Fallout 3

File information

Last updated

Original upload

Created by

sesom

Uploaded by

sesom

Virus scan

Safe to use

About this mod

While David (our favored slaver ;) grubbed through the remains of the \'Pet Store\' he found some interesting prewar notes... Sybils Secret is a quest addon for FNNCQ.

Permissions and credits
Sybils Secret
a FNNCQ quest mod

While David (our favored slaver ;) grubbed through the remains of the 'Pet Store' he found some interesting prewar notes. Sadly he has no time to look for himself what they are really about. So he makes his best slaver a attractive offer...

Features:
o fully voice acted (3 NPCs, 6 Creatures, 1 Holotape)
o 4 quests (Sybils Secret, Lost Fringe, The Gift of Life, Repair the Lab), quest playtime appr. 2-4 hr
o a fully featured lab which allows you to experiment with your slaves
o 1 new 'slave storage place' which extends the ownable slave number to 15
o ability to check the S.P.E.C.I.A.L. stats & skills of your slave
o full control over your slaves skills
o full control over your slaves attributes
o three new Weapons the 'Cattle Prod' (new mesh), the 'Gift of Life' (a biological weapon new mesh), the 'Radiator' (new mesh) and several DNA Injectors to transform slaves.
o a faster method to 'train' FNNCQ Meatshields
o a bloody lab coat for male & female so you are well dressed while experimenting
o 'failed & bio experiments' lifeforms which are in spite of everything pretty useful with new meshes and special abilities
o a corpse looting 'Dog'
o a repair bot if you accidentally damaged your lab

Requirements:
This mod requires FNNCQ.

Installation:
Copy the files in the ZIP Archive in your Data folder. Use the Fallout Mod Manager (http://www.fallout3nexus.com/downloads/file.php?id=640), place the FNNCQ_Lab.esm at the bottom of your esm's. It has to be loaded after FNNCQ.esm. No DLCs are required. Archive invalidation is needed.

Update procedure:
Leave the Lab if you are inside in your gamesave. If you have placed slaves, a mcc or valuable equipment in the lab remove it from the lab before updating. End the game and copy the files in the ZIP Archive in your Data folder. Start with the search for the Lab Coat and read the Terminals to get to the updated functions or quests. Some of the Lab Equipment (Laboratory and Tape Machine) has new functions but it they are fully compatible.

Starting the quest:
Talk with David in the Pet Shop. He is worried about something.

Deinstallation:
Leave the Lab and Paradise Falls and set all your creatures free (which means to kill them) wait four days in your home and end the game. Delete the file FNNCQ_Davidslab.ESM. Changes you have made to your FNNCQ Slaves are still active after deinstalling. Delete only the esm file. Other resources marked with FNNCQ in your Data Folder are maybe used in my later mods or FNNCQ.

Incompatibilities:
There should be no major incompatibilities. I tested it with MMM and FWE.

Known Bugs or oddities:
If you use MMM be aware of it's features. It is impossible to detect spawns from MMM for quest mods. So make sure you kill additional MMM spawns before you advance in the quest.
It's similar with FWE. For example the changes to the stimpack in FWE also changes the behavior of the RoWoCo Slaver Stimpack. I try to keep my mods as compatible as possible that means it is pretty transparent for other mods.

Disclaimer:
Don’t use any elements of this mod in any of your own mods you plan to publish in any form. If you want to use it in an compilation you have to ask for permission first.

History:

v1.0
Bugfixes:
fixed the never ending 'Lost Fringe' quest. Found another Bug in the training display which is fixed now. (How can something so simple haunted by so much bugs ;) ).

Features:
Added 3 new creatures and 2 variants as 'failed experiments'. Added a new DNA Injector and a new compound to produce. Added a corpse auto loot for the Doggie.

v0.98
Bugfixes:
Fixed the 'training' display finaly.

Features:
I added several methods to repair the lab if an 'accident' has happened.

v0.95
Bugfixes:
If the 'Cattle Prod' explodes it isn't lost anymore but need repairs. I added a additional 'Cattle Prod' in this update to adress the problem.
GAWC3 'autogreet' sometimes failed this should be corrected now. Maybe only a esp/esm problem. GAWC3 is now blind for feral ghouls so he shouldn't attack 'leftovers' from increased spawn mods anymore.
I fixed the skill 'training' display. Now it resets correctly after a imprint is performed.

Features:
I added a lot of new features. All additions I made can be found in the documentation.

v0.9 first public release.

Credits:
Thanks to following people who helped or allowed me to use their resources or gave inspiration:

Andysaurus: rusty collars, nose ring
Balian, Flipster, Epf: mule backpack, meshes & textures
Yngve91: stimpack weapon mesh
toxa01: for the idea of using free stalker resources (I made my own mesh & texture conversion but he deserves the credit)
sieboldii2: beta testing
TheCollector: For making one of the first FO3 slavery mods which inspired me to make my own.

And to all people in the nexus comments thread for my mod which gave a lot of inspiration.

Tools:
G.E.C.K. http://fallout.bethsoft.com/eng/downloads/geck.html
Audacity
Nifscope
Blender
FOMM
FO3Edit

Features: (long description)

Quests:

Sybils Secret:
Uncover the terrible secret behind Ewa's Pet Shop in Paradise Falls. If you think this shop is now a gruesome and inhuman abomination you surely don't know what happened there before the War. David, today's owner has found some hints about the past of this place. Help him to find the truth and get access to a new weapon and a full featured lab to learn your slaves who their real master is.
Starting the quest: Talk with David in the Pet Shop. He is worried about something.

