Fallout 3

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Tome326

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tome326

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About this mod

This mod aims to restore a large amount of the content that was cut from the game.

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RESTORATION PROJECT



IMPORTANT ANNOUNCEMENTS GO HERE:
This mod has gone to the back-burner for a while. I will continue to work on this, but I am making another mod that requires more attention. When I am in-between sequences with it, I will work on this.


Essentially, this mod does three different types of “restoration.” The obvious one is restoring items and objects cut from the game. Another, less obvious one I started for me, is restoring towns and small settlements to what I think they should have been to start with. The last is restoring functions of game play that were somewhat implied, such as a disguise system.

Requirements: FOSE

What does this mod change: There is a fairly long list for this one, as I list everything(mostly) that is added, so this will function as the Change Log.
Version 1.0a:
Creatures and NPCs
Dogmeat: There is a unique texture meant for Doc in Tranquility Lane. It is a German Sheppard. I applied it to Dogmeat.

Mister Mulberry: This unique mister handy will make his home in Megaton, and will be a new way to finish “The Power of the Atom” Quest when he is fully complete. Although for now, he is useless to you.

Deputy Weld: I gave Deputy Weld a badge and a tattoo. That’s really it.

Outcast Eyebot: Added an Outcast variant for the Eyebot that is now used in some patrols and guards.

Outcast Mister Gutsy: There is a texture for an Outcast Mister Gutsy that has been added, and will now be on some patrol routes and guards.

Outcast Patrols: Randomized the Outcast patrols with the new robots.

Guards: Created Megaton guards so that the town is defended.
Towns and Settlements:
Megaton: I added an entrance structure to the outside of Megaton, as well as a skywalk is the town connecting most of the areas together. Both areas are fully navmeshed.

Fort Independence: I added more Outcast guards and Outcast robot guards, as well as creating a fairly defensive border between them and the raider filler Fairfax.

Rivet City: Nothing to big here, just added some guards to the stairwell at the bridge area.

Raven Rock: This one is in the process of being upgraded. I have added a small barricade outside the facility.

Statics:
Raider Graffiti: I am in the process of adding the other 14 raider graffiti’s throughout the wasteland.

Recycler: This item has been added, but is as of right now, non functioning. It has yet to be fully scripted.

Lawn Mower and Remote: I am in the process of adding the remote control lawn mower and it’s remote to the wasteland.

Items:
Molotov Cocktail: I remade the Molotov Cocktail, with a recipe you need to find and everything.

Nuka~Cocktail: I remade the Nuka~Cocktail, with a recipe you need to find.

Cryolator: This is a craftable item that there is currently enough items in the game to make one of. I will add more material.

Garden Hose: One of the items needed to craft the Cryolator.

Liquid Nitrogen: The ammo for the Cryolator.

Coolant Unit: Another item needed for the Cryolator.

Baseball: Added a usable, throwable, baseball.

Night-Vision Goggles: I added the night-vision goggles, and they will be on random wastelanders.

Surgical Mask: I added the Surgical Mask from the opening and random wastelanders will have one.

Eyepatch: I took the eyepatch and made it a real object. Random wastelanders will have it.

Lyon’s Pride Recon: When the player chooses his armor at the very end of the game, if he chooses Recon, he will now get Lyon’s Pride Recon Armor, rather than generic stuff.

Outcast Recon Armor: Added Outcast recon armor to some of the Outcasts throughout the game.

Perks and Effects:
Kamikaze: I re-added the Kamikaze trait as a perk.

Gameplay Effects:
Creation Module: I created what I call the Restoration Project Creation Module, which allows you to create any of the items from Project Restoration. This menu is accessed through the creation menu of a workbench.

Disguise System: When the play puts on the armor of any major faction (Lyon’s Pride and Reilly’s Rangers Excluded, as there are only a couple of people in them), the player will become allies with that faction. The factions included with this function are as follows.
Raiders
Outcasts
Brotherhood
Talon Company
Megaton Guards
Rivet City Guards
Tenpenny Tower Guards

Version 1.1a:
Health Items
This update had a few of these. First is the "New Stimpak." Added to areas like Rivet City and the Citadel. It is a clean texture of the Stimpak.

Next is the Super Stimpak. Added to the same areas as the New Stimpak.

After that is the Surgery Kit. It restores all limbs. It is in the same areas as the Super and New Stimpaks.

Recycler: I added some code to the Recycler, although all it does is make Stimpaks into New Stimpaks and purify water.

Apple: Added another mesh for the fresh apple.

Citadel: Added a small structure at the center of the Citadel.

Raiders: Added the Slasher Mask to some raiders.

Version 1.2a
Fort Independence: I created a structure at Fort Independence to make it seem more base like.

Road Rascal Leather Armor: Added the Road Rascal Leather Armor.

Companions Optimization: I started to optimize the companions. Right now, it is only Jericho, but you can ask him to go to your house.

DC Row House Handy: There is a Mister Handy in a DC Row House. You now need to fix the generator to give it commands.

There may be more, but I can not remember. I did look before I uploaded this, but I can't be certain.

Enclave Infiltrator Armor: I created what I call the Enclave Infiltrator Armor(Named after an effect of the same name) to a dead enclave soldier at one of the outposts. It is broken when you find it. As of right now, there is no way to fix it.

Incompatibilities:
Because of the current set-up of the Creation Module, it is not compatible with Craft. A quick workaround for the is to type "set aaRPWeapCreateModule.ModuleAccess to 1" into the console. Other than that, any mod that alters the navmesh outside or inside Megaton will be incompatible. Also, any mod that alters the navmesh of the area around Fort Independence is incompatible. If you find any others, please comment them.

Legal: I made this mod almost to its entirety, with the exception of the premade models and textures left by Bethesda. You are, under no circumstances allowed to redistribute this mod or publicly edit it in any way without my direct permission.

Side Note: I started this project thinking that I could handle it on my own, but that is quickly becoming less and less true. I cannot make custom models or textures, so if anyone is willing to do this for me, it would be greatly appreciated. If you are interested, send me an E-Mail at [email protected] telling me what you would like to do. Also, if you find any cut dialogue in the G.E.C.K, please tell me. I am trying to find all that I can, but as I stated before, I can not do it on my own.

Another Side Note: It should not be assumed that I got 100% of the files here. I wasn’t too bright making this, and they were mixed in with my hundreds of other Fallout files, so I had to dig for them. I think I got them all, but don’t assume it.