I only used the Jello.esp and the MantisImperative.esp mostly because they are the main esp files you need. The mod has balances modules that makes significant changes to the game such as making Mothership Zeta more nastier, stimpacks are more rare/expensive and so forth. The computerized voice was great, little hard to hear at times, thankfully it gave transcripts of what it said. As well finding out the back-story to the labs. The quest itself was very short but I did enjoy the story of the mod. ![]() I only got stuck in one puzzle where I was unable to figure out the team assignments. Surprisingly, it was not that bad at all. I was a little worried that it’d be hard like all the other mods I have played. The mod: Mantis Imperative is a relatively short quest mod involving a pre-war lab, a mysterious radio signal and something that has awoken within its walls. ![]() A mod maker well-known for his/her distinct modding style involving unmarked puzzle quests. Decided to get back into the wastelands with a final quest mod from Puce Moose. Still debating whether to go with the Imperial army or Storm-cloaks in that play-through. ![]() Skyrim mods will have to wait since I am starting a new game. Glad to have my ac working again, Thailand has been rather warm lately.
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