How do you play custom music on the radio in Fallout 3 and/or Fallout: New Vegas?
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shtolikshtolik
2 Answers
I remember using this mod some time ago and it worked. Can't recall how much of a hassle it was to set up though.
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Not a direct answer, but something that might help.
You can download a Mod Manager from Fallout 3 Nexus which is compatible with both Fallout 3 and Fallout New Vegas.
This will assist in the installation and management of mods.
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Forums:Index > Fallout 3 general discussion > Custom songs on the Jukebox
Is there some way to put mp3's in a folder to have them play on your pipboy/jukebox? I saw a video on youtube, and it seemed like he had contemporary music coming from in-game (as opposed to adding a sound track to the vid).
In the Fallout 3 Program folder, all the Music is there in MP3 format, try renaming your own MP3s to match them and replace them with yours (Back up the old ones first). Then you should have your own music playing as the games BGM. This will not work with Radio stations or Juke boxes though since those files are stored somewhere else. This method only effects the natural game music that you normaly hear in the background. --DarkestStrife 08:39, 31 January 2009 (UTC)
That might be a nice mod, since someone was asking for contemporary music. Figuring out which files are songs, what the file type is and making an mp3 converter. [User:Nuki255]
i found the songs in C:Program FilesBethesda SoftworksFallout New VegasDataSoundsongsradionv all of them are .mp3's with a MUS_ prefix i tried removing and adding my own songs with the prefix but now my radio is just blank..im going to try to change the names of my new songs to those of the originals and see if that works. EDIT- couldnt get it to work so i ended up downloading R.A.C.E. at http://www.newvegasnexus.com/downloads/file.php?id=34999 works great already added my own songs to replace the ones he had, it plays randomly so dont expect playlists. also comes with great themed era music.-Tehmulletman
Fallout 3, like all of Bethesda’s games, is a mod paradise. If you’re looking for the best Fallout 3 mods, you’ve found them right here in our handy list. The game has so many systems to fiddle with, so much lore to expand on, and plenty of iffy-looking NPCs in need of a graphical face lift. Thanks to the modding community, Fallout 3 is a vastly different game now than it was at launch.
If you’re planning on revisiting the bombed-out remains of Washington DC before the Fallout 4 release date, then these are the mods we recommend packing for the trip.
How do I install Fallout 3 mods?
Installing a single mod into Fallout 3 is easy. All you need to do is place the new files you’ve downloaded into the ‘Data’ folder of your Fallout 3 installation. If you have the Steam version, typically this will be:
C:Program FilesSteamsteamappsCommonFallout 3Data
Windows will alert you that you’re overwriting files, so press ‘OK’ to accept the changes. It’s best to make a backup of your Data folder before you start modding in case you need to return Fallout 3 to its original form.
You’re probably going to want lots of mods installed though, so it’s best to use the Fallout Mod Manager. This installs and uninstalls mods for you with a lot more ease than doing it manually. To set it up, first download and install the program. It’s then useful to create a folder on your hard drive called ‘Fallout 3 mods’ or something similar. Downloaded mods come in .zip files, so use something like WinRAR to extract the mod files into your new ‘Fallout 3 mods’ folder.
In Fallout Mod Manager, open the ‘Package Manager’ using the button to the right hand side of the window. The new window will have a button labelled ‘Add FOMod’. Click this, and then use the file browser to find your mod folder and select the mod you wish to install. The mod will now be displayed in the Package Manager window, with a tick box next to it. If the checkbox is ticked, the mod will be active in your game. Simply untick if you want to remove the mod.
Essential Fallout 3 Mods
Fallout 3 Mod Manager
Fallout 3 isn’t supported by the Steam Workshop, so you’ll have to mod it the traditional, slightly fiddly way. The whole process of adding mods to the game can be made a whole lot easier with the Fallout Mod Manager though, so it’s essential you grab it before applying anything.
Fallout Script Extender
Adding lots of mods to the game may require an extension of Fallout 3’s scripting capabilities. This tiny Fallout Script Extender mod will make sure the game’s script is sufficiently extended to allow hundreds of mods to work simultaneously.
Unofficial Fallout 3 Patch
Fallout 3 is a Bethesda game, so it’s no surprise that it’s a bit on the buggy side. The Unofficial Fallout 3 patch is an ongoing effort to eliminate every glitch and bug in the game, and so far has done a wonderful job. Essential if you want a smooth experience.
Better Game Performance
A ‘does what it says on the tin’ mod, Better Game Performance removes unused items that you’ll never notice are missing in order to boost the overall performance of the game.
FO3 Wanderers Edition
Wanderers Edition is a massive overhaul mod for Fallout 3, altering core game mechanics to create a better sense of immersion and a higher degree of challenge. The FPS elements of the game are tweaked and beaten into shape so it plays as a shooter much more effectively. The role-playing mechanics are refined to enhance choice and consequence and depth of character.
