Fallout 3

About this mod

Brings the armies of the Warhammer 40k Universe to Fallout 3. Select replacement factions for the Enclave, Brotherhood of Steel, Outcasts, Raiders, Talon Company and Chinese Remnant then align yourself with one of eight factions, each with its own perks to unlock and troops to command.

Requirements
Permissions and credits
***READ FIRST***
This mod requires Broken Steel DLC. This mod also uses a number of JQ's meshes. Most of JQ's meshes can be acquired from Coffagenesis's 40k Enclave Commander mod: http://www.fallout3nexus.com/downloads/file.php?id=5579.

Placeholders are included for the Power Axe and Heavy Bolter, which are not included in the 40k Enclave Commander mod.

This mod includes custom races: Eldar, Tau and Necron. I recommend using this mod if you plan on playing as one of those custom races: http://fallout3nexus.com/downloads/file.php?id=6240. Otherwise your game might freeze during the transition to Broken Steel or Mothership Zeta.

Also, I advise caution when updating, because updates may be incompatible with pre-existing saved games.

Finally, feel free to upload your own screenshots. Kudos will be given.

---Contents---

1.0 Installation [Important]
2.0 Purpose
2.1 About 40k
3.0 Plug-ins
3.1 Main Files
3.2 Faction Plugins
3.3 WI-Commander (Also how to change chapters)
3.4 Supplemental Plug-ins
3.5 Increased Spawns Plug-ins
4.0 Bugs and Compatibility
5.0 Known Issues
6.0 Additional Mods
7.0 Future Plans
8.0 File Credits
9.0 Change Log

-----------------
1.0 Installation
-----------------

Download and unzip all .rar files in the 'Main' and 'Updates' categories into your Fallout 3 "Data" Directory.

Once you have these files installed, use your Fallout 3 Launcher or Fallout Mod Manager (http://fallout3nexus.com/downloads/file.php?id=640) to activate Warhammer-Integrated-BS-Base.esp and any accompanying files you want to use. For more information on plug-ins, check the documentation text file labeled 'Plug-ins and MMM Compatibility' or go down to Section 3.

If textures are not loading correctly, you probably need to toggle Archive Invalidation (http://fallout3nexus.com/downloads/file.php?id=944).

If you have already toggled Archive Invalidation and if only certain textures are missing, not all of them, there are three possibilities:

1. You did not download ALL of the necessary files.
2. Your Fallout 3 game is installed to a directory other than C:/Program Files/Bethesda Softworks/Fallout 3. This can cause errors with certain textures missing. Please inform me if this is the case.
3. I screwed up. The number of files in the archives is massive and sometimes assets get left out.

Please inform me of any meshes or textures that are misbehaving. The more information you give me, the faster I can fix the issue.

Finally, you may also need to use the Fallout Script Extender in order for this mod to work (http://fose.silverlock.org/). I do not know this for certain because I have never tested this mod without FOSE.

------------
2.0 Purpose
------------

This mod is unique among the 40k Fallout 3 conversions, and rare among most computer games that involve the 40k franchise, in that it allows you to play not only as the Space Marines but also as Imperial Guard, Chaos, Tau, Eldar, Dark Eldar, Sisters of Battle and even Necrons, allowing you to use the armors and weapons of these factions and command troops from them.

Moreover, the Brotherhood of Steel, Outcasts, Enclave, and Chinese Remnant factions can be replaced with the factions mentioned above. Other factions, including raiders, Regulators and Talon Company, can also be replaced.

More recently, I have also added a wide array of creature replacers which introduce Daemons, Servitors, Drones and, naturally, Orks.

Furthermore, you will find that just about every weapon and armor in the game has been changed to its 40k equivalent.

So please, try it out and drop an endorsement if you like it. If you would like to know more, additional information is provided below.

-------------
2.1 About 40k
-------------

Without going into too much detail, 40k is a science fiction fantasy franchise that is over-the-top in scale and character but incredibly rich in depth. This mod represents my own feeble attempt to realize the 40k universe in the form of an action role-playing experience.

If you want to learn more about the 40k universe I hightly recommend starting here: http://wh40k.lexicanum.com/wiki/Imperium. But, if you don't have the inclination to pour through the lexicanum just yet, here's a brief description of the factions you'll find in this mod . . .

---The Imperium of Man---

*Imperial Guard: The Imperial Guard forms the bulk of humanity's fighting forces. What these brave souls lack in strength, durability, intelligence and life expectancy, they make up for in numbers. Guardsmen tend to be lightly armored and armed with flashlights but look on the bright side: the batteries are rechargeable.

*Space Marines: The Emperor's finest. The Space Marines are genetically enhanced super humans who receive all the training and advanced equipment Imperial Guardsmen don't. Space marines make use of heavy power armor and super heavy terminator armor when the need rises.

*Sisters of Battle: Warrior nuns. The sisters of battle are better equipped than the basic guardsman, they get access to power armor and bolters but lack the genetic enhancements enjoyed by Space Marines.

*Inquisitional Forces: Inquisitors have nearly unquestioned authority within the Imperium and may command a great diversity of forces, from Storm Troopers drawn from the ranks of the Imperial Guard to Space Marines and even assassins of the Callidus and Vindicare temples.

---Xenos and Heretics---

*Chaos Space Marines: Chaos marines are equal and opposite to loyalist space marines in most respects, they both use similar weapons and have access to power and terminator armors. Chaos Marines, however, can summon daemons and use weapons that disorient and paralyze enemies and the manreaper can even . . . well I would hate to spoil the surprise.

