Fallout 3

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DaveLessnau

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DaveLessnau

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About this mod

Adds a four letter prefix to the front of each inventory object to help with sorting. When you open your Pip-Boy and look at Weapons, Apparel, Aid, Misc, or Ammo, instead of seeing items listed alphabetically by their name, they'll be grouped by what they are.

Permissions and credits
Changelogs
Name: DALCO Inventory Sorter
Version: 3.2
Date: 15 Dec 2013
Category: Tweaks
Location: http://www.nexusmods.com/fallout3/mods/16943/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fmoddescription%2F%3Fid%3D16943%26preview%3D&pUp=1
Requirements: Fallout 3 and some means to unzip the files (7-Zip)
Author: DaveLessnau

Description
===========
This mod adds a four letter prefix to the front of each inventory object to help with sorting. When you open your Pip-Boy and look at Weapons, Apparel, Aid, Misc, or Ammo, instead of seeing items listed alphabetically by their name, they'll be grouped by what they are.

Location
========
The change happens as soon as you load the mod.

Details
=======
The following describes the four letter prefixes for each item:

AIDS: Helpful, non-addictive ingestibles
ALCH: Alcoholic, addictive drinks (increase Charisma, increase Strength, decrease Intelligence, chance of AlcoholAddiction)
ALCF: AlcoholAddiction possible drinks with no decrease in Intelligence and an increase in Hit Points (i.e., liquid food) (AWOP only)
ALCR: Alcoholic, addictive drinks that can be used in recipes to make other things
AMMO: Ammunition

ARMA: Armor unique to AWOP
ARMC: Combat Armor
ARMD: Dragoon Armor (FWE Only)
ARME: Armor unique to EVE
ARMM: Merc Armor
ARMO: Other Armor
ARMP: Power Armor
ARMR: Raider Armor
ARMV: Vault Armor

BOOK: Permanent skill raising books (not the garbage books all over the place -- those are MISC)
CHEM: Helpful, addictive drugs (see AIDS for non-addictives)
CHKR: Slave Collars (FWE Only)

CLTA: Clothing unique to AWOP
CLTF: Full-body apparel with low Damage Resistance (no other Clothing may be used while wearing these)
CLTH: General apparel with low Damage Resistance
CLTV: Vault apparel with low Damage Resistance

COMP: Items that are components in making other things
CURR: Bottlecaps
DISG: A few odd items that could be used for disguises (Ghoul Mask, scar, surgical masks, wigs)
DRNK: Non-alcoholic drinks (increase Hit Points)

EYES: Eyegear

FODR: Food that can be used in recipes to make other things
FOOD: Food that's not used to make other things (increases Hit Points)

HATS: Headgear with low Damage Resistance

HLMC: Combat Helmets
HLMD: Dragoon Helmets (FWE Only)
HLMF: Full-head Helmets (they count as both eyewear and headwear)
HLMO: Other Helmets
HLMP: Power Helmets (they go with Power Armor and count as both eyewear and headwear)
HLMR: Raider Helmets

MISC: Miscellaneous, useless junk
MSCA: Miscellaneous items unique to AWOP (they all look like pure junk to me, but let me know if I'm wrong)
MSCE: Miscellaneous items unique to EVE (they might not even exist -- they have "test" in their records)
NOSE: For the Cyber Mask (attached via the Nose slot -- FWE Only)
PACK: Dragoon Storage Pack and the Motorcycle Saddlebags (FWE Only)
POIS: Poison (decreases Hit Points)

QSTR: Items involved with repeatable quests
QUES: Items involved with non-repeatable quests

REPR: Items used to repair other items (FWE Only)
SHLD: Dragoon Barriers (FWE Only)

UTIL: Utility items like bobby-pins

WBAM: Weapons, Big Guns, Area-Effect, Missile
WBAN: Weapons, Big Guns, Area-Effect, Nuke
WBDC: Weapons, Big Guns, Direct-Effect, Conventional Ammo
WBDE: Weapons, Big Guns, Direct-Effect, Energy
WBDF: Weapons, Big Guns, Direct-Effect, Flamer Fuel
WBDJ: Weapons, Big Guns, Direct-Effect, Junk Ammo

