


A little iffy but what mod isn’t? The quest it the glue that holds the mod together, with the mod tasking the player with repairing the robotic brain-chassis of an apparent seventh Think-Tank scientist known only as Dr. On another note, this could be a result of the mod but for whatever reason I couldn’t get the Mysterious Broadcast to play music. Given how I never really care to scavenge for crafting materials Muggy in particular has given me a good reason to ease is. The Sink personalities are the best parts of the mod however, while your introductory conversations with them were a lot more brief than I remembered their utility in-game was immeasurable. With the exception of the satellite station I think every facility I’ve encountered in this DLC has its own puzzle and with that a unique setting. X-8 is the satellite station, I think, and X-13 is either the high school or the stealth suit facility. That being said I can’t really tell you the names of all these facilities besides X-8 and X-13, even then I can’t tell you which facilities they belong to with confidence. To an extent this applies to the various research facilities you can visit, some more than others. In addition to that the writing of this mod is top-notch, with everyone in the Think Tank and Sink having distinct and memorable personalities. Not to mention the spectacular energy weapons that I cannot live without in any science-focused playthrough. In a way the entire DLC is one huge wild wasteland event and I absolutely love because of that. I for one absolutely loved it! To me it highlights two of the things I think make Fallout what it is, the pulp science fiction and comedic elements. This post will be discussing my favorite DLC in Fallout: New Vegas and a mod that restores a cut ending where the player character would have join the Think Tank. This post includes spoilers.