Fallout 3 Re-Animated
There’s no denying that Fallout 3’s character animation is definitely on the naff side. Stiff, ugly, and sort of Action Man-like, it effectively shatters the illusion that you are interacting with people. This Fallout 3 Re-Animated mod helps rectify that by replacing gameplay-related animations.
Fellout
Fallout 3 is obsessed with the colour green, so much so everything is seen through a hazy green filter. It is, at least for many players, god damn ugly. Fellout gets rid of the green and allows a more natural colour pallette to shine through, evoking the style of the original Fallout games.
Graphical Fallout 3 Mods
Fallout 3 Radio Mod
Energy Visuals Enhanced
Fallout’s energy weapons don’t so much as crackle but fizzle out. In short: they’re no where near as cool as they should be. Energy Visuals Enhanced changes that, adding loads of cool graphical effects to muzzle flash, projectiles, and impacts. Plasma rifles are finally as brilliant to use as they sound.
Flora Overhaul
Fallout’s world is, by design, entirely barren. Not a shrub or grass patch in sight. Flora Overhaul changes this, and is available in a variety of different settings. Forested Edition adds wonderful trees, plants, flowers, and grasses to the game for a much more overgrown DC wasteland, whilst Dead Edition and Total Devastation lean closer towards Bethesda’s original vision.
Fallout 3 Redesigned
Formally known as Project Beauty HD, Fallout 3 Redesigned transforms Fallout’s NPCs into far more natural looking models. The whole facial model is adjusted to look less potato-like, with better skin tones than the grubby originals. It’s a bit fiddly to install, so follow the instructions carefully, but it’s worth the hassle.
Enhanced Camera
Fallout 3’s first person view is typical of many games in that it’s just a floating set of eyes. The Enhanced Camera mod adds a physical body to the game for you to inhabit, meaning you can finally see what your legs look like without resorting to the truly horrific third-person view. Also any acts that automatically swap to third-person (such as standing or sitting) will now be performed in immersion-sustaining first-person.
Blackout ENB
ENB’s are well known for bringing games closer to photorealism, and Blackout ENB does a fine job with Fallout 3. High quality SSAO, Depth of field, Bloom, and anamorphic lens effects are added, with enhanced in-game shadows, color correction and eye adaptation. It’s also compatible with night vision and thermal vision so night time raids will still be easily accomplished.
ENB First Person Transparency
If you’re going to use the ENB mod, you’ll also need this ENB First Person Transparency fix to prevent your hands and arms going all transparent like jelly.
NMC Texture Pack
Texture packs go a long way to helping older games feel more modern than they are, and the NMC Texture Pack is a vital tool to keeping Fallout fresh. It replaces almost all environmental textures with HD variants; be that the ground and walls, building interiors, furniture, vehicles, and even litter.
Laden with enemies may it be but you will pass undetected if you follow what the spotter tells you. Sniper ghost warrior 2 download for pc. Download Sniper Ghost Warrior 2 free for PC then see these new things for yourself and in the meantime enjoy the scenery to its fullest.If you are playing on a high end PC then you will definitely be awed by the visuals and you might get caught up admiring it, rather than being coy and stealthy. This entire visual treat will not hide the fact that this is a very linear game. A spotter will always guide you from one point to another.
Enhanced Weather
Fallout doesn’t really have weather, it’s just kind of drab and cloudy all day. Enhanced Weather adds rain, snow, and thunderstorms to the wasteland’s climate. You can even gain a sneak bonus during storms, using the howl of the wind to cover your steps.
Project Reality
Project Reality does a great deal with lighting – both sun and moon – to add a more realistic atmosphere to the game. Features like heat haze and eye adapting help the immersion, and a variety of retooled sound effects add some authenticity to Fallout’s audio. Like Enhanced Weather, things like thunderstorms and radioactive rain are also part of Project Reality.
Enhanced Blood Textures
Thanks to explosive rounds and the slow-motion VATs system, you’re going to be seeing a lot of blood during your time in Fallout 3. Don’t settle for low-res spoonfuls of jam; get some high quality blood spatter with this Enhanced Blood Textures mod.
Fallout Street Lights
Add a little atmosphere to your nighttime wasteland strolls with this Fallout Street Lights mod, adding light beams to all the streetlamps and signs in the game. Some even flicker on and off for that authentic broken technology feel.
Hi-Res Weapons
Give a nice, high-resolution coat of paint to many of Fallout 3’s weapons with this Hi-Res Weapons mod. Since they’re in your hands and close-up for most of the game, this really helps keep the game looking pretty.
Pip-Boy HD Retexture
Another thing you’ll be spending a lot of time looking at in Fallout 3 is your wrist-mounted Pip-Boy, so why not make it easier on the eyes and double its resolution from the one Bethesda provides with this Pip-Boy HD Retexture.
