Fallout 3

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Pixelhate

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Pixelhate

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About this mod

All Hail to the Mighty Footlocker.
Most containers can now be fully opened, whether it d be for Interactivity, Immershon, Evil plans, or Decoration.

A test room to visit for everyone, an extensive Resource for Modders . 2022 Update.

Permissions and credits
Open Containers - Resource
                                                                              
*Update 28/09/2022*
All nif have been thoroughly checked and updated following The Bits of NifSkopery guides. No major visual changes, most of the work has been done under the hood to provide a clean, efficient and optimized resource.

*Update 07/28*
Thanks to insaneplumber, nifs have been updated with correct Face & Smooth Normals and Tangent Spaces.

*Update* 05/26
- Added a kitchen Cabinet without inner plank, per request.
- Turned the big living Crate body upside down to gain some livable space

Introduction:

All Hail to the Mighty Footlocker!
Most containers can now be fully opened, whether it'd be for Interactivity, "Immershon", Evil plans, or Decoration.

A test room to visit for everyone, an extensive Resource for Modders...

Description:

Almost all game base containers have been made fully openable and closeable, with fitting animations and collisions.
You can open & close them, place manually object inside and retrieve them, without Pip-Boy.

Some containers come with variations (with or without planks inside), there's a restored cut content, and a couple of new meshes (mesh-mashed).

Sounds referenced are Vanilla. Some closing sounds where nonexistent, others are very short. I've tried my best to make things matching with the existing material.

Despite some UV changes, textures replacers should work without problem. (Please report if not).

One potential use is to set object as new traps: placing a grenade inside, a little script and there you have a deadly undetectable device.

If set as Activator in Geck, the object will prompt "Activate", but if set as a Door it will show "Open", and therefore it will be undetectable from the outside. (Both examples shown in the Test Room)
The little script provided and used in the Test room will work with both type, activator or door.

Similar resource exist and some of their elements have been used, often as a base (see credits below). But most of them have been remade while I was learning, going to every possible problems.

Meshes have been modified to have an inside, parts like hinges have been added when needed, some UV map have been modified, Vertex painting has been attempted (Oh! the pain), Collisions have been rebuild (and many headaches collected), sounds and HAV_MAT carefully chosen, animation have been added or remade, everything has been optimized to have minimal impact as much as my knowledge allows (and with great help from Prensa).

Every nif is shown and testable in the Test Room. Scripts and details about nifs are provided in the Docs folder.
An entrance for the room is near Vault 101. Coc is AAPixContainer.

Details
Spoiler:  
Show
48 nifs

- AmmoBox01
- Coffin01
- Crates: In two pieces to have the door activable separately. To have everything aligned, in Geck, place the Body (static), duplicate, Ctrl+F to replace with the door.
    - CrateBody01: Open on one side.
    - CrateBody02: Open on both sides.
    - CrateDoor01: Safety door with gears.
    - CrateDoor02: Simple door with handle.
- DisplayCase01: Restored cut content. resized in Geck to 1.5. NOT TO BE USED in NV.
- DisplayCase02: Mesh mashed variation with shelves. NOT TO BE USED in NV.
- Dumpster01
- Dumpster02
- EnclaveCrate01
- FootLocker01: All Hail to the Mighty Footlocker!
- FirstAidKit01: Space inside is too small to accept Havoked object.
- FirstAidKitClutter: A version with static clutter inside.
- Fridge01
- FridgeClean
- KitchenCabinet01: Mesh Mashed.
- KitchenCabinet02
- KitchenSinkBody: Divided in two pieces to have the door & the sink activable separately. Mesh Mashed.
- KitchenSinkDoor
- LockerCabinet01: Empty (all four cabinets have slightly been made deeper).
- LockerCabinet02: One plank
- LockerCabinet03: Two planks
- LockerCabinet04: Four vertical Planks. (Weapons rack).
- LockerEnclave01: Empty
- LockerEnclave02: One plank
- LockerEnclave03: Three planks
- LockerVault01: Idem
- LockerVault02
- LockerVault03
- LockerVaultRust01: Idem
- LockerVaultRust02
- LockerVaultRust03
- Metalbox01
- Metalbox02
- MetalBriefCase01
- Safe01
- Safe02
- SchoolDesk01
- SchoolDeskDirty01
- SteamerTrunk01
- Suitcase01: Slightly resized in Geck to place clothes inside.
- ToolBox01
- VendorTrunk01

All Objects and Scripts are prefixed "Pix" in Geck.

Requirements:
FO3

Installation:

Manually:
Extract from the archive to any folder. Read the Documentation. Place the Meshes folder and the .esp in the game Data folder.
Or use a mod Mod Manager

Uninstallation:
Manually:
Delete the PixContainerResource folder located in /Data/Meshes/Pix/
Delete the PixContainerResource .esp located in /Data/
Delete the Docs folder.
Or use a mod Mod Manager.

Bugs/Incompatibilities:
FirstAidKit01: Space inside is too small to accept Havoked object. A version with static clutter is provided.

Bug reports are welcome and rewarded with Kudos. Please look at the Details & Permission as some meshes cannot be used in NV.

Permission:
DisplayCase01 & 02 are exclusive for FO3 and cannot be used in New Vegas.
The rest can be used freely in your FO3 and FNV mods only, with credits.

Please keep the files and folder naming and the folder structure intact if using an unmodified resource in your mod.
So if several mods are using the same resource, only one model and texture will be loaded.
Thank you.

Credits:
Prensa: My total gratitude for her constant support and help and explanations and desperate nif fixing. Thank you Prensa-Senpai.

insaneplumber: Big thank you for the head-up, the tip and the updated meshes regarding Face Normals, Smooth Normals and Tangent Space.

Senterpat: For the the Open Containers resource for NV, I've practically taken up the work where he left it.
 
Tubal
: for the Crate idea and the meshes resource I've modified.

Amsoho75gr: For the modifed mesh resource mine is build upon.

The FootLocker: For being such a perfect object for learning and build new animation upon.

Legal:
Existing resources, common to FO3 & NV, have been used as bases and with author's permission.

This file is provided as is and the author holds no responsibility for anything that may come to happen from using this file.

You are WELCOME to enjoy, to use in your mods, to transform and modify and to SHARE.

You MAY NOT use any part of this mod for commercial purposes, including (but not limited to) creating a paid mod.

Please credit when credit is due. Thank you.

Tools Used:
Brain
Blender
G.E.C.K
NifSkope
Photoshop

Pixelhate 2015.