WE2A: Weapons, Energy Weapons, 2-Handed, Automatic (EVE Only)
WECN: Weapons, Energy Weapons, Cannon, Non-Automatic
WEPA: Weapons, Energy Weapons, Pistol, Automatic
WEPN: Weapons, Energy Weapons, Pistol, Non-Automatic
WEPS: Weapons, Energy Weapons, Pistol, Shotgun
WERA: Weapons, Energy Weapons, Rifle, Automatic
WERN: Weapons, Energy Weapons, Rifle, Non-Automatic
WERS: Weapons, Energy Weapons, Rifle, Shotgun
WEUN: Weapons, Energy Weapons, Unarmed (EVE Only -- something called "test wep PLM")

WEXG: Weapons, Explosives, Grenade
WEXM: Weapons, Explosives, Mine
WEXS: Weapons, Explosives, Shotgun
WNXG: Weapons, Non-Explosives, Grenade (special case in UF3P of a Baseball -- no other place to put it)

WMEL: Weapons, Melee Weapons

WSPA: Weapons, Small Guns, Pistol, Automatic
WSPN: Weapons, Small Guns, Pistol, Non-Automatic
WSPS: Weapons, Small Guns, Pistol, Shotgun
WSRA: Weapons, Small Guns, Rifle, Automatic
WSRN: Weapons, Small Guns, Rifle, Non-Automatic
WSRS: Weapons, Small Guns, Rifle, Shotgun

WUNA: Weapons, Unarmed

Most of the prefixes are self-explanatory. The Armor and Helmets prefixes parallel each other and are oriented around their types. This is mostly arbitrary since Fallout 3 has no armor categories like Light, Medium, or Heavy. The only thing that matters with these is Damage Resistance.

The Quest prefixes are also interesting in that they're attached to items that can be used for quests and that are rewards for quests (or both).

The most complex set of prefixes are for Weapons. Obviously, the leading "W" is for Weapons. The second sorting level is the Skill that governs their effectiveness (Big Guns, Energy Weapons, Explosives, Melee Weapons, Small Guns, and Unarmed). The third sorting level varies a bit. For Small Guns and Energy Weapons, it's for Pistols and Rifles (and Cannon for one Energy Weapon group). This is because the Gunslinger Perk affects Pistols and the Commando Perk affects Rifles. For Big Guns, the third sorting level is for Area-Effect and Direct-Effect guns. The fourth sorting level in Small Guns and Energy Weapons is for Automatic, Non-Automatic, and Shotgun. In Big Guns, it's general ammunition type.

NOTE: some of the terms I've sorted on (Pistol, Rifle, and Automatic) are not technically correct for weapons in the real world. Instead, I've used them as used in the game (and, specifically, in the GECK). The GECK uses "Pistol" for non-"Big Guns" that are wielded with one hand. "Rifle" is non-"Big Guns" wielded with two hands. And, Automatic is solely defined by a flag in the gun description (note that the M-14 Assault Rifle in FWE does not have the Automatic flag set -- so, even though it's an assault rifle, it's not under WSRA: it's under WSRN)

For items with duplicate names in the game files, I've also gone through and added suffixes to differentiate the items. I believe that players will very rarely see those suffixes since most of affected items appear to have been cut from the game.

Optional Compatibility Mods
============================
Included with this mod are compatibility fixes between it and various other mods:

- A World of Pain for FO3 by djmystro (version 1.2): http://www.nexusmods.com/fallout3/mods/17965/? .

- Cipscis' Automatic Save Manager by Cipscis (version 1.2.3): http://www.fallout3nexus.com/downloads/file.php?id=3729 . This compatibility mod is entirely optional, it merely prefixes UTIL to the tool name.

- Community Ammunition Library - CALIBR by Tubal (version 1.4): http://www.fallout3nexus.com/downloads/file.php?id=3447 .

- Dynamic Crosshair by ShadauxCat (version 1.6.0): http://www.fallout3nexus.com/downloads/file.php?id=15724 . This compatibility mod is entirely optional, it merely prefixes UTIL to the tool name.

- EVE - Energy Visuals Enhanced by weijiesen and Cipscis (version 0.97 -- The EVE 097 Unified Paradox Install version ONLY): http://www.nexusmods.com/fallout3/mods/8340/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fmodfiles%2F%3Fid%3D8340&pUp=1.

- Fallout Interoperability Program - FOIP Compatibility Patch for Marts Mutant Mod and FO3 Wanderers Edition (page by Mezmorki): http://www.fallout3nexus.com/downloads/file.php?id=4968 .

