English, Russian and Spanish Mod Translator. Also do my own mod projects, icons and etc. Sometimes I write reviews for different quest/dungeon/locations mods. You can find them in my blog and on other modding websites. Just trying to pass the time before inevitable oblivion. Permission and legal issues: In case of various future events (my death, banned account, closed account, "retirement" or offline AFK on ModDB for more than 365 days in a row), I give my full permissions to re-upload, modify, fix, convert, translate and do whatever you want with all my translation projects and my own mods. But before any of these events, you need to contact me through PM or Comment Sections.

RSS Reviews
7

Evil Forces English

Mod review

Overall good translation with some minor issues. And, yes, I will only review "translation" in this text, not the original content of "Evil Forces".
There is one terminal log entry in the 1st "laboratory" sequence which wasn't translated at all (full German entry).
Also some little problems with spellings like names of creatures (not "fire ghoul", but "fire ghul"😅).
And there were some issues with context dependent lines of dialogue (for example: in the scene we see new Vault Dwellers, but our protagonist says something like " Why am I wearing vault outfit? ", although it's pretty clear that there should be "why THEY wearing... ")
Again, it's not a big deal, so thanks again for translating such a great hidden gem of Fallout 3 modding era.
Endorsement from me.
P.S. And I remembered where are few voiced sequences where NPCs don't have any subtitles at all (around 4-5 times in main quest) and one "slide show sequence" with zero subtitles, so you will need to guess what they were trying to tell you or other character. Again, not translator's problem, but I want to warn potential players.

4

Released - Reykjavik - Iceland - GTS

Mod review

"If something is free, it doesn't mean that it must be praised for achieving barely playable state"

2023 review: This time my impression is going to be harsher than usual. The description on the mod page is something that creator fantasize about, but didn't achieve at all. New game world and it's interiors is copy-paste from existing places from original Capital Wasteland space, without any original additions or improvements to make these places feel more unique or, well, at least, stable.
Main quest is broken, without help from console command and manually activating quest stages you can't progress any further.
No voice acting isn't a big deal, but the story and dialogs very amateur at best. Although, again, simple story or short quests aren't a problem in itself.
But the biggest problem of this mod - it doesn't feel alive, you don't see any signs of passion or work from author to make at least decent new area with such a big potential. What I mean by that, just look at Alton IL or Washington's Malevolence (even though, I didn't like the last one). Yes, they are also have bugs like this mod, but you can see developers intentions to make something unique and special. Yes, they have less interiors than this Iceland mod but they are way more polished and have some things to implement backstory to more interiors. Quality over quantity, these creators accepted limitations on their part and did what could be done good, not just barely playble like this mod.
So, should you try this mod in 2023? No, only in my opinion and with great sadness. Maybe try Alton IL ,Washington's Malevolence or The High Sea Caravansery. Even though I really suggest Alton Overhaul for more stable "Alton-esque" playthrough).
Still I endorse mod for what has already been done, but that just bare minimum and more like techno demo of what could've been very memorable and unique experience in Fallout 3 modding scene. And, again, even with enormous ambitions, dozens of users before me also encountered very hard times trying to fix or overcome every serious bug from this mod. And, yes, I would be more pleased with this new world space, if it at least was more stable and less "Fo3Edit dirty".

8

FO3 A World of Pain

Mod review may contain spoilers

So I finally completed most of the main content from this mod (I guess?) and ready to write down my impressions.
I used A World Of Pain back in 2013 and must say that quality and stability of mod is really improved throughout the years. Also, you must keep in mind that it was one of the first bigger projects for Fallout 3 back then. And after visiting pretty much all new locations, I have a very mixed feelings about mod.
First of all, yes, I must agree with other users that some new gun variations are pretty overpowered when using against vanilla enemies. But I solved this minor issue by adjusting difficulty with damage rebalance mod and selecting "Very Hard" difficulty option.
As for the new dungeons, some of them are really cool and even have some backstory like Crystal City under Old Olney, Springvale Sewer and Beastlords base. But others don't feel fresh or interesting at all (mostly because it's very little in variety department, more "waves after waves" style of combat).
This mod have two big quests of some sort (no markers, just locations) - Friendship Asylum questline and Zeus's Rumble Zones.
Asylum for my taste is the chunk of new content that didn't work well in the end. Too repetitive and enormously big in my opinion. Also you can't exit Asylum until you completed main objective, so if it was a bit shorter, I would like it more. Too much dark interiors with no background music (I used radio stations) felt a bit lacking of substance. And final option to recruit powerful companion wasn't very satisfying at all.
Rumble Zones and Zeus's challenge were the main point of this mod and, only using vanilla enemies, give an opportunity to really test new guns and armor. I must warn you that some of the rewards, not including armor and weapons, is also pretty OP for the base game mechanics. You can get optional "4d storage containers" items which increase additional weight limit "to the skies". That's why I also installed mod to give every ammo type weight to compensate pretty much OP gear.
Overall, it's understandable that for large mods like this "giant", some elements and content can be potentially weaker than the other parts. But I don't regret using AWOP for my latest playthrough.
I didn't found any big problems or unavoidable bugs and it's seems everything worked as intended.
Should you try this mod in 2023? Yes, if you really somehow like gunplay in Fallout 3 and want to use all your deadly arsenal on new groups of enemies. A World Of Pain can potentially increase your playtime for at least another 5-8 hours to find and conquer all new dungeons.
Even if final revision of this mod isn't as deep as I wanted it to be, A World Of Pain still achieved a special place in pretty much every plugin collection of Fallout 3 mod players. And it is absolutely justified.

