game
- Fallout3 Mods
- Author
- Talon Company
- Version
- 1.02
- Downloads
- 2,613
- Endorsements
- 198
- Category
- Quests and Adventures
- Created
- 8/15/2015
- Updated
- 8/15/2015
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