Fallout 3
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HugePinball

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HugePinball

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About this mod

You\'re a mad scientist who\'s discovered a way to bottle the essence of other beings from their brains!

Permissions and credits
If you like the brain models in this mod, please consider heading over to Ghogiel's Brain Resource to download and endorse it. You could also thank Ghogiel with a kudos! (make sure you're not actually taking one away!)



====================
Brain Harvest (or Brain Chemistry)
--------------------
http://www.fallout3nexus.com/downloads/file.php?id=13663
====================

Version: 0.9.4
Date: 08-15-2010
Author: HugePinball
Contact: PM HugePinball @ www.thenexusforums.com
==================

Changelog v0.9.4
------------------
- Fixed bug in v0.9.3 that prevented you from recieving Brain Juice after brewing.


A) Description
B) Requirements
C) Installation
D) Usage
E) Planned Features
F) Known Conflicts & Issues
G) Changelog
H) Credits
I) Permissions/Modding Usage


A) Description
====================
You're a mad scientist who's discovered a way to bottle the essence of other beings from their brains!

A new perk, "Brain Chemistry", gives you the option to harvest the brain from humanoid corpses. After collecting enough brains, bring them to your My First Laboratory to brew Brain Juice, which when consumed, gives you some boosted or special traits for a limited time. Most Brain Juice effects are a bit milder than regular Chems, but last longer and are not addictive.

Brain Chemistry perk requirements:
- Level 4
- Medicine 30
- Science 30

Brain Juice Effects (10 minute duration):
Human: INT+3, PER+2
Ghoul: INT+3, PER+1, Rad Resistance +20%
Super Mutant: STR+1, INT-1, DR +20%
Feral Ghoul: INT-1, Rad Resistance +20%, Movement Speed +30%
Glowing One: INT-1, Rad Resistance +50%, Rad Healing (Ambient radiation heals you!)


B) Requirements
====================
- Fallout 3
- (Recommended) Fallout Mod Manager (FOMM) - http://www.fallout3nexus.com/downloads/file.php?id=640
- If not using FOMM: ArchiveInvalidation Invalidated! (AII!) - http://www.fallout3nexus.com/downloads/file.php?id=944


C) Installation
====================
1) Extract the archive into your "Fallout 3\Data" folder.
2) Using FOMM, activate the plugin "BrainHarvest.esp" in your load order anywhere after all ESM files.

:: Uninstall
1) Deactive and remove the plugin.
2) In your "Fallout 3\Data" folder, remove the folders "\Meshes\BrainHarvest", "\Textures\BrainHarvest", and "\Sound\fx\BrainHarvest".


D) Usage
====================
After choosing the perk, activate any humanoid corpse while in Sneak mode and you'll have the option to harvest its brain. Your chance of harvesting a whole brain intact increases with your Medicine skill. Once you have a few brains of a particular type, bring them to your lab and you'll have the option to brew some Brain Juice. The number of brains needed for a brewing process will decrease as your Science skill increases.

Drink and enjoy!

Test Options (for testing purposes only!):
- Add/Remove the Brain Chemistry perk
- Add/Remove the Medicine and Science dependencies
- Add Brains and Brain Juices
- Add/Remove Lab set (in Megaton or Tenpenny player homes only)
- Disable/Enable animations

To access the Test Options Menu, enter the console and type: set BChemTest to 1


E) Planned Features
====================
Possibly add some permanent effects (Perks) after a certain number of uses of each type of Brain Juice. I'd like these to be a bit more interesting than simple value modifiers. I'm open to ideas!

Centaur brains? Maybe, I don't know... I really hate those things.


F) Known Conflicts & Issues
====================
:: Known Conflicts
- None known.

:: Known Issues
- You may occasionally get knocked unconscious from the limb explosion when harvesting brains. So far this has only occurred on my system, and I don't know why it should happen at all. Please report if this happens to you, or better yet how to fix it!


G) Changelog
====================
Changelog v0.9.4
------------------
- Fixed bug in v0.9.3 that prevented you from recieving Brain Juice after brewing.

Changelog v0.9.3
------------------
- Added options to disable animations to the Test Options menu.
- Fixed chem set animation to work properly in Tenpenny Suite and player home mods.

Changelog v0.9.2
------------------
- Changed creature harvest perk to check for Faction instead of CreatureType, so DLC creatures are not seen as SuperMutants/FeralGhouls.

Changelog v0.9.1
------------------
- Fixed Brain Chemistry perk skill requirements.
- Fixed Science skill check when brewing (previously allowed brewing without using any brains in some cases).
- Shortened Brain Chemistry perk text slightly to better fit vanilla UI.
- Removed SCRN field from ESP header (threw errors in WryeBash/GaryBash).



H) Credits
====================
Thanks to Ghogiel for his Brain Resource on which all the brain meshes and textures contained in this mod are based. His resource was also the initial spark that made me start working on this mod - everything contained within may not have happened without it. Further thanks to Ghogiel for his Material Controller article and example, which I adapted for the Glowing One brain and Brain Juice.

Ghogiel's Brain Resource - http://www.fallout3nexus.com/downloads/file.php?id=13267
Ghogiel's article on Material Controllers - http://www.fallout3nexus.com/articles/article.php?id=251

Thanks to ElminsterAU for FO3Edit - http://www.fallout3nexus.com/downloads/file.php?id=637

Thanks to Timeslip for the Fallout Mod Manager (FOMM) - http://www.fallout3nexus.com/downloads/file.php?id=640

Thanks to Bethesda Games Studios for Fallout 3 and the GECK.
- http://fallout.bethsoft.com/
- http://geck.bethsoft.com/


I) Permissions/Modding Usage
====================
You must obtain permission before redistributing these files as-is.

You may use the methods and assets in this mod in any other non-commercial project, but please notify me and give credit where appropriate. If using any of the brain meshes or textures, also give credit to Ghoghiel as the author of the original base resources.

Any other usage requires express permission.

* Please inform me if you find any issues with this mod, readme, or any other documentation *

Thanks!
-HugePinball