MTUI interface mod
Fallout 3 isn’t very good at making the most of screen real estate, so the MTUI mod tweaks the User Interface to display a lot more information at any one time. The days of scrolling through dialogue options or Pip-Boy pages is over.
Gameplay Fallout 3 Mods
Underground Hideout
If you want a little place to call your own in DC, then grab this Underground Hideout mod. Located at the southeast end of the Wasteland near Rivet City, the vault includes everything a wasteland survivor could need, including a stocked armory, display areas, item sorters, and special weapons.
Mothership Zeta Crew
You’ll need the Mothership Zeta DLC for this mod to work. When you finish the DLC, you’ll find yourself in command of a starship, but with very little in the form of a crew. With this Mothership Zeta crew mod installed, a button on the starship can be pressed to engage a new quest line that will see you recruit a new crew that will become a faction worthy to go up against the Enclave or Brotherhood of Steel.
Mart’s Mutant Mod
A mod all about adding diversity, Mart’s Mutant Mod adds more variety when it comes to creatures and NPCs, as well as adding whole new enemies and friendlies to meet during your travels. It makes every NPC unique in stats, size, and skin textures. There’s also a lot of AI sharpening going on behind the scenes, ensuring variety is not only in the visuals but also the way enemies behave.
Real Time Settler
One of the big things coming to Fallout 4 is the ability to build settlements and start trade routes between them. If you want that kind of feature right now, Real Time Settler adds something similar to Fallout 3. You can build your own village, decorate it how you wish, and then start manufacturing weapons and armour to sell on the black market.
Weapon Mod Kits
Weapons are not just single answers to all problems. Sometimes they need adjusting to work for the job. If you could do with a silencer adding to that pistol. a scope on that rifle, or an extended magazine in that machinegun, you need the Weapon Mod Kits mod. Simply take it to a workbench and start upgrading.
Existence 2.0 Robot Radio
Not everyone is going to be at home listening to a bit of swing or jazz music on their Pip-Boy, so it was only a matter of time before a modder opened up a new broadcast channel. Existence 2.0 is DJ’d by a robot, who sends out ‘experimental ambient terror’ music over the waves. Whatsmore, the mod actually puts a physical recording studio for the station in the world, which you can visit to learn more about the robotic DJ.
Alternate Fast Travel
Fallout 4 Custom Radio Station Mod
Some players despite fast travel systems, so this Alternate Fast Travel mod retools Fallout 3’s travel system to be more akin to the logical method as used in Morrowind. Now you can only fast-travel from certain places, with paths that only lead to specific destinations. For example, you could catch a boat from Big Town to Rivet City, which has a couple of stops on the way you could hop off at.
Arefu Expanded
The Arefu Expanded mod takes the simple shack-like settlement of Arefu and turns it into a thriving wasteland village. 16 lore-friendly characters are added, who can help you out with new quests, as well as a new player home for you to bunk in.
DCnteriors Project
Like so many open-world games, Fallout 3 is filled with uncountable locked doors you’ll never see behind (because they’re just set dressing, not real doors). The DCnteriors Project mod changes all that, adding hundreds of new areas to explore behind doors that were previously just scenery. From shops to abandoned houses, plenty more looting opportunities await you.
Simple Realism
Whilst many mods overhaul many of Fallout’s features and mechanics for a tougher experience, Simple Realism is all about keeping as close to Bethesda’s style as possible, whilst also keeping your life expectancy in the realms of reality. Simple Realism reduces ammo supplies, makes weapons deadlier, reduces the amount you can carry, and makes you much more susceptible to radiation.
Sydney Follower
Sydney is an NPC that can help you out during the Stealing Independence quest. She disappears after, but if you’d rather she stuck around forever, then this Sydney Follower mod allows you to recruit her as a follower. The mod includes 400 lines of additional dialogue for Sydney, all voiced by the original voice actress, so it’s an authentic experience.
Alton, IL
Fallout 3 is set in Washington DC, and lets you explore a very sizable city with all it’s tourist attractions and underground metro system. If that’s not enough for you, then the Alton, IL mod adds the city of Alton, Illinois to the game. Essentially an expansion pack, it contains a branching main quest with two rivalling factions, loads of lore, and full voice acting. The world is about twice the size of the Point Lookout DLC, so there’s plenty to explore.
FOOK 2
FOOK 2, like Wanderers Edition, is a full overhaul of Fallout 3 to offer a slightly different experience. It adds a huge collection of new weapons, armours, and items, rebalances the damage system, and retextures many items with HD skins. There’s also some bug fixes in there too. For the full experience, you’ll want to combine FOOK 2 with Wanderers Edition, but to make the two work together you’ll need this patch.