*Eldar: Space elves (if you've ever read Tolkien the parallels are plainly obvious) who value speed over the protection offered by cumbersome armors. They can strike swiftly and decisively but tend to lack the resilience for prolonged battles.

*Dark Eldar: Twisted and cruel cousins of the Eldar. Dark Eldar place a similar premium on speed but have a predilection for poisoned weapons and are less tied to strict paths.

*Tau: Aliens with a predilection for anime-ish suits of armor. Tau are less adept at melee combat than other factions but are some of the most proficient ranged combatants. They also have the best stealthsuits.

Necron: Think about terminators and zombies having babies. Necrons want nothing better than to exterminate all life in the galaxy because it seems to them like it would be a public service. Necrons are slow, tough and inexorable.

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3.0 Plug-ins
-------------

This mod contains numerous plug-ins that control most of it's features. I strongly advise looking over this list before beginning a play-though while using my mod.

---------------
3.1 Main Files
---------------

[Always Check, requires Broken Steel]

*Wahammer-Integrated-BS-Base: The starting platform for all plug-ins with WI and WIS prefixes. Converts most weapon and armor types to those indicitive of the 40k universe. Also converts Raiders to Black Legion cultists and Chaos marines, Talon Company to Death Korps Guardsmen, Paradise Falls slavers to Dark Eldar and most town security guards to Imperial Guardsmen. Other changes are made as well.

[Do not enable DLC plug-ins if you do not have the appropriate DLC or your game will crash]

*Wahammer-Integrated-PL: Augments the Point Lookout DLC. Converts Swampfolk to Tyranids and Smugglers to Necrons. Tribals are converted to the faction used to replace the Chinese Remnant.

*Wahammer-Integrated-TP: Augments The Pitt DLC. Converts Pitt Raiders to match Talon Company. Wildmen are converted to match Wasteland Raiders, whether they are Black Legion Chaos Marines or Flayed Skull Dark Eldar.

[Enable one of these plug-ins if you have the Talon Co. set to Dark Eldar or Sa'Riad]

*Wahammer-Integrated-TP-Dark Eldar Raiders
*Wahammer-Integrated-TP-Tau Raiders

Warhammer-Integrated-ZT: Augments the Mothership Zeta DLC. Converts aliens to Xenarite (Rogue Tech-Priest) servitors and adepts. Makes alterations to NPCs as well.

--------------------
3.2 Faction Plugins
--------------------

All of these plug-ins require Warhammer-Integrated-BS-Base and one plug-in should be set for each category.

---Brotherhood of Steel---

WI-BoS-Biel-Tan: replaces Brotherhood of Steel with Biel-Tan Craftworld Eldar.

WI-BoS-Black Templars: replaces Brotherhood of Steel with Black Templars Space Marines.

WI-BoS-Tau: replaces Brotherhood of Steel with Tau.

WI-BoS-Vendoland: replaces Brotherhood of Steel with Vendoland Imperial Guardsmen.

---Brotherhood Outcasts---

WI-Outcast-D'yanoi: replaces Outcasts with Tau of the D'yanoi Sept.

WI-Outcast-Saim-Hann: replaces Outcasts with Saim-Hann Craftworld Eldar.

WI-Outcast-Space Wolves: replaces Brotherhood of Steel with Space Wolves Space Marines.

---Enclave---

WI-Enclave-Inquisition: replaces Enclave with Inquisitional Guardsmen, Stormtroopers and Assassins.

WI-Enclave-Sa'cea: replaces Enclave with Tau of the Sa'cea sept. All Enclave robots are replaced with Tau drones.

WI-Enclave-Sa'cea (No Crisis Battlesuits): As above but with no Crisis Battlesuits, which are prone to bugs that can prevent you from damaging them.

WI-Enclave-Thousand Sons: replaces Enclave with Thousand Sons Chaos Space Marines.

WI-Enclave-Ulthwe: replaces Enclave with Ulthwe Craftworld Eldar.

WI-Enclave-Ultramarine: replaces Enclave with Ultramarine Space Marines. All Enclave robots are replaced with servo skulls.

---Remnant---

WI-Remnant-Altansar: replaces the Chinese Remnant with Craftworld Altansar Eldar.

WI-Remnant-Argent Shroud: replaces the Chinese Remnant with Argent Shroud order Sisters of Battle.

WI-Remnant-Dark Angels: replaces the Chinese Remnant with Dark Angels Space Marines.

WI-Remnant-Fal'shia: replaces the Chinese Remnant with Fal'shia sept Tau.

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3.3 WI-Commander
-----------

Although you will possess the command radio as soon as your game starts you will need to take certain command perks before you can command you own troops. These are different for each faction and are described in the documentation. Along with the command radio, a note will be added that will describe how to use the radio. The WI-Commander plug-in is based on J3X's superb Enclave Commander mod so if you have used that mod you will notice the similarities.

If you want to change chapters, enter the following code without quotes into the console (which is accessible with the "`" key): "set J3XVertibirdSoldierType to X"

Simply replace X with the number corresponding to the chapter you want to play as. Using this code will only affect your current game and set chapters for all factions.