Lost Fringe:
After you gained access to the lab there is still work to do. Something is missing from the lab and you have to collect the missing pieces to get the full advantage of it. This journey takes you back to a lot of places you may have forgotten and I am sure there are still interesting fights and discoveries to be made.
I recommend to install DCInteriors to get the most fun of this part. But it is not necessary.
Starting the quest: It starts automatically as soon as you get in the Lab after Sybils Secret.

The Gift of Life:
In an old coat found in the Lab you detect a note which leads you to more secrets which are hidden in the lab. Maybe you become the creator of new life in the Wastes if you follow this lead.
Starting the quest: Find the Lab Coat (Hint: 1st floor) and put it on.

Repair the Lab:
Accidents happen. So if you managed to destroy a main component of the lab it can now be repaired. Torrence a little robot can help you with this task but first you have to find him.
Starting the quest: If you destroyed your lab one of the terminals inside has new information for you.

Weapons:

Slaver Cattle Prod:
This Weapon gives your victim a massive electric shock so it gets unconscious. The first hit is strong enough to make your victim dizzy so you can enslave it after it wakes up (only humans and ghouls... FNNCQ Slaver Weapon restrictions). You can use this Weapon to shock your opponents and kill them while they are 'sleeping' on the floor. Bigger creatures wake up earlier and bots take higher damage then skinned creatures.

In a fight 'sleeping' victims (except the first one) are still enemies so followers will try to kill them.

A little warning: This Weapon has sometimes some unpleasant side effects. It was designed to keep the lab probants calm and was not made for combat duty. So don't be surprised if this weapon backfires sometimes.

It has no ammunition use but can be repaired with energy cells.

Radiator (Weapon, Laboratory Equipment):
The Radiator is a Weapon and also a laboratory device. It emits a extreme high dosage of radiation.

Human victims get radiation sick and begin to exude radiated ash. This ash can be collected and is used to produce chemicals for the lab (see Raising the SPECIAL Attributes: in the lab description). This ash is highly radioactive so it is advised to use protective gear while collecting.

Bots are not affected by this weapon and animals take less damage then humans.

Another 'useful' function is the healing ability of this weapon. Radiated creatures like Feral Ghouls and Supermutants actually heal if they are treated with the Radiator. Also monsters which are produced in the Lab the so called 'Failed Experiments'.

The emitted radiation has also the ability to resurrect 'Failed Experiments', 'Doggies' and 'It's Alives'.

Gift of Life (Weapon):
If this glowing flask (which can be produced in 'Waidhausens Laboratory') is thrown on a victim it extracts life energy from it and creates new life from this energy (so called 'Bio Experiments'). The most astonishing thing is that this also works with fresh created life. So if several flasks are thrown on one victim the number of new created life grows exponentially.
The only downside is that this life doesn't last very long. 'Failed Experiments' and 'Bio Experiments' take no damage from this weapon.

DNA Injector b26ba, DNA Injector g704 & Brunners Special
(Laboratory Equipment, Weapon):
The Injectors are produced in 'Waidhausens Laboratory' and can only be used on following FNNCQ slaves. They function of these chemicals is explained in detail in the 'Lab Operation' section of this document.

NPCs/Creatures:

Torrence (Repair Bot):
This friendly little fellow knows every inch of the lab. If your lab need repairs simply unpack him and let him do the work. Ho loves to tinker with the lab equipment.

Failed Experiments (Creature)
If a treatment with the DNA Injector goes wrong you get a 'failed experiment' as result. Most (not all) of them look like feral ghouls but they have the ability to understand a few simple commands. They are not really intelligent and you can produce as much failed ones as you like. But they are slow and clumsy so don't expect to much from them. They can be healed with radiation (which is also emitted by the Radiator) and if one of them dies use the Radiator to give them a new life. They come in four variants.

Bio Experiments (Creature)
These creatures are the result of the 'Gift of Life'. They have a very short life and their only goal is to take as many as they can get.

Doggie (Creature)
This result of a Brunner experiment behaves like a dog, but when you take a look at him he should not. Doggie has the ability to loot corpses and bring the result of the hunt to it's master. (Dialogue: 'Go fetch doggie!'). !!!! After the items are offered to take they are eaten by the creature. So never give anything valuable to 'Doggie' he eats everything and doesn't carry equipment. Only take from him what you want. !!!! Only one Doggie can loot at a time. Don't leave Doggie alone while looting. It makes no harm but he stops looting as soon as you are out of sight and continues when you come back. If you disturb him while he loots he eats what he has found in the meantime and doesn't offer it to you. He loots best alone and when the surroundings are peaceful. He hates it when he get's distracted. He is a bit faster then 'failed experiments' but makes less damage.

It's Alive (Creature)
Also a result of Brunners Special Mix. This creature makes more damage and is faster then 'failed experiments' but is always a bit sleepy. So you have to take care if it is really following you.

Clothing:

Jörg Brunner's Lab Coat
This Lab Coat help you think (science +20) and protects you from radiation (Radiation Resistence +30).