Galaxy News Radio Enhanced
Galaxy News Radio has a great set of tunes, but the playlist is a bit on the limited side. This Galaxy News Radio Enhanced mod adds 100 new songs to the station, as well as adding new sections to news broadcasts, and allowing DJ Three Dog to talk to you after you hit level 20.
Sprint mod
The wasteland is a pretty big world, and you’ve got places to be. Make that trip quicker by modding your character so they can sprint. As long as you have AP, you can run faster than you ever have before.
Iron Sights
Fallout 3 isn’t all that great at the shooting side of things. You can improve the guns experience with a few mods though, and this Iron Sights mod will allow you to use the sights on weapons for a feel closer to regular FPS games.
Ultimate Perk Pack
As you progress through the levels of Fallout, you can pick up new perks to make your character more powerful and useful. The Ultimate Perk Pack mods the game to have a massive collection of new perks that add interesting new qualities to your character.
Vault 101 Revisited
Fallout 4 Radio Mod
A short questline that sees you returning to the Vault where you used to live. Vault 101 Revisited explores the possibility of the people of 101 opening the door and rejoining the outside over the course of four new quests.
If all this Fallout 3 modding has got you in the mood for a more modern visit to the nuclear apocalypse, you’ll certainly be looking forward to Fallout 4. Check out everything we know about Fallout 4 here, from the story to all the new gameplay features.
- Read More
- Fallout 3 mods
- Fallout 3 System Requirements
From United States
i remember seeing somewhere that you can get custom music to play on your radio, but i can't remember where i saw it, or how to do it.
any help?
any help?
Maurizio84
Maurizio84 Sorry, data for given user is currently unavailable. Please, try again later. View profileView wishlistStart conversationInvite to friendsInvite to friendsAccept invitationAccept invitationPending invitation..User since {{ user.formattedDateUserJoined }} Friends since {{ user.formattedDateUserFriended }} Unblock chat User blocked This user's wishlist is not public.You can't chat with this user due to their or your privacy settings.You can't chat with this user because you have blocked him.You can't invite this user because you have blocked him.From Finland
haven't tried this myself but should work VTAP PipBoy Radio MP3 Player
SlappyBag
SlappyBag Sorry, data for given user is currently unavailable. Please, try again later. View profileView wishlistStart conversationInvite to friendsInvite to friendsAccept invitationAccept invitationPending invitation..User since {{ user.formattedDateUserJoined }} Friends since {{ user.formattedDateUserFriended }} Unblock chat User blocked This user's wishlist is not public.You can't chat with this user due to their or your privacy settings.You can't chat with this user because you have blocked him.You can't invite this user because you have blocked him.From United States
found out finding a very helpful video after some googling
http://www.youtube.com/watch?v=gxFbnF0hSPw
not that complicated actually
http://www.youtube.com/watch?v=gxFbnF0hSPw
not that complicated actually
mrmarioanonym
mrmarioanonym Sorry, data for given user is currently unavailable. Please, try again later. View profileView wishlistStart conversationInvite to friendsInvite to friendsAccept invitationAccept invitationPending invitation..User since {{ user.formattedDateUserJoined }} Friends since {{ user.formattedDateUserFriended }} Unblock chat User blocked This user's wishlist is not public.You can't chat with this user due to their or your privacy settings.You can't chat with this user because you have blocked him.You can't invite this user because you have blocked him.From Germany
ipip is a great mod
http://www.fallout3nexus.com/downloads/file.php?id=1559
works like a charm with almost no effort required. Haven't played Fallout for a while though.
http://www.fallout3nexus.com/downloads/file.php?id=1559
works like a charm with almost no effort required. Haven't played Fallout for a while though.
Post edited October 30, 2011 by mrmarioanonym
Gibush
Gibush Sorry, data for given user is currently unavailable. Please, try again later. View profileView wishlistStart conversationInvite to friendsInvite to friendsAccept invitationAccept invitationPending invitation..User since {{ user.formattedDateUserJoined }} Friends since {{ user.formattedDateUserFriended }} Unblock chat User blocked This user's wishlist is not public.You can't chat with this user due to their or your privacy settings.You can't chat with this user because you have blocked him.You can't invite this user because you have blocked him.From Canada
Just wondering, but is this forum actually meant for ALL Fallout games, including the ones not on here or created by developers licensed here?
