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	<title>Warll&#039;s Blog  ワロウのブログ &#187; fallout 3</title>
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	<link>http://blog.warll.com</link>
	<description>カナダじんです。</description>
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		<title>A Reasoned Argument, a Fallout 3 mod.</title>
		<link>http://blog.warll.com/2009/a-reasoned-argument-a-fallout-3-mod/</link>
		<comments>http://blog.warll.com/2009/a-reasoned-argument-a-fallout-3-mod/#comments</comments>
		<pubDate>Sat, 25 Jul 2009 19:41:27 +0000</pubDate>
		<dc:creator>Warll</dc:creator>
				<category><![CDATA[Video Games]]></category>
		<category><![CDATA[fallout 3]]></category>
		<category><![CDATA[mod]]></category>
		<category><![CDATA[video game]]></category>

		<guid isPermaLink="false">http://blog.warll.com/?p=140</guid>
		<description><![CDATA[Greetings, I have heard much about your reputation. For over two hundred years I have been waiting for someone like you. If an opinion is based off of experience and if an argument is meant to change opinion then the best arguments are reasoned with experiences. With that now said there is an argument I [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><a href="http://blog.warll.com/wp-content/uploads/2009/07/ScreenShot1.jpg" rel="lightbox[140]" title="ScreenShot1"><img class="aligncenter size-large wp-image-141" title="ScreenShot1" src="http://blog.warll.com/wp-content/uploads/2009/07/ScreenShot1-1024x640.jpg" alt="ScreenShot1" width="614" height="384" /></a></p>
<p>Greetings, I have heard much about your reputation. For over two hundred years I have been waiting for someone like you. If an opinion is based off of experience and if an argument is meant to change opinion then the best arguments are reasoned with experiences. With that now said there is an argument I would like you to experience.</p>
<p>========== About ==========<br />
This story is about the staff of Nuclear Silo #1937 and their actions. There is no forced combat but entering the silo with very low health would, pose a challenge. This mod uses prefixes on all edits and only edits two remote wasteland cells, there should be no compatibility issues. I consider this quest on par in size with some of the larger side quests found in the DLC only with a lot more notes.</p>
<p>========== Install ==========<br />
To install this mod you must simply move the two folders and .esp into your copy of fallout&#8217;s data folder and checkoff the .esp in the load list.</p>
<p>========== Playing ==========<br />
Once you start the game along with the mod a message will start the quest and guide you to the location.</p>
<p>========== Uninstall ==========<br />
This quest does not add perks so deletion is as simple as unchecking the esp from the load list.</p>
<p>========== Credits ==========<br />
I would like to thank Puce Moose for allowing me to use his mod&#8217;s assets and NPC.<br />
I would also like to thank Cipscis for the ton of scripting documentation and help he has given me and everyone else.<br />
My texture edits use <a href="http://akinna-stock.deviantart.com/art/paper-texture-43428123">paper texture by ~akinna-stock</a> and one paragraph of text was taken from <a href="http://en.wikipedia.org/wiki/One-time_pad">Wikipedia</a>.  Some of the posters used are Autan&#8217;s, for this mod I packaged them up in an easy to use stand alone <a href="http://www.fallout3nexus.com/downloads/%22http://www.fallout3nexus.com/downloads/file.php?id=7777%22">form</a>, the originals can be had <a href="http://www.fallout3nexus.com/downloads/%22http://www.fallout3nexus.com/downloads/file.php?id=4857%22">here</a> and <a href="http://www.fallout3nexus.com/downloads/%22http://www.fallout3nexus.com/downloads/file.php?id=4947%22">here</a>.<br />
========== License ==========<br />
I release my work under the Creative Commons Zero license so that you may reuse anything I have made in anyway. This does not cover assets created by others as mentioned in the &#8220;Credits&#8221; section above.</p>
<p>========== Known bugs &amp; References ==========<br />
Since I would rather not put spoilers anywhere someone might accidentally read them I have posted them <a href="../2009/spoilers-for-a-reasoned-argument/">off site</a>.</p>
<p>========== Change Log ==========<br />
Again like Known bugs &amp; References this has spoilers and so can be found <a href="../2009/spoilers-for-a-reasoned-argument/">off site</a>.</p>
<p style="text-align: center;"><a href="http://blog.warll.com/wp-content/uploads/2009/07/AReasonedArgument111.zip">A Reasoned Argument 1.11</a> | 2158 KB</p>
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		<item>
		<title>The Hidden Document, a Fallout 3 Mod.</title>