9

Rebuild the Capital - A Brotherhood of Steel Expansion Mod

Mod review may contain spoilers

Warning! This is a short version of my review, detailed impressions can be found in my blog on Mod DB!
Lyon's version of Brotherhood Of Steel isn't my cup of tea even after two re-visited playthroughs of Fallout 3. In vanilla game it was a real pain for me to not have option to kill all those "traitors" (original BoS fanatics from first game can look a bit weird, but I love their "not good, not evil" self-oriented participation in Fallout universe's events).
But this mod, in some ways, enhanced and improved many aspects of the vanilla gameplay elements and world-building lore that even Bethesda (for reasons, I don't hate them for it) didn't implement after all DLC content. I didn't change my mind about Lyon's perspective on BoS future, but now all players can actually see "future" of this organization in Capital Wasteland after events of 2277.
First of all, this mod fixes and provides end-game content which Broken Steel DLC couldn't give many unsatisfied players. After the ending on Adam Air Force Base and wiping pretty much all Enclave force resources, you'll still encounter their patrols and half-functional respawning outposts throughout the Wasteland hours and hours later without any meaningful or explained end. Now, with help from "Rebuild The Capital", you have an opportunity to "wipe the slate clean" from all Enclave activity and BoS will get remaining outposts and their technological projects. And it feels better to actually see consequences of your actions and "what you fought for".
Many new patrols, caravans and opportunities to regain control of places like FairFax, Super-Duper-Mart and revived Grayditch (in vanilla it was really weird that no one tried to reclaim such a good place after Lone Wanderer stopped ants invasion). Capital Wasteland, even though under influence of BoS, quickly becomes much more alive and not in narrative way, but physically - right before your eyes.
There're also many little background stories for you to uncover, new wastelanders to meet and help, yes, "rebuild" the wasteland. After completing all new content, wandering D.C. Ruins felt different. Your personal impact finally mattered
New mechanics with creating system of economy and taxes is good way to spend your caps that were collecting dust in inventory or safe.
Some of the operations that you start have separate long side quest to complete before you can increase BoS presence in new area (sadly, "Thornton" operation doesn't active, little warning for potential players). And final choices about BoS actions and consequences of it also need to be decided by player.
But the highlight of this expansion for me was side quest which involves answering the long forbidden question - will (and how, actually) BoS starts to deal with Underworld population? I understand that not many players will see more philosophical question in this task (and it wasn't author's intention in the first place, clearly), but I find myself thinking about final choices for future of Underworld for some period of time (It's rarity in Bethesda's Fallout games).
Without re-telling much of this quest, in the end you'll get 3 options to deal with Underworld ghouls: kill all residents, "quarantine" them or, finally, start civil relations with BoS. You'll also get new player house, vendors, many guns, armors and companions. Many things to read and find for "book-worms" like me who enjoy long and well-written side notes and logs. And to see and finish all new mod content I spend around 9 hours total, but you can get much more out of it, depending on your pace of playthrough.
Should you try this mod in 2023? Yes, absolutely, it's the best "faction mod" for Fallout 3 like MZC.