Maurizio84
Maurizio84 Sorry, data for given user is currently unavailable. Please, try again later. View profileView wishlistStart conversationInvite to friendsInvite to friendsAccept invitationAccept invitationPending invitation..User since {{ user.formattedDateUserJoined }} Friends since {{ user.formattedDateUserFriended }} Unblock chat User blocked This user's wishlist is not public.You can't chat with this user due to their or your privacy settings.You can't chat with this user because you have blocked him.You can't invite this user because you have blocked him.From Finland
Gibush: Just wondering, but is this forum actually meant for ALL Fallout games, including the ones not on here or created by developers licensed here?
as far as i know not really, personally i don't see the harm in asking in here, usually these questions are made in the general discussion section though. of course if this starts to happen often some actions might be taken to remind people these are meant for gog-games only.
but this is merely how i've understood it, so not pretending to be the official word here :)
Pages:
This is my favourite topic
Fallout SeriesAs you run down, you may have been using VATS to see if enemies are in your vicinity, which is generally a good idea considering there are a few enemies you're going to have to deal with. More Feral Ghouls will be here waiting for you to deal with them, but it's their stronger friends, the Feral Ghoul Roamer, that's going to give you the most trouble. These guys take a surprising amount of damage, so try to chip away at them from afar before going into VATS during up-close combat to lay the killing blows. Be sure to search their bodies for precious bottle caps as you head down the linear path chock-full of debris. The only way out of this path is by going through the open door you come across on your left, which leads to a nearby tunnel.
Enter this tunnel and follow the empty, dimly-lit corridor ahead as it roams into an open, yet nearly-collapsed tunnel. As soon as you arrive and begin pressing your VATS button as you head into the tunnel itself, you'll realize that there are many lesser Feral Ghouls in the tunnel. Since there are so many of them and since they're likely to attack you en masse (or at least a few at a time), an automatic weapon such as an Assault Rifle might be your best bet. See if you can chip away at them with some manual fire from afar before letting them get close and finishing them off with some clean, crisp VAT-assisted shots.
The more well-lit part of the tunnels near the fiery barrels and rusted cars is where you'll run into most of the Feral Ghouls, and unfortunately you won't have much room in which to maneuver. As long as you can clear out as many residuals as you can before taking on the main bunch, and as long as you can keep moving to minimize what is, in reality, minimal damage from these weak enemies to begin with, you should be just fine. Do remember to comb their corpses once fallen to find plenty of Bottle Caps, however. You may even luck out and find some Rad-X on one or two of them.
If you explore the entirety of this small tunnel, you'll find two doors on your right that both promise to lead to the same place -- Dupont Circle. Taking either one of these tunnels is fine, but we actually suggest taking the one farthest from your point of initial entry. This is because you can tuck right into Dupont Station from there, which will help you incredibly in the coming area (otherwise, you'll get involved in some unnecessary firefights -- ammunition wasters). Before leaving the tunnel via the farthest door, however, be sure to explore the medical kit you encounter on the right side wall for two Purified Waters and a Stimpak. You can also grab a Firehose Nozzle from a fire kit on the wall adjacent to the medical kit if you want to collect it and sell it later.
Once on the surface, Dupont Circle Station will be added to your map as another instant-travel location. This is awesome for later use, or if you feel the need to head back to Megaton at any time to heal up, sell your gear, or anything of this nature. When you're feeling ready, keep your Assault Rifle (or another heavy weapon) equipped and enter the station. As soon as you do, you'll see a Super Mutant with his back turned to you not two feet in front of your character. Use VATS to do him in quickly before he knows what hit him. This Super Mutant is only equipped with a melee Nailboard, but his friend roaming around in front of him has a Hunting Rifle equipped. This means that you have to take out his friend quickly after killing the initial Super Mutant, because he poses a much more significant threat, even from afar. When both are felled, search their bodies for goods and grab the Nuka Cola from the Nuka Cola machine on your right. The garbage can next to it contains another one, if you want it.
Those two Super Mutants represented the only initial threat in this part of the station, so you can breathe easy for now. Head forward and you'll see a door straight ahead. This is how we'll proceed further into the tunnel, but first, bear right through another door you find to enter a long-abandoned office. Within, you can find all sorts of rounds for your various weaponry if you search, as well as some other incidental items, such as a Milk Bottle. But if you can hack the easy-to-hack computer within, you can wake up a Protectron slumbering nearby. You won't want to use him, of course, but hacking him and activating him will give you experience, and killing him thereafter will give you even more. Be sure to search his metallic body once destroyed before proceeding through the aforementioned door and further into the station.
Part 2[edit]
Head down the series of staircases following your voyage through the doorway, but when you see a well-lit tunnel ahead, don't just rush in there. A rather powerful Raider is on the other side of the tunnel, and once he spots you, he and his powerful Combat Shotgun will come looking for you. And with a shotgun in close combat, he gets the advantage. Try to sneak into the tunnel as best you can and damage him as much as possible from afar before taking him out with VATS once he gets closer. And naturally, you'll want to search his body for all sorts of valuables, including that Combat Shotgun he was toting if you don't already have one in your inventory.
Speaking of valuables, this powerful (and now deceased) Raider has a pad where all of that light is coming from. Search to find plenty of valuables, including a Steam Gauge Assembly, plenty of Whiskey, and even some Missiles amongst other things. You can also use his bed to sleep in for as long as you want, so long as any other Raiders further up in the tunnels haven't yet spotted you. This will give you a great place to rest and a good jump point for the next area, which is just around the corner.