---0 (Base)---
Chaos: Night Lords Legion (Blue and red)
Eldar: Craftworld Nacretinei (Blue and White)
Dark Eldar: Black Heart (Black and Green)
Imperial Guard: Cadian Regiment (Yellowish Green)
Space Marines: Blood Ravens (Red)
Sisters of Battle: Bloody Rose (Red)
Tau: Bork'an (Light Blue)
---1---
Chaos: World Eaters (Red)
Eldar: Biel-Tan (Green and white)
Dark Eldar: Flayed Skulls (Red)
Imperial Guard: Vendoland (Forest Green)
Space Marines: Black Templars (Black)
Sisters of Battle: Martyred Lady (Black and Red)
Tau: T'au (Yellow)
---2---
Chaos: Thousand Sons (Blue and Gold)
Eldar: Altansar (Red)
Dark Eldar: Iron Thorn (Grey)
Imperial Guard: Death Korps (Black)
Space Marines: Dark Angels (Green)
Sisters of Battle: Ebon Chalice (Grey and Black)
Tau: Sa'cea (Bluish Grey and Orange)
---3---
Chaos: Black Legion (Black and Gold)
Eldar: Ulthwe (Black)
Dark Eldar: Dying Sun (Dark Blue and Red)
Imperial Guard: Armageddon Steel Legion (Tan)
Space Marines: Ultramarines (Blue and White)
Sisters of Battle: Argent Shroud (Silver)
Tau: Sa'riad (Black and Red)

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3.4 Supplemental Plug-ins
-----------------

These plug-ins are entirely optional but should help with immersion.

WIS-Centaurs and Dogs-Beastmen: Converts centaurs and vicious dogs to beastmen, large minotaur-like monsters.

WIS-Centaurs and Dogs-Squigs: Converts centaurs and vicious dogs to squigs, or at least the closest thing I could get. (Requires MMM)

WIS-Deathclaws-Bloodletters: Converts Deathclaws to Bloodletter Daemons.

WIS-Ghouls-Plague Zombies: Converts Ghouls to Plague Zombies and Plaguebearer Daemons.

WIS-Ghouls-Necrons: Converts Ghouls to Necrons (watch out, these guys are tough)

WIS-Mirelurks-Daemonettes: Converts Mirelurks to Daemonettes. (This plug-in is susceptible to an unavoidable but easily fixed crash near the point lookout boat, check section 5.0 for the solution)

WIS-Non-explosive Bolters: Removes the explosion effect from bolt weapons, recommended if you have a slower computer/graphics card.

WIS-Raiders-Dark Eldar: Converts Raiders to Dark Eldar Warriors and Wyches of the Flayed Skull Kabal [Raiders are Black Legion cultists and Chaos Space Marines by default].

WIS-Regulators-SoB: Converts Regulators to Ebon Chalice Battle Sisters.

WIS-Robots: Converts robots not aligned with particular factions to Tau Drones or Servitors.

WIS-Super Mutants-Orks: Converts Super Mutants to Orks.

WIS-Talon Company-Dark Eldar: Converts Talon Company mercenaries to Dark Eldar Warriors and Wyches [Talon Company is Death Korps Guardsmen by default].

WIS-Talon Company-Sa'riad: Converts Talon Company mercenaries to Sa'riad Sept Tau Fire Warriors and Pathfinders.

WIS-Talon Company-World Eaters: Converts Talon Company mercenaries to World Eaters Chaos Space Marines.

WIS-Tyranids: Converts mole rats, ants, radroaches and bloatflies to Termagaunts and radscorpions to Hormagaunts.

WIS-Yao Gaui-Furies: Converts Yao Gaui to Fury Daemons.

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3.5 Increased Spawns Plug-ins
-----------------

WIX-Increased Spawns.esp
WIX-Increased Spawns-Hordes.esp
WIX-Really Increased Spawns.esp
WIX-Really Increased Spawns-Hordes.esp

Based on Mart's increased spawns, these plug-ins increase the numbers of enemies who spawn in and rearrange the creature leveled lists for wasteland spawns. Having more enemies around makes the wasteland more lively and generally makes your walks more interesting.

Use the plugins with the -Hordes suffix to add a chance of encountering massive . . . hordes of daemons or tyranids. I recommend not toggling a horde plug-in until you're a sergeant.

I strongly recommend using these plug-ins in conjunction with the zone respawn plug-in from Mart's standalone increased spawn mod. Check section 6.0 for the link.

---------------------------
4.0 Bugs and Compatibility
---------------------------

I make no guarantees that this mod will work in conjunction with any other mod.

Regarding bugs, this is my first mod for Fallout 3 and it has undergone many overhauls and even more revisions. Moreover, because I've used so many other mods from so many different sources in order to make this mod, I expect that there will be issues from time to time. If there are errors with any item/texture/enemy/etc., please let me know. Chances are that I left something out of the .rar file when I was compiling everything.

When errors are found, I will try to upload a fix as soon as I can get around to it but please remember that this is a one-man show and I am not getting paid for this.

I have tried to test the game as much as I can for balance and functionality but there are dozens of interchangeable plug-ins and I simply don't have the time to test every aspect of all possible combinations.

-----------------
5.0 Known Issues
-----------------

*Bloodthirster Greater Daemons are invisible.

Go to your Fallout 3 data directory then navigate to the Data\Meshes\creatures\smspinebreaker folder.

Copy the files "DaemonArmored01" and "DragonWingsTerm."

Paste the files into the Data\Meshes\creatures\ork folder.

*When equipped, shields may block your view in the pipboy. Use the pipboy invisibility mod (http://fallout3nexus.com/downloads/file.php?id=4180) to prevent this from happening.

You cannot equip the shields from the pipboy using this mod but you can still hotkey the shields. They will be unequipped automatically on entering the pipboy.

*If you are playing as a custom race (Eldar, Tau or Necron) use this plugin: http://fallout3nexus.com/downloads/file.php?id=6240. It will prevent freezes when transitioning to Broken Steel/Mothership Zeta and seems to fix crashes that occur when exiting Vault 101 for the first time.