- Fallout Interoperability Program - FOIP Compatibility Patch for Weapon Mod Kits and FWE 6-03 by Mezmorki: http://www.fallout3nexus.com/downloads/file.php?id=4968 . Note: this patch OVERWRITES the DLC files from Weapons Mod Kits. Because of that, my installer can only check if the base mod is installed. I assume that if it is, and the Weapons Mod Kits-named DLC files are present, then they're really FOIP files. Similarly, if this mod's base file is not-activated, I assume that all files are from Weapons Mod Kits.

- FO3 Wanderers Edition (FWE) by FWE Team (version 6.03): http://www.fallout3nexus.com/downloads/file.php?id=2761 .

- Invisible Ghoul Mask by salkin (version 1): http://www.fallout3nexus.com/downloads/file.php?id=8724 .

- Marts Mutant Mod - RC 61 by Martigen: http://www.fallout3nexus.com/downloads/file.php?id=3211 .

- Max Level Workaround by Circuitous and Teddybearman (version 3): http://www.fallout3nexus.com/downloads/file.php?id=121 . This compatibility mod is entirely optional, it merely prefixes UTIL to the tool name.

- Sack of Holding by Quarn (version 1.0.0): http://www.fallout3nexus.com/downloads/file.php?id=1489 . This compatibility mod is entirely optional, it merely prefixes UTIL to the tool name.

- Skill Modification Assignment by Leon Fenten (version 1.1): http://www.fallout3nexus.com/downloads/file.php?id=11836 . Instead of making another mod and modding it, I've included a slight change in behavior along with the compatibility fix: the messages that pop up giving you an option of where to put the skill points now include your current skill point levels.

- Underground Hideout by danthegeek (version 7.2): http://www.fallout3nexus.com/downloads/file.php?id=9592 .

- Unofficial Fallout 3 Patch by Quarn (version 1.2.0): http://www.fallout3nexus.com/downloads/file.php?id=3808 . *** AS OF THIS VERSION (3.0) OF DALCO INVENTORY SORTER, THERE'S NO SUPPORT FOR THE OLD QUARN VERSION OF UF3P. IF YOU'RE USING THAT VERSION, TRY THE PREVIOUS VERSION OF DALCO INVENTORY SORTER ***.

- UPDATED Unofficial Fallout 3 Patch by BenWah and Hairylegs (version 1.5): http://www.nexusmods.com/fallout3/mods/19122 . *** THIS MOD HAS BEEN TAKEN OVER BY BENWAH AND HAIRYLEGS AND HAS BEEN DRASTICALLY MODIFIED IN STRUCTURE. THE PREVIOUS VERSION OF DALCO INVENTORY SORTER DOES NOT WORK WITH THE NEW VERSION OF UF3P. IF YOU ARE USING THE NEW VERSION OF UF3P, YOU MUST USE THE NEW VERSION (VERSION 3.0) OF DALCO INVENTORY SORTER. THIS MOD ALSO ONLY SUPPORTS INSTALLATIONS WITH THE FALLOUT 3 BASE GAME AND ALL 5 DLCS. IF YOU DON'T HAVE ALL THE DLCS AND WANT TO USE DALCO INVENTORY SORTER, I SUGGEST YOU USE QUARN'S VERSION OF UF3P (SEE ABOVE NOTE) AND THE PREVIOUS VERSION OF DALCO INVENTORY SORTER (VERSION 2.3). ***

- Weapon Mod Kits by Antistar (version 1.1.9): http://www.fallout3nexus.com/downloads/file.php?id=3388 .

Install
=======
This mod includes a custom installer for use within the Fallout Mod Manager (FOMM -- see the Tools Used section). I HIGHLY RECOMMEND you use FOMM.

To install with FOMM, extract the archive. In FOMM's Package Manager "Create From Folder" and choose where the files extracted. When that's done, double-click on the package name in Package Manager. That will bring up the install form (it will take several seconds). The checked boxes are the mod files that the installer sees as active. If you disagree, something is not installed the way you think it is. Cancel the install and fix those mods. Otherwise, hit the Install button. The installer adds the DALCO Inventory Sorter and any of my needed compatibility mods at the bottom of your load order. Relative to each other, they should be in the proper order, too.