As you proceed through the linear tunnel from where you slept and killed the powerful Raider, it won't be very long until you run into yet another angry enemy. Thankfully, this guy should be a whole lot easier to deal with than his brethren you killed earlier, but if you're having issues with him, try to draw him out while you fire at him from afar, killing him in the more spacious tunnel where you killed his friend. After searching his corpse, be sure to search his belongings down a dead end corridor nearby, where myriad meds can be found, as well as other goods. Psycho, Jet, three Stimpaks, Med-X, Buffout, a Blood Pack and more should be what you find, amongst other goods.
The path from where you found all of these goodies will again be quiet for some time, as you traverse various empty corridors and staircases. But when you reach what appears to be a makeshift office, complete with raggedy filing cabinets and a desk, you'll know that at least three more Raiders are in your vicinity, as well as their two powerful Mark I Gun Turrets. After searching the desk and filing cabinets (you can find some Pre-War Money and a Carton of Cigarettes), quickly approach the computer near the doorway. If your hacking ability is high enough, you can hack and disarm the gun turrets (or turn them against the Raiders). But if you're not a good hacker or don't have a high enough ability, you'll have to deal with them. But first, deal with the lone Raider that runs in after you, turning your attention on those pesky gun turrets thereafter.
With at least one Raider downed, and with the gun turrets permanently disabled (regardless of how you did it), you can then enter the rocky area ahead. Two more Raiders toting firearms will be firing on you from below. You'll want to try to keep the high ground here for as long as you possibly can, simply because ceding the high ground will result in a net loss of advantages during this gun battle. You can at least weaken your foes from afar before running down the metal catwalk towards your foes, where VATS-assisted killing is much more effective. Naturally, you'll want to search their bodies after they're all killed (ammunition is scarce, after all), and you can always run back to the bed you earlier rested in if you need to do so again. However (and unfortunately), you won't find any other items in this area as you press forward.
From here until you leave the station, you shouldn't run into any more enemies, though as you follow the linear pathway you'll run into at least two already-felled Feral Ghoul corpses (search their bodies for goods). Near those bodies, you should also find an Assault Rifle (though you should already have one) and some 5.56mm Rounds as well. Then, proceed forward (avoiding the lone Frag Mine in the path) to another door that leads to Metro Central. Since there's no other option, go through the door to proceed, and remember that before you reach the Assault Rifle and ammo, you'll see a fork in the road. Ignore it -- it simply leads to radiation-infested water and little else.
When you enter Metro Central, you're going to hear a commotion in the room up from the small corridor you find yourself in. Make haste (with a powerful weapon equipped) and enter the room to find Feral Ghouls and Raiders doing battle with one another. You can certainly let them go at it, conserving ammunition as they kill each other off. But where's the fun in that? And more importantly, where's the experience points in that!? Kill all parties present, searching their bodies once downed. You'll also want to take the time to search the only lit-up area of the room, where yet another Assault Rifle can be found, as well as various ammo and healing goods, such as a Stimpak and some Frag Grenades. Nice!
Part 3[edit]
With those goods in hand, proceed out of this room. It won't be long until you find yourself in another of the many subway tunnels underneath the now-obliterated Washington D.C. You may be confused as to how to proceed from here, and furthermore, there are many enemies in the tunnel. First thing's first -- take care of any enemies in your vicinity. Most of them will be of the Feral Ghoul variety, but chances are you also will have to deal with mutated dog enemies for the very first time as well. When you step out on the subway tracks, turn around and look down a short dead-end tunnel to your right. Tucked into the back right is the body of a Dead Slave with a note - a Slave Map. Picking up the note will add a new location to your map. Take out enemies as you head leftward down the subway tunnel (so that your back is facing the way you came, on your left). Search their bodies for precious meat and Bottle Caps before abandoning them for new grounds.
You'll eventually come to what was at one time a train platform, though most of it is destroyed. Surprisingly, the escalators you encounter won't function but they are still intact and will provide a conduit to the area above. While this isn't the way we need to go, we still highly recommend you go up there and look around. You'll run into a plethora of easy-to-kill foes, so gaining their experience is a good idea (you'll likely have fought more Feral Ghouls en route to this location as well, continuing to stack up the experience). On the west side of the first upper level, in a short connector tunnel between the two sides of the tracks, you'll find a small caged in generator room, with a copy of Dean's Electronics. There's also an exit to the Foggy Bottom Station. On the east side of the first upper level is an exit to the Freedom Street Station. The second upper level doubles back over the section of tunnel where you first entered the Metro. First office on the left has a terminal to hack (average difficulty) and a Protectron. To the right from the turnstiles, there's a Nuka-Cola machine and an exit to Pennsylvania Avenue. Bear in mind that if you are running precariously low on ammunition, you'll want to bypass this paragraph completely and proceed to the next, doing the exact opposite and dodging enemy encounters where and when you can. But, that shouldn't be a problem right now.