*Your game may appear to freeze when changing your race to Necron or when you encounter Necrons. For some reason the Necron textures take longer periods of time to load the first time they are encountered, usually between 30 seconds to a minute.

*Chaos helmets occasionally have no textures. I am still trying to figure out what causes this.

*Performing certain actions while the Crisis Battlesuit is equipped (holstering weapons and switching weapons), even when done from the Pipboy, may occasionally cause your game to crash. I believe these errors are caused by animation difficulties and thus they are outside of my scope to fix.

*Enemies wearing Crisis Battlesuits may be impossible to kill or even target in VATS. You may need to restart your game in order to defeat these enemies. A Battlesuit-free version of WI-Enclave-Sa'cea is now available in order to address this flaw.

I have tried several tweaks but this seems to be a mesh issue I am unqualified to correct.

*Game crashes when approaching the Point Lookout Boat.

Disable WIS-Mirelurks-Daemonettes, approach the Point Lookout Boat, save, re-enable WIS-Mirelurks-Daemonettes, reload. There will probably be some deformed Daemonette corpses but your game should otherwise function normally.

Please let me know if you encounter any other bugs.

*Game freezes or crashes seemingly at random

Try out some of the fixes suggested here: http://forums.nexusmods.com/index.php?/topic/202013-fallout-3-crashes-fixreduce-guide/

I used to encounter frequent crashes and freezes when playing Fallout 3 but have had none since disabling HDR and using the suggested multi-core fix.

However, if you have a freeze or crash that is occurring consistently under the same conditions, let me know and I will look into it when I can.

--------------------
6.0 Additional Mods
--------------------

I recommend that you use my mod in tandem with at least a few of these other mods. Please note, however, that these mods are not required.

*JQ's Warhammer Mod
http://translate.google.com/translate?hl=en&sl=ru&u=http://www.playground.ru/files/29066/&ei=IhEzTrvGBuWIsQL_g9HfCg&sa=X&oi=translate&ct=result&resnum=9&ved=0CFEQ7gEwCA&prev=/search%3Fq%3Djq%2Bwarhammer%2B40k%26hl%3Den%26client%3Dfirefox-a%26hs%3DKVZ%26rls%3Dorg.mozilla:en-US:official%26prmd%3Divnsfd

Contains a large number of 40k-oriented meshes, including heavy bolters and power axes. Simply overwrite any files if prompted.

*Warhammer 40k Weapon Sounds Replacer
http://www.filefront.com/17464910/WH40K_Weapon_Sounds_Replacement.rar

Replaces most weapon sounds with 40k-appropriate sounds. Definitely a must.

*MMMF3 - Increased Spawns: http://fallout3nexus.com/downloads/file.php?id=1415

This mod is a scaled down version of MMM, which only contains the increased spawns and zone respawns functions. I strongly recommend using the zone respawn plug-in from this mod in conjunction with the increased spawn plug-ins in my mod.

*Pip-Boy Invisible When Not in Use:
http://fallout3nexus.com/downloads/file.php?id=4180

Does exactly what the title says. If you're like me you probably can't stand the way 40k armors look with the pipboy equipped. This mod rectifies that issue. However, this mod prevents you from using the pipboy light so you might want the next mod below for low-light situations.

-Note-Enable this mod only after you first receive the Pipboy and disable it during the Vault 112 quest when you're in the trainquility lounger.

*Vision Modes:
http://fallout3nexus.com/downloads/file.php?id=12914

Adds a bunch of new vision modes perfect for low-light conditions.

*URWL:
http://fallout3nexus.com/downloads/file.php?id=14869

If you haven't gotten tired of Fallout 3's drab atmosphere, well I'm very impressed. But if you have then you owe it to yourself to check this mod out. Ultra Realistic Wasteland Lighting generally makes Fallout 3's lighting conditions more bearable.

*Enhanced Weather - Rain and Snow v2 Hotfix:
http://fallout3nexus.com/downloads/file.php?id=6170

Get tired of seeing nothing but the same dusty cirrus clouds and dust devils? As the name implies, Enhanced Weather makes the environment much more dynamic. Also, there's something about fighting in the rain that just makes it more dramatic.

*Greenerworld and The Green Wastes:
http://fallout3nexus.com/downloads/file.php?id=8836
http://fallout3nexus.com/downloads/file.php?id=2525

A lot of mods try to make the Wasteland less brown but some of them do too little while others do FAR too much. In my opinion, these two mods, when used in tandem, provide the best balance which results in an environment which is far more believable than the Capital Wasteland was originally.

*Infernal Sky:
http://fallout3nexus.com/downloads/file.php?id=6977

If the environmental mods above are too green for you, Infernal Sky may give you a welcome dose of Apocalyptic drear. Basically turns the environment from a meh wasteland to a nightmarish hellscape, which is just about perfect for 40k.

*Warhammer 40k Add-ons for Conversions:
http://www.fallout3nexus.com/downloads/file.php?id=15750

Designed by Saxster specifically for use with this mod. Saxster's mod currently replaces Brotherhood of Steel symbols with those representing the Imperium and also includes a plug-in that alters the player's voice to sound like a Space Marine.

*REAL Third view playable mod:
http://www.fallout3nexus.com/downloads/file.php?id=5897

If you've tried to wear any of the space marine power armor suits, let alone terminator armor, you've probably noticed that's impossible to see anything other than yourself with the 3rd person camera, unless if you pull the camera back about a hundred yards. The 1st person camera can also be problematic, since bolters and storm bolters have a tendency to block your view.