To install without FOMM, I still HIGHLY RECOMMEND you use FOMM. But, failing that, extract the archives. Copy your needed .esp files to (install folder)Fallout3Data. Start the Fallout 3 Launcher, click 'Data Files', place a checkmark beside the .esp files you just copied. For my base mod, if you have Fallout 3 and ALL 5 DLCs use DALCO Inventory Sorter - Fallout 3 & All DLCs.esp. If you have the base game and no, or some, DLCs, use the file for the Base Game and the file matching any DLCs you have loaded (the naming scheme should let you choose properly.

Check your load order. In general, the base mod needs to come after all the FO3 files and DLCs (the later, the better). If you're using any of my compatibility mods, they need to be after both the mod that you're trying to be compatible with and my base mod file(s).

Note the Incompatibility section, below. If your installed mods make no changes to the existing items in the Ingestible, Ammunition, Armor, Book, Misc. Item, and Weapon categories, this mod can go just about anywhere. If you start seeing items without prefixes in your Pip-Boy, then you have a conflicting mod loaded after this one. If some of the items in your other mods stop working, then there could be a conflict and this mod is loaded after whatever mod is having the problem. Again, read the Incompatibility section.

Uninstall or Change Configuration
=================================
To uninstall using FOMM: double-click in the package manager.

To uninstall manually, start Fallout 3 Launcher, click Data Files, uncheck the .esp file, and delete the .esps associated with the mod.

If you change the mods you have loaded in such a way that affects my base mod or compatibility fixes, uninstall my mod and re-install it with the files you need for your new setup (that's very easy in FOMM).

Upgrade
=======
1. Uninstall the old mod.
2. Install the new mod.
3. Start Fallout 3 and play. This mod adds nothing to the game: it only renames existing items. So, there's no effect on saved games.

Incompatibility
===============
I've modified the names of (hopefully) all items marked "Playable" in the Ingestible, Ammunition, Armor, Book, Misc. Item, and Weapon categories (currently, that's more than 850 items). Any mod that changes anything to do with those items will conflict with this mod. If a mod changes a renamed item and is loaded AFTER this mod, that mod's change will take precedence (i.e., you'll lose my prefix, but you'll see whatever changes that mod made to the item). If that mod is loaded BEFORE this mod, this mod's change will take precedence (i.e., you'll see my prefix, but any changes the mod made to the item will be missing). THIS IS EASY TO FIX. First, watch Brumbek's YouTube videos showing how he made his inventory sorting mod for FNV:

http://www.youtube.com/watch?v=oKW3p3lUlNo

Then, if you haven't already, download and install Fallout 3 Edit (FO3Edit):

http://www.fallout3nexus.com/downloads/file.php?id=637

and Fallout Mod Manager (FOMM):

http://www.fallout3nexus.com/downloads/file.php?id=640

Make sure your load order is right in FOMM, then fire up FO3Edit. Look at the other mod's Ingestible, Ammunition, Armor, Book, Misc. Item, and Weapon categories and either "Deep copy as override into..." for the categories, or "Copy as override into..." for individual items that conflict. FO3Edit will prompt you for a file to copy to. Check the New File checkbox down at the bottom and give it a unique name when prompted. In the file you copied those items into, right-click on the Full - Name field for each item and add your prefix. Save that new file and, in FOMM, make sure it loads after the conflicting mods.

Another possibility is to make a merge patch with FO3Edit and change the names in that. See the following YouTube video for how to make a merge patch (it's for FNV and FNVEdit, but the actions are the same):

http://www.youtube.com/user/GophersVids#p/c/0E5E8CA384409B11/4/SwWgfZn1I8w

Known Issues or Bugs
====================
None.

History
=======
- 3.2 (15 Dec 2013): Added a compatibility patch to work with EVE - Energy Visuals Enhanced by weijiesen and Cipscis (version 0.97 -- The EVE 097 Unified Paradox Install version ONLY): http://www.nexusmods.com/fallout3/mods/8340/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fmodfiles%2F%3Fid%3D8340&pUp=1.

- 3.1.1 (14 Dec 2013): All AWOP tweaks. Replaced the special AWOP FOD* prefixes with my standard FOOD one (the special ones weren't helping figure out what the item was and were actually making things worse). Also moved the AWOP "(Fresh)" Ingestibles label from the end of the name to the front to help find non-radiation-giving Ingestibles. And moved the AWOP Ingestible flavor from the end to near the beginning as a sub-sort on the special abilities it gave them (my original intent with those special FOD* prefixes). Fixed a mistake where I labeled the AWOP Nuka-Cola as a FOOD instead of a DRNK.