Either way, you'll want to continue to head down the tunnel past this initial train platform. You won't reach another one, but you will eventually find a door that leads to the Museum Station. It will be on your right, so keep an eye out as you head down the tunnel. Before heading to Museum Station, trot down the left tunnel to find a door on your left - average lock - with a storeroom behind it, lots of chems and a Pugilism Illustrated. You'll have to deal with more enemies en route, but these foes shouldn't provide you any significant trouble, especially not after dealing with some foes you've dealt with already. These guys should provide nice cannon fodder and some easy (but scant) experience, as well.
Once in the first room of the Museum Station, you'll hear some noise, but it's off in the distance, so don't worry too much about it. Instead, scour the empty and dimly-lit room for items you may need. At the very least, you should be able to walk out of there with some Shotgun Ammo, Bottle Caps and Packs of Cigarettes, the latter of which you can sell later. Don't neglect picking up what you can here, as you may find more than what we mentioned. When you're done searching the room, you can head down the adjacent corridor (look for a marking on the wall as seen in the screen below to make sure you're headed in the right direction). Then, go down that corridor, up the stairs, and into the next room.
Just like the last room, you'll find little enemy resistance (if any), but you will find plenty of items to pick up and add to your inventory if you so desire. Incidental items like Plungers and Conductors can be found, as well as a complete pool set, Balls and Cues included. Search around for plenty of liquor in the form of Whiskey as well. It's when you try to exit out of this room that you'll finally run into enemy resistance in the form of Raiders. The first Raider you fight can be fought easily from the safety of the corridor you're coming from. Be sure to search his body for ammunition and other goods before proceeding.
Part 4
[edit]
You have an obvious choice to make here. Will you go left, or will you go right? Well, getting to the Mall is our primary objective, and that's to the right (if your back is facing the corridor from which you came). But we implore you to first head to your left. It's a dead end, but you'll be able to fight at least one more Raider to gain more experience and goods. What's more, you can search the area they were guarding for more goods, including an Assault Rifle and some .308 Caliber Rounds. And there's a bed here that you can sleep in if you so desire once the enemy threat is eliminated.
Once you've done that, you can then head down the corridor in the other direction. En route, expect to run into several Raiders armed to varying degrees. They shouldn't be any issue for you, and you should be sure to at least grab their ammunition when they're killed (it's unclear if you have enough room in your inventory to carry more goods -- it's all about what you currently have). When you reach another train platform, you're going in the right direction. Follow the winding tunnel south to find Anacostia Crossing Station. Clear the area of all remaining Raiders before running up the disabled escalators to the upper floor. Heading west takes you to the Museum of History exit - no enemies when you exit, so a good place to hop back to Megaton to unload before you proceed. Heading west, you follow a linear, enemyless pathway ahead of you to the outside world. You're now in the belly of the beast, the Mall.
Now, you have some decisions you have to make. Don't peek your head up from the staircase leading into the Mall itself until you've made it. There are plenty of Super Mutants in your vicinity, and you can try to take them on if you want, luring them towards you to funnel them into set mines or however else you might want to fight them. If you need to travel back to Megaton to unload your goods and make room for more, then you have to do this, because you won't be able to fast travel until the enemies are cleared. On the other hand, you can simply run up the stairs and head right for the Museum of Technology on your right if you're ready to proceed as is. The choice is yours. If you decide to do the former, however, be sure to add the Museum of Technology to your map so you can fast travel back to it when you're done!
Once inside the Museum of Technology, have your weapons drawn and ready, because you're going to be confronted before long by a pair of Super Mutants. Neither of these foes should be an issue for you, especially if you've already fought plenty of them and know what to expect. Use the cover provided for you near the entrance in the form of pillars as you use VATS to fight the enemy on the ground floor first before fighting the one on the second floor (the latter may be drawn to you, so make quick work of the first so you don't have to deal with both of them simultaneously). After sweeping the ground floor for goods (you should find a Stealth Boy, some Fancy Lads Snack Cakes and more; plus the Research Lead's terminal with log entries, and a terminal to activate Museum Information which includes a note from Prime on museum loot locations), head up to the second floor.
Part 5
[edit]
You might notice a staircase near the abandoned bathrooms at the back end of the ground floor, and you can follow these stairs up to a dead end if you want to find some random gear, like Pre-War Casualwear and Dirty Pre-War Businesswear, but otherwise there's not much to see so taking the more obvious route to the second floor is the best idea. When you do, you can examine some exhibits to find two more Stealth Boys, but it's the Vault-Tec mock-up on the second floor that's where you really need to go. Traverse the linear corridors of the Vault-Tec mock-up, listening to some humorous visitor commentary that still eerily works. There's little else to say -- you won't run into any enemies, and there will be no items to grab. Just walk until you find a door leading to the museum's west wing, which you should then enter.