This mod raises the camera to above the waist and orients it more to the right, so you can see above whichever bulky armor you happen to be wearing and get a clear shot.

-----------------
7.0 Future Plans
-----------------

-Fix icons
-Add faction-specific quests

---------------
8.0 File Credits
---------------

It would not have been possible to create this mod without the contributions of many other modders whose works are listed here in no particular order. My thanks to all of these modders.

Arm claws by Nino
Chainsword by Amstrad
Bolt Pistols and Plasma Weapons by ObiWan, adapted to Fallout 3 by EdCase
Bolter by rsugar, original model by ObiWan
40k Las Gun by Darkmagi
Chaos armors by Mark N
Fire Warrior armor by Mark N and DaiShi
Eldar shoulder armor plates by Toris
Tyranids, Space Marine Scout armors, Eldar armors, Orks and Ork weapons and Imperial Guard armors and weapons by Andersh
Power sword mesh created by ummthingys and textured by Mark N
Grenade launcher and Tesla Pulse Cannon (uploaded by qijazke) by martyr777
Tau Race, Robe, Drones, Pulse Carbine, Pulse Rifle and Rail Rifle, Necron Gauss Blaster and Gauss Flayer and Classic Plasma Rifle, Tesla Metal Armor, Super Sledge, and HK L30 Gatling Laser by DaiShi
Armored robes by KaylaKaze
Colossus armor and headgear by Dae
Combat ranger gear
Capes by Lothlorias
Ghost armor by bunsaki
XV-25 Stealthsuit by Abarath
Power robes and new ghoul meshes by tumbajamba
Space Marine armors by cerberos008
Hair pack by YoshikinaKota
Alien Rifle V2 by SirSmokeALot
Wings created by Alexander Wolf and converted by Riven
CIB Super Mutant assets by CIB
Daemon assets by Zenl
Necron race by Coffagenesis
Plasma Rifle Redesign by Chai
Enclave Commander by J3X
Exotic Blades, Authentic Maces, Scutums and Gladius by Moraelin
Inquisitor and commissar items by Myerz
Arm-mounted Weapons by rjtwins
Sister of battle armors by toxa01
Tau Crisis Battlesuit modeled by Abarath, UV-mapped and rigged by Fearil
Tesla Sword and Tesla Spitter by The SH0CKER
Warlock sword and shuriken pistol and catapult by Spiderpig
City killer combat shotgun by x-quake
Cryolator by balian
Weapons modders resource by bro_nod
YK24B Pulse Rifle by WildKarrde
Pegasus weapons by Gorgonzola3000
Eagle sword by parman1
Arkey's Valor by m_arts and Usher
Etna's spear by Nick Cureton
Alien blaster rifle by Eldihil
Grey Knight Halberd and Dark Angel Power Sword by Inkhosi
30mm Anti-Tank Rifle by Phoynix
Eldar runes based on a resource provided by Andrew Hicks

-----------------------
9.0 Change Log
-----------------------

---Version .796---

New with this Update . . .
-Introduced new quests, which are basically bounties, accessible from the Target Acquisition Terminal. You will receive a quest to locate the terminal on loading your game.
-New replacer plug-in changes Mirelurks to Mutated Heretics.
-Made a tougher traders plug-in which dramatically increases health of traders.
-A new perk, titanium skeleton, decreases limb damage by 50%. It is a prerequisite for the Adamantium Skeleton perk, which now reduces limb damage by 85%.
-Introduced stubborn and aggressive perks. These perks are exclusive. One increases damage and defense while moving and the other increases damage and defense while stationary.
-Introduced a new perk, recuperation, which regenerates health while waiting.
-Introduced Light Flamer weapon. Counts as a small gun.

Fixes and Balance Adjustments

-Caps retextured and renamed to Aquillas.
-WI-Commander now charges Aquillas for troops.
-The molerat repellant stick can now be used on any Termagaunt if the Tyranids plug-in is active.
-Most nonhuman enemies now drop some sort of “meat” which offer varied benefits.
-Retextured Deathclaw Gauntlet and Renamed to Fury Claw Gauntlet. Furies now drop claws.
-Increased amount of health gained from cannibalism to 100.
-Decreased lasgun and hotshot lasgun AP costs.
-Changed many automatic weapons to fire long bursts in VATS.
-Hardened veteran perk prerequisites changed to include 40 Unarmed or Explosives in addition to Melee Weapons.
-All las weapons now share the same repair list.
-The psychic affinity perk description now correctly lists 6 Perception as its prerequisite.
-Clover now has a shardcarbine by default instead of a shuriken pistol.
-Removed flamer charred body effect (it seemed to be causing crashes).

---Version .795 Changes---

New with this Update . . .
-Warp Spider Perk for Eldar, complete with teleporter, death spinner and power blades
-Modified skeleton for Wraithguards
-Included Wraithlord in WI-Commander for Eldar
-Added placeholder meshes for power axe and heavy bolter
-Included new Chinese Remnant Replacers: Iron Warriors (Chaos Marines) and Vostroyans (Imperial Guard)
-Argent Shroud Battle Sister chapter changed to Azure Reliquary
-Included new playable chapters: Space Wolves (Space Marines), Iron Warriors (Chaos Marines) and Vostroyans (Imperial Guard)
-Added runes to Eldar helmets
-Made more vivid eyes for Eldar
-included an “unlocked” commander ESP
-included Tzeentch Flamer Daemons as a Bloat Fly replacer

Fixes and Balance Adjustments

-Exarch loincloths replaced by separate exarch armors
-Hardened Veterans renamed to Grenadiers, now receive carapace armor
-Fixed error that prevented Exarchs from commanding Aspect Warriors
-Made separate helmets for Farseers and Warlocks
-Replaced dark matter projectile and explosion meshes
-Replaced bile spewer mesh and sound effects
-Made Eldar armors less glossy
-Increased damage of Eldar Destructor psyker power
-Reduced damage of Chaos Doombolt psyker power

---Version .794 Changes---

New with this Update . . .
-Perk and class guides are now given when players select their faction
-Introduced new mesh for regular Eldar power swords
-Introduced a modified version of Coffagenesis's 40k Enclave Commander ESP that integrates his 40k voices into the mod
-Included descriptions for each plug-in

Fixes and Balance Adjustments . . .