- 3.1 (12 Dec 2013): Added a compatibility patch to work with A World of Pain for FO3 by djmystro (version 1.2): http://www.nexusmods.com/fallout3/mods/17965/? .

- 3.0 (09 Dec 2013): Removed support for Quarn's old version (1.2) of the Unofficial Fallout 3 Patch and changed to supporting BenWah and Hairylegs version (1.5). Since that version of UF3P only works with the base game and all DLCs, you must have all the DLCs installed to use this version of DALCO Inventory Sorter with it.

- 2.3 (24 Jan 2012): In the one .esp file for the base game and all DLCs (DALCO Inventory Sorter - Fallout 3 & All DLCs.esp), I changed WeapUniqueMS18Minigun "Eugene" and MQ11AutumnLaserPistol "Col. Autumn's Laser Pistol" from the version used in the base game to the version used in Broken Steel.

- 2.2.2 (01 Jan 2012): Removed the PUBLIC access modifier from the main class in the install script for NMM compatibility.

- 2.2.1 (21 Dec 2011): From MMM, I moved Deathclaw Meat and Ghoul Flesh from FOOD to POIS. The problem is that they reduce health if the player doesn't have the Food Sanitizer, but with it, they don't. Since not everyone will get the Sanitizer, I've decided it's best to label them POIS. Also, it's easier to check the few POIS items to see if they're good than it is to check all the FOOD items to see if they're bad.

- 2.2 (17 Dec 2011):
-- Initial release of my compatibility mods between my main mod and the Weapons Mod Kits and the FOIP - WMK - FWE compatibility patch.

-- Changed the load order of my compatibility mods: moved UF3P's near the top since it's generic, moved MMM's to below WMK's to agree with their suggested orders, and moved the "changed the tool name only" mods to the bottom.

- 2.1 (14 Dec 2011):
-- Consolidated all my files in one download and included a custom installer for use in FOMM

-- Moved Vodka from FODR to the newly created ALCR.

-- In FWE, moved Cave Fungus from FOOD to AIDS.

-- In FWE, moved BaseballGlove, BoardCutting, BoxDetergent, Chessboard, Iron, MedicalBraceNew, Plate04, and TinCan02 from MISC to new category REPR (for Repair). Also moved PowerArmorRepairKit from UTIL to REPR and RepairParts from COMP to REPR.

-- In FWE, moved SuricalBonesaw01, SurgicalScalpel01, SurgicalTweazers01, SurgicalForceps01, SurgicalScissors01, NukaColaBottle, SodaBottleEmpty01, WhiskeyBottle01Empty, WhiskeyBottle02, and MilkBottle01 from MISC to COMP.

-- Initial release of my compatibility mod for Mart's Mutant Mod.

-- Initial release of my compatibility mod for the Fallout Interoperability Program - FOIP Compatibility Patch for MMM 6.1 + FWE 6.03.

-- In Max Level Workaround, added the three missing versions of my compatibility mod. This caused a name change in the .esp file. Sorry.

-- In Max Level Workaround, renamed my compatibility mod from Level Cap Workaround to Max Level Workaround since that's how they name all of their files (takes advantage of my mistake noted above).


- 2.0 (07 Dec 2011): Changed the structure of the Weapons prefixes by eliminating the "Guns" character and promoting the "Big Guns," "Energy Weapons," and "Small Guns" character up a level ("Guns" is implied by those categories).

- 1.3.2 (04 Dec 2011):

-- Removed the "(cut)" suffix I had added back in version 1.1 for the Winterized T-51b Power Armor from Operation Anchorage. The Fallout Wiki lists it as cut, but it's actually the armor the player gets at the end of the DLC.

-- Changed "CLTH: Tattered Slave Outfit" and "CLTH: Worn Slave Outfit" to "CLTH: Slave Outfit, Tattered" and "CLTH: Slave Outfit, Worn," respectively.

- 1.3.1 (17 Nov 2011): Changed the prefix of the Ghoul Mask to DISG.

- 1.3 (10 Nov 2011):

-- Added the ARMM (Merc Armor) and DISG (Disguise) prefixes because of changes, below.

-- Added prefixes to several items I had missed: Underwear ("CLTH: Underwear"), KidOutfitPrewarChildandWatch ("CLTH: Pre-War Outfit and Watch"), ChildBastoffHelmet ("HATS: Child Blastoff Helmet"), DLC05SpacesuitHelmet ("HLMO: Astronaut Helmet").

