JNF BLAZE
⚪ Last updated 2009Preview
🔍 Analysis
- 👍 3.9% endorsement rate — high engagement, a strong quality signal
- 🏆 #126 of 147 Companions mods in this game by downloads
📋 About This Mod
Take Command of a Human sized Liberty Prime Robot, Fly around the Wasteland in your very own Vertibird, or use the Teleportation Device. Make yourself at home in Cheddar, a bunker style home with many, many useful and unique facilities.
JNF B. L. A. Z. E. Ballistics Legionnaire Automaton Zenith Enfilade Content (If you read nothing else, read this!) ------- 1. A human sized Liberty Prime Companion named B. L. A. Z. E. (who\'s weapons are far less powerfull than Liberty Prime\'s, also he is not invulnerable, he can be killed, but he can be rebuilt when destroyed) 2. Your very own Vertibird, named the Kestrel, which can be summoned to your position, and flown (by autopilot) to many areas on the map 3. A new Radio Station playing music made by my own band (so there should be no copyright issues) 4. An extensive and well decorated Player Home, featuring a pool table, a cinema, a medical facility, an office, a work shop, bedroom, bathroom, etc. 5. Create your own human looking Androids to populate your home, or they can be ordered to equip (unique) Weapons and Armour and either follow you around the wasteland, or if you have too many companions already they can be ordered to follow Blaze instead. When they are killed, they too can be rebuilt. 6. Once Blaze is activated, you can use a machine in the player home that will give you a \"brain implant\", found in the Aid section of the PipBoy this enables you to move Blaze to your position from anywhere. The implant is a quest item so can not be removed, this means he can come to Anchorage and the Pitt with you. I got around the \"Simulation/Lore\" issue by explaining that the implant contains all data and schematics for Blaze so he can be brought into a simulation with you. (With Anchorage I\'ve found that it\'s best to wait untill after the missions on the cliffs to bring him in as he did fall off a few cliffs when i tried it out, but it is great to have him fight the Chinese invaders whilst spouting out all that Liberty Prime Speech about communism etc) 7. Some new weapons and Armour are available, a couple are scattered around the player home, most are available from the Replicator. 8. A Replicator and a Dulicator can be found in the player home, the replicator will produce new Weapons and Armour, the duplicator will duplicate anything you put in it, ie put in 50 44 Magnum rounds and you 100 back. The downfall to this is scripted items, unfortunately on using the \"DuplicateAllItems\" Script function any duplicated scripted items will lose the scirpt. Don\'t know why, ask Bethesda. 9. The Incarcerator, a new weapon with a twist, when used properly it will Teleport your enemies into your very own dungeon where you can deal with them at your leisure. The weapon only works when used in VATS, and then it doesn\'t always work if you are in combat with them. It\'s best to remain undetected. Be carefull where you use it as it is a Minor crime. 10. The Oubliette, your very own Dungeon! Telport your enemies here with the Incarcerator Weapon, then use the terminal to spawn Robots, Ghouls or Turrets to take them out. Once you have Teleported someone here it\'s difficult to get them out again, so be careful who yo
📊 Mod Details
- Game
- Fallout3 Mods
- Author
- Jedininjafuq
- Version
- 0.2
- Downloads
- 6,643
- Endorsements
- 262
- Category
- Companions
- Created
- 5/27/2009
- Updated
- 5/27/2009
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