		<link>http://blog.warll.com/2009/a-hidden-document-a-fallout-3-mod/</link>
		<comments>http://blog.warll.com/2009/a-hidden-document-a-fallout-3-mod/#comments</comments>
		<pubDate>Sat, 11 Jul 2009 07:41:55 +0000</pubDate>
		<dc:creator>Warll</dc:creator>
				<category><![CDATA[About Warll]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[fallout 3]]></category>
		<category><![CDATA[mod]]></category>
		<category><![CDATA[video game]]></category>

		<guid isPermaLink="false">http://blog.warll.com/?p=126</guid>
		<description><![CDATA[After playing the awesome series of story mods by Puce Moose http://www.fallout3nexus.com/downloads/file.php?id=4730 I decided to take a swing at it. I kept the story small so that I could focus on polish without getting getting sidetracked with making it grand. Update, now version 1.0: This new file fixes a major bug and greatly improves the [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><a href="http://blog.warll.com/wp-content/uploads/2009/07/ohhello.gif" rel="lightbox[126]" title="ohhello"><img class="aligncenter size-full wp-image-127" title="ohhello" src="http://blog.warll.com/wp-content/uploads/2009/07/ohhello.gif" alt="ohhello" width="560" height="560" /></a></p>
<p>After playing the awesome series of story mods by Puce Moose http://www.fallout3nexus.com/downloads/file.php?id=4730 I decided to take a swing at it. I kept the story small so that I could focus on polish without getting getting sidetracked with making it grand.</p>
<p>Update, now version 1.0:<br />
This new file fixes a major bug and greatly improves the story telling.<br />
Some how I had included every single script from Fallout3 in my esp. I am sorry to anyone who has lost game play due to my mistake. I have now deleted the old bugged file.</p>
<p>Finding the story:<br />
Since this is a small mod I did not want to bother the player with a note such as is used in the DLC and Puce Moose&#8217;s stories. To access the new area you must go to Canterbury commons, it is the first door to your right when you enter Uncle Roe&#8217;s house.</p>
<p>Possibility of mod conflict:<br />
This mod uses a prefix for everything redefined so there should be no conflicts. The only problem that might be encountered is if another mod changes Uncle Roe&#8217;s house in which case depending on load order the player might not be able to access the quest.</p>
<p>Credit:<br />
Credit goes to Puce Moose for his inspirational mods and these websites for fortran source code, all snippets used under fair use as well as their respective licenses.</p>
<p>http://orion.math.iastate.edu/burkardt/f_src/f_src.html</p>
<p>http://www.freeprogrammingresources.com/fortransrc.html</p>
<p>http://www.mirrorservice.org/sites/lib.stat.cmu.edu/jasasoftware/llca.txt</p>
<p>Copyright for this mod:<br />
While this is my first mod I would like to this that it is well polished and enjoyable and I would like it to be used with no restrictions. To that end I release any copyright of mine relating to this work under the CC0 license. In plain English this means that you may do what ever you want with my work, with some restrictions that I am not allowed to release in certain nations. If you do live in a nation to stops copyright creators from releasing such rights as attribution I promise not to prosecute if you were to &#8220;accidentally&#8221; to not comply fully. With that said I do not expect anyone to actually reuse these files, one can dream though. If you do end up using any of this I would love an email: daniel.mark.dressler@gmail.com .</p>
<p style="text-align: center;"><a href="http://blog.warll.com/wp-content/uploads/2009/07/ThehiddendocumentV10.zip">Thehiddendocumentv09</a> | 10 KB</p>
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		<item>
		<title>Spoilers for A Reasoned Argument</title>
		<link>http://blog.warll.com/2009/spoilers-for-a-reasoned-argument/</link>
		<comments>http://blog.warll.com/2009/spoilers-for-a-reasoned-argument/#comments</comments>
		<pubDate>Sat, 23 May 2009 21:51:50 +0000</pubDate>
		<dc:creator>Warll</dc:creator>
				<category><![CDATA[Video Games]]></category>
		<category><![CDATA[fallout 3]]></category>
		<category><![CDATA[mod]]></category>
		<category><![CDATA[post mortem]]></category>
		<category><![CDATA[video game]]></category>

		<guid isPermaLink="false">http://blog.warll.com/?p=135</guid>
		<description><![CDATA[Mega spoilers can be found at the end of this document. Known bugs: So far I only know of two bugs. One is that the second &#8220;hinged&#8221; door opens into the wood of the stairs, I would have added a hallway peice but the basement set does not have a hallway piece, in fact it [...]]]></description>
			<content:encoded><![CDATA[<p>Mega spoilers can be found at the end of this document.</p>