6

Finchley Heights

Mod review

2023 review: So, I should start this time my thoughts with telling you right away that other sml3816 quest mod called "Ghoul King" is way better than Finchley Heights, sadly. And if you need proper new dungeon type quest or something similar to creator's mentioned mod, you'll be disappointed.
By this I don't mean that it's absolutely worthless job, no way. Finchley Heights as a new "town/building" mod is bearable. Many dialogues with its residents, actually decently crafted interiors of every house, few vendors and place just feels like some variation of Grayditch before ants invasion (from vanilla game).
But new town actually lacks more gameplay content. You can talk with people (another plus for optional dialogue lines for every karma character, it's really necessary and my gratitude for that), do one little unmarked quest (after which you'll recieve option to do repeatable fetch quest) and main quest in, again, fetch style with two different endings. And fetch quests can also be pretty good, if creator would provide new gear, enemies or various new locations to "clean up" for player. And not this time, because two quests from this mod can be completed in 10-15 minutes, without any new cells.
When exploring Finchley Heights, this project really reminded me about other new quest/town mod which I translated some time ago. Of course, I'm talking about Mounton and that new town actually has one main questline (way longer than Finchley Heights) and 4 side quests with at least two endings for all of them. I don't want to put anyone down or advertise Mounton, sml3816's project isn't that bad. It has "solid ground" (or foundation, if you want to call it more metaphorically), but now it needs love, passion and additional content to make this place more actually "playable" from gameplay perspective. And, by looking through permission rules that author chose in the description page, it's really sad that no one can create proper enhancement addons for this mod, without somehow reaching original author.
I would really like to revive this project on my own, but as for right now and in this state - Finchley Heights is well-crafted, good looking, but half-empty demo version of (potentially) great new town mod. And in no way, as stated by some users in this section, it's underrated. No, it's abandoned creative piece of land with big potential for new stories and adventures, but not underrated hidden gem.
As for bugs: everything worked as intended, no confilcts with popular quests/locations mods (except, already mentioned by author in the description, Evening with Mr. Manchester). Although, yes, I can agree with RexBellator about bad enemy spawn right near the entrance of town which author didn't move away for some reason. At the time when I reached Finchley Heights, 3 inhabitants were already killed by vanilla Big Radscorpions. But "resurrect" command helped, as always.
Anyway, should you try this mod in 2023? With great sadness, but honest opinion - if you need proper new town with various main and side quests (and different endings), but with the same quality of interiors as in Finchley Heights, it would be better to play Mounton mod. Also I really suggest to play Ghoul King by sml3816, because this mod is good and actually brings interesting side quest with new dungeon. But Finchley Heights will remain another "good idea/potential, poor/weak execution" type of mod in Fallout 3 modding scene until someone will get permissions to revive this little place of opportunities in the Wasteland.
Still support and gratitude from me for good idea.

7

The Anvale Bunker

Mod review

2023 review: Decently designed new dungeon/bunker type quest with strong suspense and horror parts. But, sadly, not properly finished questline and some weak gameplay parts.
First of all, I should mention that it was one of the most interesting bunker/vault/dungeon type mod content for Fallout 3 that I've ever played. Piece by piece, note by note, you can expect good horror aspect with right light/fx design and many similar vibes like from classic horror movie "The Thing" (not in narrative part, but in the overall atmosphere).
I liked structure of tasks, so that you can explore every part of this gigantic complex - level by level without running around and looking for another locked door. There wasn't a single moment when I felt lost or stuck (special thanks for "contex pop-up messages" that can help you to better understand where to go next).
Can't say if it was intentional or not, but original author chose "Explore" type of music for every new cell, but it would be better fitted with, of course, "Dungeon" selection to improve "mood" of that place.
Special plus for "made from scratch" locations, not another copy-pasted vanilla cells which you can see in enormous amount of new quest/dungeon type mods.
New weapon types were nice to use.
But there are some issues that I should also write in my review.
From gameplay perspective, especially before restoring power in the main atrium, I liked scripted enemies spawn points. It was nice to get a little "spooky" moments after completing your main objective. But by the time I reached "Medical/Lab" sequence, it became a bit tedious and very predictable. I could almost sense every new corridor and room which will definitely have new spawns and it wasn't as intense and engaging as in the beginnig of this "journey".
From the technical side of things, no big problems or bugs aside from one door in Laboratory sequence, where I couldn't find the right switch and preferred to use "TCL-ing" (maybe it was my fault, can't say for sure).
Also pretty "clean" mod if you'll look in FO3Edit.
To give final verdict for this mod is hard since it wasn't full finished and encountering script spawns upon script spawns for more than 2 hours can "damage" overall positive vibes from that project. But as it is, it's still one of the best well-developed and unusual new dungeon mod in the Fallout 3 modding scene.
So, should you try this mod in 2023? Maybe, if you like dungeon/vault/bunker type of new content with light horror aspect.