Fallout 3

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Griffin aka RafftheSweetling

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RaffTheSweetling

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About this mod

Heritage Home, the Vast Vault City, has been found. Two desperate clans are seeking a secret treasure within it, though darker mysteries lay hidden yet. Will you find them all?

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FILE OF THE MONTH RUNNER-UP - AUGUST 2015



Please 
 
if you enjoy playing this mod



and feel free to





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Description content:

* What kind of mod is this and what is this mod about?
* Important
* Getting Started

* Short Q and A
* Tips
*Installation
* Contributors
* Credits and Permisions
* Tools
* Thanks









A quest mod by Griffin aka RafftheSweetling
"The story revolves around the search for a place only known about in legend, and a mysterious figure whom very few are likely to share knowledge of with outsiders. While searching for, and inside this fabled "Home", you can expect to fight and explore your way through a range of unique and expansive locations.

Now Heritage Home, the massive Vault City, has been found. Two desperate clans are seeking a secret treasure within it, though darker mysteries lay hidden yet. Will you find them all?"


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What kind of mod is this and what is this mod about?


Heritage Home is a large, story-driven quest mod which will take the player through 25+ new environments in the search for a fabled vault named “Heritage Home”.

In this mod players can expect challenging riddles and cryptic notes, complex story-lines and an intelligent plot, as well as vast levels with intricate design and a strong focus on attention to detail.

Fierce yet utterly mortal enemies inhabit the environments, but you will need to do more than defeat them; you will need to understand these foes and get to know their motives in order to overcome some of the challenges the quest poses.


Close up on level 1

The Corvega Ltd. Van Ness-UDC Office


In this level:

Expect to battle it out with a highly-adaptive and cunning gang of depraved Raiders lead by a strangely civilized man named Hartun Traer. This multi-level office building has withstood the destructive forces of the atom, but the degraded urges of this mottled crew have seen to it that this place is now desecrated forever.


Close up on level 2

The Corvega Ltd. Van Ness Dealership


In this level:

Traer's Raiders have take over a ruined car dealership and you must explore through the rubble looking for a way forward. Navigate around the precarious wreckage of a fallen passenger airplane while fending off the shield-carrying Raiders and their foaming dogs.


Close up on level 3

The Van Ness-UDC Metro


In this level:

Down below the streets not even the Raiders have guaranteed control over the territories. Beneath Hell's Corner a metro station has been discovered and the player must find the courage to enter it, knowing that a new and deadly enemy lays waiting.


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Important

Part 1 of Heritage Home (found HERE) involved the search for the well-hidden Heritage Industries Vault - Heritage Home, while the events in Part 2 are largely centered around exploring within Heritage Home itself, and getting to the bottom of its many dark secrets.

Installing and playing Heritage Home PART 1 IS NOT REQUIRED TO PLAY Part 2 as both parts are included in this file.


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Each environment has been for me an exercise in creativity and level design and I have endeavored to bring you areas that not only fit seamlessly into the world created by Bethesda, but (hopefully) surpass them in design and magnitude. This is my first ever mod, and so it may seem to be lacking in some areas, and for this I do apologize. I am not fully able to write complex scripts myself, nor program elaborate quests, nor include many of the things that top-notch authors include in their work such as original assets, but what my mod lacks in these areas, I hope it makes up for in ambitious level design, story creation, writing and realism.


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Getting Started

How do I start?

First, you will need:

FOSE
Archive Invalidation – Validated
All 5 DLCs.


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Short Q and A

Heritage Home Part 2 is a Full Mod, and is comprised of Parts 1 and 2 .


'I played Heritage Home Part 1 - Where does Heritage Home Part 2 formally begin?'

With this file you can continue Part 2 of Heritage Home from where Part 1 ended (at the Reception Room Vdoor in the Entry Level of Heritage Home),
OR, you can also start the entire quest from the very beginning.


'I am new to this mod - Where does Heritage Home Part 1 formally begin?'

To begin you need to travel to Little Lamplight, and start the adventure by having a look inside the shack near the exterior entrance to Little Lamplight Caverns. There are some clues regarding where to go next inside that shack.


'What level should I be to play this mod?'

This mod does not have a specific level requirement, although there are some doors, containers, terminals etc set to 'hard', i.e. you'll need 75 lockpick skill and science skill.

This mod contains several intense fights which have been created to deliver a frantic, exciting and cinematic experience not often found in Fallout 3. The enemies I have created are based off of the profile for vanilla enemies, with a few slightly tougher and better armed boss characters. With enough firepower, stimpaks, and skill (the skill to know when to run and hide) these fights are fine for any level.

The puzzles I have created will present the greatest challenge to the player.

Expect a mix of detective-style sleuthing and wildly-fantastic breadcrumb-trail leads that may or may not take you closer to your goal.
Throughout the environments you will be required to find pieces of information that may enable you to break through any and all barriers
that are preventing moving onward.
It may seem like key-finding, but it is not. It is searching for a way forward.

Do not expect pop-ups to tell you that you need to go somewhere. In this mod have placed only three pop-ups, which deliver a short message when the player finds an important note, but even these three pop-ups are purely for cinematic effect only, and even these three I believe are immersion-breaking enough for my tastes.

Do not expect quest markers to show you where you need to go. This is not that kind of mod. This is about using your brain, and enjoying the satisfaction that comes from putting the pieces together and from following your hunches. The clues are there, and are not beyond comprehension, and for solving the puzzles the rewards are huge.




For those who are curious, I grew up playing games like House of Usher, Pitfall, Pools of Radiance, Eye of the Beholder, Bomberman, Monkey Island, Myst, Tomb Raider, Flashback, Perfect Dark, Morrowind, Zelda, Deus Ex, and on and on, and lately of course it's Fallout 3 and occasionally Skyrim.