You shouldn't run into any enemies immediately as you enter this new area, and as long as you stay quiet here, the Super Mutants in the adjoining room won't know you're there until you fire on them first. But before going there, explore both the upper and lower floors of this area. More goodness can be found in the form of Fancy Lads Snack Cakes and more, and you can also carouse the computer terminals on the lower floor for optional information on long-defunct museum exhibits. But once you're ready, locked-and-loaded, head into the adjacent stairwell and open fire on the Super Mutants there.
It goes without saying that the more damage you can deal on the Super Mutants in this tall stairwell from afar, the better off you're going to be when you approach them at close-range to effectively use VATS. Try to keep the high ground as much as possible, since this will halt some enemy fire from striking you and give you higher hit percentages on your return shots. Then, when the coast is clear, check all of the floors of this stairwell for Super Mutant bodies, which you should promptly search for precious ammunition before proceeding on your way. You can also head up to the first floor to grab some other goods, including Pork and Beans, and you can also pick a lock on a door there as well (we weren't at a high enough level to do so when we arrived).
Otherwise, head to the ground floor, continue to search any yet-unsearched bodies you encounter, and head down an adjoining corridor which will ultimately lead you to another wide open exhibition room. However, as soon as you arrive, you'll encounter a Super Mutant and his much, much stronger friend, a Super Mutant Master. The latter of these two foes should be your priority, because he packs an incredible punch and will necessitate the use of plenty of ammunition to down. If you can remain as quiet and stealth-like as possible, attempt to plant a couple of Frag Mines (or whatever other kind of mine you have) at the entrance to this room. When the Mutants see you, they'll run at you and over the mines. This won't kill either of them, but it will take away a substantial amount of health.
The room these two Mutants were guarding holds the Virgo II Lunar Lander, which holds the Lunar II Satellite Dish we seek. Approach the lander when the coast is clear and examine the dish to take it and add it to your inventory. Now, you're free to leave at will, but first you should probably explore places you've yet been, such as the dead end staircase branching off of this room, and the planetarium (still very much in good shape) adjacent to the room. You'll find a lot of goods, such as a Stimpak, Nuka-Cola Quantum, and more. If you fight the remaining Super Mutants in the planetarium, you should also be able to grab a Chinese Assault Rifle from one of their bodies, a powerful, powerful weapon indeed!
Part 6
[edit]
When you're ready to leave, you're going to have to go back the way you came (there's another door near the Lunar Lander, but we were unable to open it right now). As long as you killed all of the Super Mutant variants in the museum, you should be able to get all the way back to the entrance without much of an issue. Explore any other areas that you didn't yet check out en route back to the entrance. When you reach the entrance, head back outside and get ready for the final leg of our mission.
Now, you're going to have to do battle with a load of Super Mutants on the final leg of our journey. How many Super Mutants you have to deal with depends entirely on how many you've already killed in this area. If you took our advice earlier and eliminated a bunch before entering the Museum of Science, than you shouldn't immediately have your hands full until you begin to head towards the Washington Monument (which is the tallest point left in the city, and can be found to your left once you leave the museum). But if you just ran into the museum without dealing with any Super Mutants first, now's when you're going to have to do so.
As you run towards the Washington Monument, the going is tough. Trenches line the entire area, either a remnant of a pre-nuclear ground war or a creation of the Brotherhood of Steel or their Super Mutant foes. Regardless of their origination, the fact remains that you'll need to traverse these trenches (don't stay above ground, you're a moving target for the Super Mutants' miniguns if you do). Be careful as you rove around. The Super Mutants are aggressive and well-armed, and there are booby-traps in the form of tripwires and mines in the trenches as well. When you finally reach the base of the Washington Monument, you'll run into the Brotherhood of Steel, who will help you clean up any residuals as you enter the Monument's outer gate.
Once within the Washington Monument, there's little to see. The golden elevator at the far end of the monument is still in working condition, surprisingly, and you can take it to the roof. Once up there, examine the archaic radio equipment to place the Virgo II dish atop it. Suddenly, Galaxy News Radio has its former range again. You can find plenty of 10mm Ammunition on the roof apart from the radio array, but other than that, there's nothing else to see. Instantly teleport back to the Galaxy News Radio building when you're ready. It's time to wrap this mission up.
When you reach the GNR building, head all the way back up to Three Dog's office, where you can speak with him. Tell him the deed is done, and you can then press him for more information on your father's whereabouts. What do you find out? Well, you find out that your dad (who Three Dog considers a good man) went to Rivet City. And at Rivet City, your dad was seeking out someone named Doctor Li. Now you know where you need to go next. And that, my friends, wraps this mission up. Good work!
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