-Reduced Eldar Warlock and Psyker level requirements to 7
-Increased Witch Blade animation speeds
-Reduced leveled grenade counts
-Increased grenade damages

---Version .793 Changes---

New Features . . .
-introduced WI-Commander plug-in, phased out legacy plug-ins
-chapter-specific textures for Wych armors
-new Wych helmets
-new staff of light weapon for Necron Lords

Fixes and Balance Adjustments . . .
-fixed an issue with the plague bolter leveled list
-all Inquisitional Ordo perks are now exclusive
-Dark Eldar Mandrake perk is now exclusive of other Advanced Dark Eldar classes
-Wracks are now slightly smaller
-fixed an issue with Tau jump packs
-removed bolt pistols from cultist leveled lists
-switched to using andersh's rebreather mesh
-Noise marine perk now requires 75 energy weapons
-Autarch and exarch perks are now exclusive

---Version .792 Changes---

New Features . . .
-Introduced new class: plague marine
-New weapons: warpsward, manreaper, blissgiver, bile spewer, plague bolter, plaguesword, liquifier
-New grenade varieties: concussion, krak, promethium
-Sonic blaster now frenzies enemies (only works for player if he has noise marine perk)
-Noise marines are now elite-level classes
-Plasma gooification now leaves skeletons (as in flesh-burning plasma weapons)
-Flamers now burn carcasses and demoralize enemies
-las weapons, gauss weapons (only if player is Necron) and psyker powers now regenerate 'ammo'
-Necron lords now receive teleportation ability
-Terminator Armors are now available to Inquisitors who have chosen an Ordo, Inquisitor Power Armors have been retexed
-Canonesses now have custom helmets
-Jump packs/wings now increase jump height
-J3X transport effect (used by the player to call in troops) has been altered to resemble teleportation

Fixes and Balance Adjustments . . .
-increased critical chance rates for Gauss weapons
-wraithcannon damage decreased
-Necron speed penalty reduced to -20
-numerous armors renamed
-numerous repair lists refined
-bolters are back to being automatic weapons
-Ultramarine Chaplain texture had some blue dots, they have been removed
-Argent Shroud Celestian armor fixed
-fixed a missing mesh issue on the living saint armor
-made some Alterations to Death Korps uniforms
-made some alterations
-some las, pulse and bolt weapon damages decreased
-Dying Sun Dark Eldar textures have been toned down
-tweaked the Ardent Blade object effect
-certain energy weapons no long expel shell casings (don't know how I overlooked these for so long)
-Eldar melee weapon animation speeds increased
-weapon and armor condition degradation speeds have been decreased
-certain Dark Eldar perks didn't give the Eldar speed boost, this issue has been fixed
-fixed an issue with Avenger Shuriken Catapults not being playable
-sanctioned psykers now receive force swords
-Beastmen are now worth more experience
-heavy bolter rounds are now explosive
-included Dark Eldar Scourge wings in archive

---Version .791 Changes---

*New features . . .
-WIS-Increased Spawns, about the same as Mart's regular increased spawns, but with corrected leveled creature lists for this mod. Increased Spawn plug-ins with Horde suffixes add a chance to encounter large groups of Tyranids and Daemons in the Wasteland (not recommended for use with MMM)
-Crozius Arcanum reintegrated
-Orks, except for Skarboyz and Warbosses, now use the “spinebreaker,” rather than “bonecrusher” skeleton
-Orks are now a slightly lighter shade of green

*Fixes and Balance Adjustments . . .
-Fixed Biel-Tan Wraithguard sizes
-Tau Pathfinder classes now require perception instead of sneak
-Decreased Inquisitor level requirements
-Shardcarbines now cause stat damage to the chest
-Wych no longer gives Mandrake items
-Fixed Hardened Veteran class items
-Apothecary now awards weapons based on skills
-Storm Trooper, Support Guardsman and Fire Dragon class perks no longer increase health
-Howling Banshees no longer receive a speed bonus
-The Ordo Hereticus damage bonus now only applies to human enemies
-Gauss blaster, plasma cannon, burst cannon, and tau plasma rifle reclassified as big guns
-Las weapon damages increased
-Sorcerer and Chosen classes are now exclusive
-Sister of Battle Neophyte armor mesh issues fixed
-Tyranids and Daemons are now all in the same factions, respectively
-Tier 1 Daemonette health decreased
-changed Ogryn textures
-the Priest class now requires 50 speech only
-space marine captain now requires an advanced tier perk AND space marine sergeant
-Sister Superior class now precludes Assassin classes
-The Vindicare Assassin class now precludes the Celestian class
-Guardsman Lieutenant and Captain level requirements increased
-Tier four autarch tactical squads changed to Dire Avenger Exarchs