<p>Known bugs:</p>
<p>So far I only know of two bugs. One is that the second &#8220;hinged&#8221; door opens into the wood of the stairs, I would have added a hallway peice but the basement set does not have a hallway piece, in fact it is missing quite a few types of pieces.  Second the &#8220;locked&#8221; doors &#8220;shift&#8221; when you open them. This is because of my limited scripting knowledge, what is happening is that there are two doors, one that is set to require a key and one that is open. What happens when you &#8220;unlock&#8221; the door is that the locked door is disabled, leaving only the open door.  Sadly for some reason stop combat was only working %25 of the time so I had to use a hack to stop the turrets. This means that if you kill the two console room turrets and then &#8220;deactivate&#8221; them from the terminal they will re-spawn.</p>
<p>References:<br />
I have added a number of references to the story.  The largest one being Hiaso&#8217;s name, the silo&#8217;s number and the rocket&#8217;s target, all of which are references to the nanking massacre. Next is Lennie, his name is a refrence to &#8220;Of Mice and Men&#8221;, his father &#8220;Frank G&#8221; is the Frank G from Puce Moose&#8217;s series of mods.  The model in Hiaso&#8217;s room is reference to Gundam Seed Destinay&#8217;s Freedom gundam.</p>
<p>Change log:</p>
<p>1.11</p>
<p>* Fixed typos</p>
<p>* Fixed missing texture</p>
<p>1.10</p>
<p>* Fixed end quest trigger so that it no longer shows the end quest message everytime the player uses the escape hatch</p>
<p>* Fixed three minor mapping errors</p>
<p>* Cluttered the kitchen</p>
<p>* Added fridge and hunting rifles to safe house and added description to the air purifier</p>
<p>1.02</p>
<p>* Adjusted XP reward</p>
<p>1.01</p>
<p>* Fixed missing assets due to BSA not working</p>
<p>1.0</p>
<p>* Initial release</p>
<p>MEGA SPOILERS</p>
<p>So is everyone dead?<br />
Of all the characters mentioned in A Reasoned Argument only two were not killed, one of them being the second chinese soldier. I left the second soldier alive so that if I ever felt like it I could write a sequal. The other is Frank G (Lennie&#8217;s father), Frank is really Puce Moose&#8217;s character so you will be able to learn more about him by playing Puce Moose&#8217;s current and future mods. </p>
<p>So what happened?<br />
I realize that I am really not the best story teller, I&#8217;m novice at best. As such there might have been parts of the story in my head that never made it into the story.  Just for clarity here is a quick rundown on what happened on the day the world ended. </p>
<p>The silo receives commands to launch.  </p>
<p>Hisao decides not to launch the nuke on Nanking and instead causes the silo&#8217;s defense system to kill everyone in the room.</p>
<p>The first chinese soldier comes to inspect the silo, he acts rashly and would have been killed if it was not for Hisao&#8217;s turning off the upper defense system. When he enters the silo room though(The doors had not been locked) he is taken by surpize by the defense system and hides behind the computer console. From the computer he learns what Hisao did and figures out that Hisao is the dead body right next to him. He then heads to the safe house along with Hisao&#8217;s body but since he is wounded he is struggling(The blood you see on the ground in the stairs is Hisaos, if you were paying attention you might have noticed that there is a blood handprint, that is the soldier&#8217;s).  He is then confronted with the three locked doors to which he does not have the passwords, at this point he goes a little insane and writes the note(in blood on the wall, of course. The ntoe is later rewriten and translated by the second soldier.) and proceds to try and dig a grave right then and there. </p>
<p>The second soldier hears the alarms and heads to camp and finds that the alarm is not a false call(He had been shopping in Paradise falls).  From there he enters the silo but by this time the locks have timed out and he has to go find the passwords just like the player. Since he has the passwords he can get into the safehouse. He then buries both Hisao and the first chinese soldier.  I had also intended to make he some wiseowl sort of charecter, partly by having a bunch of books in the safehouse from which he learned perfect english and generaly became really wise. I never did end up adding the books.  This sort of effects the story between the war and when the player is introduced since I meant for the second soldier to at some point have been goulified and to have done quite a bit of travelling with the story he learned in the silo having affected his outlook on life and others.</p>
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