My skeleton was detached from my body. It looks very painful. Every time I squat, I find myself staring directly at my crimson internal patch. I think it’s my rib cage. And I make it impossible to see the prison guards I’m trying to kill from the first person perspective. It’s not the end of the world. I switch to third person views and continue what was primarily an amazing adventure through calm and post-apocalyptic London.
But like the various other technical teething issues that plague the release version of Fallout: London, it’s there and it’s annoying.
Certainly, Team Foron works hard to fix it as quickly as possible, as you can imagine, so people can play mods the way they intended. And, as we saw before, you can thoroughly redeem the games that are released in unstable conditions with time and effort in this respect. But even now, the bugs are there and they are permanent.
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At least one quest was found – spinning around the impressive battle sequence between the game’s mod-inspired Roundlists and the men in their skinhead mirrors – simply couldn’t complete without moving all the members of the required five or six key NPCs using at least the console command. Elsewhere, you had to resort to magic on the same commands on the calling cards you had to find to advance in the main quest of the game.
There’s a crash beyond them. This is what encourages you to save like a madman every five minutes, and to be saved like a madman by what you are doing now. Download the Buff Out 4 mod and launch the game from the folder as an administrator and it will be a point that will allow you to play for more than the first 20 minutes, but you will not be released from Insta-Crash monsters at this time.
To be clear, it appears that the root cause of many of these issues is beyond Team Folon control. For example, the skeleton bug I mentioned in the intro is not a fallout. London bug, it’s a vanilla fallout 4 bug heading from the Commonwealth to Brightty.
I’m not trying to excuse these issues that are out there or suggest that there’s no need for fixes, but that’s why I wanted to remove all of this bug’s story from the early door. Because it’s the elephant in the room.
The tragic thing about the release version of Fallout: London is that if you can solve the problem, the game you find is a huge achievement for a much larger studio consisting of experts, not modders working on a volunteer basis. It’s ambitious and vast, and you don’t feel it comes at the expense of the kind of depth that keeps you playing single-player RPGs beyond the 50 or 60 hour mark.
Fallout New Vegas is the most obvious inspiration, but it’s clear that the team has spent hours adding to their ideas, spending all the other mainline fallout games in the series and bottomless wells, the British culture to inspire. Angels – the shadowy scientific organization that the game’s plot unfolds – are somewhat clearly portrayed by Fallout 4’s labs in that they have a secret influence on underground labs and the earthly world, but it’s very different, thanks to the mannerism and duties of civic service that the bowlers hated, and to that Mr. Overlord.
Smythe is clearly portrayed from Mr. House in New Vegas in that he is a mysterious and powerful figure with a prewar link hidden behind the image of a towering screen, but when he encounters them on a blind date show, the pair couldn’t be easily confused.
Both the main and gangster quests that the mods have to offer must provide hours worth of quests with many resulting branching paths. This kind of love letter is flooded with these kinds of love letters to the series itself and lore of our melancholy little islands, but it can be very easily dealing with sleazy projects.
For all the jokes about Tesco’s horse meat scandal and John Berkow cameo, there is a subtle moment that passes the mural to commemorate the Battle of Cable Street and enters the headquarters of the fifth Buff-esque column.

From a practical gameplay perspective, mods stand out, especially because they are nuts that are generally difficult to crack than the latest entries in the Fallout series. You will not stop saddening you with two debuff illnesses early on, threatening to kill you via enemies or radiation spikes.
As a mean sniper, I regularly felt quite vulnerable. Especially when it comes to the battle where snatching enemies and sneaking them up has become more difficult or really impossible by those around them. There was the same thrill of being able to pop weak enemy heads in one shot with the timing bat strike I’ve loved with the new anti-matelle rifle’s Vegas rifle, but I didn’t feel like I couldn’t absorb enough damage to close my head, close the distance and close the mitt.
When the quest drops into your final stimpack and is off the Ladaway, and sends you with another dangerous errand, it may trigger some sighs, but it won’t get in the way of doing one thing that anyone thinks can get a kick in Fallout: London – Exploration.
If the mod did one thing for me, it helps me rediscover the simple pleasures that can come from wandering the waste to discover points of interest in fallout games. Maybe this cool virtual tourism hit me so badly. Because I have known for a long time all the other wastelands of modern single-player fallout, like the back of my hand. Perhaps this time it was because I was walking around the soil of my house. Perhaps the mixture of both and an array of highly fitting and well-designed collectible mods share responsibility.

The Worldspace itself is beautifully crafted, taking actual maps of London that you might be familiar with, mashing up enough nuclear damage to make things even more interesting. Walking around the rather preserved Westminster, it feels like a real tourist shuffling something like Buckingham Palace, but areas like Croydon and Islington are completely turned heads by nuclear damage that destroys the earth, or lethal tunnel cough pockets requiring the use of two star gas masks in the classic world war.
Some districts and districts are clearly deeper in terms of lore and quest than others – especially before the game, you can get a cut wildcard quest line that will help you connect Gang War events to parts of the main story. Currently, I’m not saying you’re feeling too lacking this link, but even before you knew it, it made me think about another option to make your main quest side your allies, as well as some links to the fate of the pistols, roundles and whimsical gang-style factions where you have to rub your shoulders early in the game.
However, it would have been undoubtedly good to force Camelot and the fifth column to introduce in a concrete sense before the point where the mods are involved in the main quest. Part of the reason for this is because the game is designed to place an array of factions outside the Angels on a more equal footing, and introduce the new Vegas more slowly rather than risking it in the NCR, Legion and Mr. House setups.

The level of patience you have will be a big factor in whether you enjoy what Fallout London has to offer. I generally want to allow games like bugs, or mods in this case. If only we could see developers pushing boundaries and creating something ambitious.
Now it’s a really cool castle built on the sand, but if you can avoid falling into the CTD sea, you’ll start enjoying it. Or, if you put it in the backlog list to play when the fix arrives, you’ll ultimately do the same.
Fallout London is currently out of Fallout 4 and can be played on PC via GOG and Steam.