---Version .79 Changes---

*New features . . .
-3 new Dark Eldar classes: the Haemonculus, Scourge and Mandrake
-added a second tier for Dark Eldar Archons
-new imperial Guard Class: the Inquisitor; inquisitors may specialize to fight against Heretics, Daemons or Xenos and gain access to special troops
-introducing Dark Eldar legacy plug-in
-introducing Wraithguards for certain Eldar command classes
-introducing Wracks for Dark Eldar Haemonculus and Archons
-replaced Incubus punisher halberds with klaive two-handed swords
-introducing shard carbines (upgraded splinter rifles)
-splinter weapons now have purple tracers and muzzle flashes
-introduced second command rank for Sisters of Battle
-stealth armors can now be used to conceal the player mid-battle
-introduced "Agent of Chaos" perk, which allows Dark Eldar and Chaos Marines to befriend the raiders and talon company
-the armor items for jump packs and wings now provide immunity from fall damage

*Bug Fixes and Balance Adjustments . . .
-fixed dark matter blaster textures
-fixed terminator librarian mesh issue
-retextured succubus and wych armors
-player stealthsuits no longer appear invisible when not sneaking
-tweaked XV-25 texture
-reduced “Deep Sleep” perk level requirement to 12, should be helpful for roving psykers
-Dark Eldar destructor now deals additional limb damage, ignores armor
-Hellgun damage increased
-Fixed Daemonette “limp”
-Fixed bug that caused the game to crash whenever Tau drones were targeted in VATS
-Switched nemesis force weapons back to JQ meshes
-fixed celestian item script
-storm bolter value increased
-cyclone now fires actual missiles, not miss launcher projectiles
-fixed exitus rifle mesh directory
-eyebots changed to servo skulls where appropriate
-bolters removed from Ork leveled lists
-plague marine bolter fixed
-other minor fixes made

---Version .78 Changes---

*New features and changes . . .
-JQ assets reintegrated
-Jump packs, wings and teleportation reintegrated
-Plug-in for non-explosive bolts (helps prevent lag if you have an out-of-date graphics card like I do)
-Talon Company to World Eaters Replacer
-Centaurs and Dogs to Beastmen Replacer
-Mothership Zeta plug-in
-Mordian Iron Guard playable faction switched to Armageddon Steel Legion
-New Pitt plug-in alters Pitt Raiders based on the selected Talon Company faction (meaning raiders can be Chaos World Eaters, Death Korps Guardsmen, Dark Eldar or Sa'Riad Tau)

*Fixes and Balance Adjustments
-Enclave to Inquisition replacer fixed
-Several terminator armors which were previously unplayable now are
-Fixed bug that allowed anyone to take the commissar perk
-Fixed textures and meshes for sunrifle and fusion gun
-Long rifle now uses Eldar projectile
-Dark Matter projectile and explosion fixed
-Assassin armor now has a drop item
-Level requirements for Autarch perks increased

---Version .77 Changes---

*Introducing . . .
-Enclave to Inquisition replacer
-Brotherhood of Steel to Imperial Guard (Vendoland) replacer
-Mirelurks to Daemonettes replacer
-Talon Company to Tau (Sa'riad) replacer
-Paired and Terminator-sized lightning claws

*Fixes and Balance Adjustments
-Conducted an extensive review of assets to ensure all were properly credited
-Bolters now fire explosive rounds and are semi-automatic (Except for the Unique Bolter)
-Fixed bug that allowed anyone to take the commissar perk

---Version .76 Changes---

*Introducing . . .
-Terminator Stormshields
-New Farseer/Warlock armor textures
-New Ranger Coats

*Fixes and Balance Adjustments
-included missing textures for Vindicare Assassin helmet, Vendoland officer coat
-Chaos Marines may no longer take Space Marine perks and vice versa (except for the Scout perk)
-Shuriken weapon spread increased, damage decreased
-Shuriken cannon ammo capacity increased
-Eldar now have increased height
-increased Aspect Warrior damage bonuses
-sonic blaster projectile speed increased
-pulse carbine critical damage increased
-Oasis 'druids' converted to Biel-Tan Eldar Exodites
-Pulse weapon spread increased
-Pulse rifle damage increased
-Howling banshee is now a possible prereq for Warlock

---Version .75 Changes---

*Introducing . . .
-Callidus and Vindicare assassin perks
-Grey Knight perks
-Additional legacy alternatives

*Fixes and Balance Adjustments
-Reaper Launcher changed to Shuriken Cannon
-Bolt pistol damages increased
-power fist mesh tweaked
-gauss weapons no longer hide backpacks

---Version .74 Changes---

*Fixes and Balance Adjustments
-All .rar archive files rebuilt to include assets introduced with .73 updates
-Texture files compressed (they are now 1/3 of their previous file sizes)
-Most class perks are now exclusive (i.e. after taking the Space Marine Devastator perk, Tactical Space Marine and Assault Space Marine perks become locked)

---Version .734 Changes---

*Introducing . . .
-Howling Banshee playable classes
-New Singing Spear mesh and texture
-Tweaked shuriken pistol and fusion pistol textures
-Eldar Autarch perks now follow a linear progression
-Dr. Li and the rest of the Project Purity scientists are now Tech-Priests

*Fixes and Balance Adjustments
-Plug-in introduced which allows players to avoid using Andersh's Imperial Guard meshes and textures if they are not functioning correctly
-Fusion pistol now has firing sound effects
-TP plug-ins rebuilt from the ground up
-las weapons are now slightly more expensive to repair
-scout and grey knight armors are now in their proper repair lists
-numerous small changes made