-- Changed several items from clothing prefixes to armor prefixes (mostly because their Damage Resistance numbers are high): testPhilSnowHelmet ("Combat Helmet" HATS to HLMC), ArmorUniqueExplorer ("Explorer's Gear" CLTH to ARMM), ArmorUniqueWastelander ("Wastelander's Gear" CLTH to ARMM), DLC04ArmorTribal ("Tribal Garb" CLTH to ARMO), OutfitMerc01 thru 06 and OutfitUniqueMerc01 thru 06 ("Merc x Outfit" CLTH to ARMM), MS02SuitAntagonizer and Mechanist ("The Antagonizer/Mechanist Outfit" CLTH to ARMO)

-- Changed several items from HATS to DISG because, frankly, I don't know what else to do with them and they certainly aren't hats: MS03 and DLC03SurgicalMask ("Surgical Mask" base and BrS), DLC03WQ02Wig ("Wig"), MS15ButtonsWig ("Button's Wig"), and testheadscar ("Scar").

-- Changed DLC04LabGoggles "Lab Goggles" from HATS to EYES.

- 1.1.3 (04 Nov 2011): For the Underground Hideout optional file ONLY. Changed the prefix for the Empty Nuka-Cola bottle from MISC to COMP. The Nuka-Cola machine in the Underground Hideout will refill both the Empty Soda Bottle (already handled) and this Empty Nuka-Cola Bottle.

- 1.1.2 (01 Nov 2011): Changed prefix for the base game's Teddy Bear from MISC to QSTR. That Teddy Bear can also be used in an unmarked, repeatable quest in The Pitt.

- 1.1.1 (30 Oct 2011):

-- Changed prefix of Precision Gatling Laser from WERA to WGBE (it's ruled by Big Guns, not Energy Weapons)

-- Changed prefix of Baseball from WNPC to WEXG (WNPC was supposed to be temporary - I confirmed this is considered a Grenade and is ruled by Explosives)

- 1.1 (28 Oct 2011): Added suffixes to 74 identically named items to differentiate them from each other.

- 1.0 (25 Oct 2011): Initial release.

Programming Notes
=================
In general, I made this mod by opening the base game, appropriate DLCs, or other mods in FO3Edit and doing a "Deep copy as override into..." on their Ingestible, Ammunition, Armor, Book, Misc. Items, and Weapon categories. I then examined each item in the file I copied them into and made a determination of which category it belonged to. I right-clicked on the Full - Name field for each item and added my prefix (sometimes I shortened the name to better fit on the Pip-Boy).

Besides a bit of repetitive grunt work, making this mod was fairly straight forward. The base game mod was the worst since it has a boat-load of items in the categories I looked at. The DLCs were easier, and most mods are even easier still since they usually involve a limited number of items. Thus, I highly recommend that if you want a compatibility patch for some mod you're using, watch Brumbek's videos as noted in the Credits section and make one of your own.

Credits
=======
- My biggest thanks goes to Brumbek for his YouTube videos (http://www.youtube.com/watch?v=oKW3p3lUlNo) showing how he did a similar thing for FNV (http://www.newvegasnexus.com/downloads/file.php?id=38604). Without that, I would never have attempted this. I tried to keep my mod as close to his as possible.
- Thanks to Bethesda for creating Fallout 3.
- Thanks to Fallout3Nexus for hosting this.
- Thanks to LHammonds for the Readme Generator this file was based on.


Tools Used
==========
- Fallout 3 Edit (FO3Edit), where most of this was done - http://www.fallout3nexus.com/downloads/file.php?id=637
- Fallout Mod Manager (FOMM) - http://www.fallout3nexus.com/downloads/file.php?id=640
- Wrye Flash - http://www.fallout3nexus.com/downloads/file.php?id=11336
- The Fallout Wiki (http://fallout.wikia.com/wiki/Portal:Fallout_3) for most of the descriptions of what all the items were in the games .esp files.
- Garden of Eden Creation Kit (GECK) - http://fallout.bethsoft.com/eng/downloads/geck.html
- Readme Generator - http://HammondsLegacy.com/obmm/tools_readme_generator1.asp

Licensing/Legal
===============
Feel free to use this mod and modify it as you need. But, cite me as the originator of the base material.