---Version .733 Changes---

*Introducing . . .
-new plug-in that changes non-faction robots to servo-skulls or drones
-faction plug-ins now change robots to servo skulls or drones where appropriate
-new MMM compatibility patch
-'sergeant' type legacy perks
-new models for las weapons, courtesy of Andersh
-introduced an alternative legacy plug-in (if you wanted to play as Ultramarines, Black Legion, Ulthwe or others, here's your chance)
-heavy flamer is now a separate item from the regular flamer
-hellguns

*Fixes and Balance Adjustments
-renamed Talon Company to Death Korps
-renamed Regulators to Grey Knights
-Fury Daemons are not slightly smaller
-Daemons should no longer drop animal meat
-Ork shootas now do more damage and are less accurate
-most class and legacy perks are now available at earlier levels
-simplified repair lists

---Version .732 Changes---

*Introducing . . .

-Andersh's Imperial Guard armors
-The lightning claw, or at least something that kind of looks like a lightning claw
-The Dark Eldar Splinter Rifle, less damaging that the Shuriken Catapult but deals poison damage and increased damage to legs
-Tyranid replacers for ants, molerats and radscorpions of all sizes
-Squig replacer for dogs and centaurs
-Bloodletter replacer for Deathclaws
-Fury replacer for Yao Gaui
-Necron Pariahs (available for Necron Lord to call in)
-Dark Eldar replacers for Talon Company and Raiders
-Sisters of Battle Legacy (Order of the Bloody Rose) and Regulator replacer (Order of the Ebon Chalice). Also, Females in the BoS to Black Templars plug-in are now Battle Sisters (Order of the Martyred Lady)
-Terminator legacy tiers for Space Marines and Chaos Marines
-New model for Avenger Shuriken Catapults, which is slightly larger than the normal Shuriken Catapult

*Fixes and Balance Adjustments

-Most NPC names have been changed to better reflect the 40k factions they represent. Dialog, sadly, remains unaltered.
-Mordian Iron Guard Armor (used by Vault Secutiy) issue should now be resolved
-Destructor weapon damage increased
-Thunder Hammers now cause knockdown on critical hits
-Psychic Affinity perks now affect critical chance as well as damage
-Damage decreased and rate of fire increased for Tau Pulse Rifle
-Reduced Point Lookout Tyranid loot drops.

---Version .73 Changes---

-Introduced Orks as a Super Mutant Replacer (optional, full MMM compatibility not tested but compatible with standalone increased spawns mod).
-Introduced class and commander perks with playable factions inlcuding Eldar (Craftworld Nacretinei), Space Marines (Blood Ravens Chapter), Imperial Guard (Cadian), Tau (Bork'an), Chaos Space Marines (Night Lords). Alternate Chapters/Craftworlds/Regiments/Septs and additional playable factions will be added in the future.
-Tweaked Chaos armor textures.
-Introduced Striking Scorpions, Dark Reapers, and Eldar Chainswords, Fusion Guns and Reaper Launchers.
-Introduced Crisis Suits and the Tau Plasma Cannon.
-Tweaked Eldar Faction troops to accommodate the new aspect warriors.
-Tweaked most armor values. Most damage resistance values have been scaled back in order to create a more appreciable gap between the damage resistances of Terminator armors and Crisis Battlesuits and all other armors.
-Eldar no longer move as quickly.

---Version .72 Changes---

-Created TP World Eaters and Enclave Thousand Sons plug-ins
-Created an alternate Point Lookout ESP that replaces most ghouls across the Capital Wasteland with Necrons or Necron Immortals
-Introduced Punisher Halberds for Incubus Warriors
-Tweaked most armor effects. All race oriented armors (except for Imperial Guard) now give stat bonuses. Some armors also affect your movement speed.
-Increased terminator armor damage resistance scores to 65
-Necrons are now playable
-Decreased Psychic Affinity requirement to 6
-Increased Eldar Psyker Requirement to 7
-There are now 'racial' perks for Tau, Eldar, Necrons and Space Marines. These will be made more robust over time.
-Replaced Evergreen Mills behemoth with a Bloodthirster. This was largely done for proof-of-concept. More daemonic addons (including Bloodletters and/or Daemonettes) may follow.

*Fixes*
-Incorporated missing hotshot lasgun scope
-Fixed Psyker skill tree issues
-Fixed Singing Spear texture error

---Version .71 Changes---

-Tweaked Black Legion textures to give them more uniformity

---Version .70 Changes---

-Gave Vault 101 security guards laspistols and set the player's starting weapon to a laspistol (it may be weak but at least you don't have to worry about ammo).
-Integrated Imperial and Chaos Psychic powers.
-Grey Knights now use Psyker abilities.
-Storm bolters now deal the same damage per projectile as normal bolt weapons
-Repair lists refined but probably still need more work, I just don't have much patience when it comes to sorting through those things.
-Added a functioning jumppack that runs on flamer fuel (look for it on a Black Templar corpse named Unknown Soldier inside the super mutant palisade on the northern edge of the downtown area).
-Replaced all Ghouls in the Dunwich building with Necrons
WI-Commander-Human
-Included Apothecaries and Chaplains in the Blood Raven command squad.
-Priests and Psykers now appear in the Imperial Guard command squad.

*WI-Enclave-Ultramarine*

-Replaced the enclave security officer with an Ultramarine chaplain. Enclave scientists may be techmarines or apothecaries.

*WI-Enclave-BOS*

-Scribes replaced with apothecaries and techmarines.

*All Eldar plug-ins*

-Warlocks now have psyker abilities.