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"I have a few more small question about this mod"

Is it actually finished this time?


I have finished it. Yes. There is no 'to be continued' sign in this mod.

What is the average play-time?

No idea. Perhaps days, even weeks for the first play-through. Definitely a few hours for the speed-run play-through.

Are you crazy - You worked on this for 4 years?

Yes. I really am crazy. But I really hope that everyone who plays my mod finds the product to be worth it.

How can I improve performance and minimize crashing while playing this mod?

I strongly urge all players to SAVE REGULARLY, and use 'PCB' (Purge Cell Buffers) frequently. I save each time I am about to leave a cell, and use console command 'pcb' also before loading new cells. This decreases ctd significantly.


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What tips can you give me in order to more successfully progress through this mod?

I have designed this mod to be 'linear in an open world environment', which means that while ultimately you have to "complete objective A followed by objective B in Area 1 in order to gain entry to Area 2" and so on (for example); it isn't always immediately apparent how to go about doing this and this mean using your brain and figuring things out on your own.

Simply put: There is no hand-holding.




Tips include:

(NEW) Be prepared to back-track to previously explored areas.
(NEW) Be willing to take notes - If you find a clue that suggests somewhere else to explore later, make a note of it and check out that clue when you are stuck. You never know just where the road will take you.
(NEW) Take your time. This mod is going to be very tough on players who don't slow down and think things through.
(OLD) Read notes and terminal entries very carefully, and consider the ideas and implications found within them. In many cases these notes and entries are written purposefully to aid in your progress, and in other instances they are written to flesh-out the world you are exploring and add further depth to the story.
(NEW) Consider whether or not you are on the right track - there are many rooms to explore, and mysteries to solve, but not all of them will get you to the end of the road.
(OLD) Use your eyes. The environments I created are usually a mix of the aesthetically pleasing and absolutely deliberate in their design, and this means that sometimes you might need to look around and take note of where you are, and where you want to get to.


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Installation:

Extract the contents from the .RAR. Drop new heritageindustriesvault.esm, the 2 .bsa files and the single 'sound' folder into your Fallout 3 Data folder. (They need to be removed from the "Heritage Home" folder as I forgot to name this folder 'data' for some silly reason. I apologize for this.)

If updating your game from Part 1 - When asked if you want to replace the older Heritage Home files (the .esm and 2 .bsa files), select YES. Otherwise activate the  HeritageIndustriesVault.esm in FOMM or NMM as normal.


PC requirements:

I honestly don’t know. I’m still not a computer engineer, and this mod has literally taken me 4 years to make, but the beefier your rig the better. I still have not optimized all the levels (sorry, guys), many of them were optimized, and many of them were navmeshed too, but not all, simply because of family commitments, poor health and time constraints, and I say this because the environments themselves are  extremely demanding on the PC processing power. So be wary, I expect that most of you are running average to high-end rigs, and this mod is for you. For those on laptops, or older rigs however, this mod might be very demanding, and for this I really do apologize.




Is Heritage Home a companion-friendly mod?

(NEW) Unfortunately .. not yet. It has many, many fully navmeshed cells, but also one or two completely un-navmeshed cells. While it is not impossible (and I tried very, very hard to make this possible) to bring a companion, you may find at times the enjoyment of playing to be hindered by bringing them. Sorry about that.


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Biggest Contributors:

Firstly, a very big thank you goes out to Danthegeek, ChuckSteel, and WilliamSea for all generously giving me their permission to use their wonderful mods to help construct my Heritage Home plugin. Many of Chucksteel’s ‘DCInteriors Project’ assets, some of WilliamSea’s ‘Levelers’ Chamber’ scripts and assets, and Danthegeek’s amazing ‘Underground Hideout’ assets and scripts feature in this mod and I do not take any credit for their creation whatsoever and can only express absolute appreciation at being given permission to use them.

Again, thank you very much all of you for your generosity.


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Credits and Permissions:

See the link in the file options for more info on each of these topics.




Conflicts:

To the best of my knowledge there are none. But please let me know if you find any abrupt CTD issues when you are playing. (Check where it happens, disable the mod, check if it stops etc.)

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Tools used to make this mod:

GECK (The best free tool I ever had the pleasure of downloading in my life)
NifSkope (For replacing textures and managing filepath directories)
FO3Edit (For cleaning up edits in my plugin)
FOMM (To create my .bsa files)
FO3 Plugin Utility (To create my .esm files)


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Inspirations:

A World Of Pain 4 Fallout 3
Shadows and Dust V.1 & V.2
DC Interiors Project
A Quest for Heaven Trilogy
Underground Hideout
Nightmare Realm
A Note Easily Missed
Mothership Zeta Crew
Apocalypse Armory
and many, many others



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Collaborators:

My wife and daughter who gave me quite a lot of support and even more patience and tolerance. Love you girls!

Throughout Heritage Home Part 2, various different versions of a fan object have been used as doors, decorations, water outlets, ceiling escapes and more. These object were created by an incredibly talented and generous modder named Prensa.

As well as fixing several problems with assets that were found throughout my mod, to help me enhance the graphics experience of my mod as much as possible, Prensa also created the complicated scripts for the Substructure puzzle, Water Refinery Office Bot patrol and the Water Refinery surprise and it goes without saying that I could not have made this mod without the constant advice, help and guidance that I got from Prensa.

So Thank you, Prensa, my friend!


Several players also who gave me their feedback when HHP2 first came out - many thanks guys, for helping me to improve the mod.



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Note on forum use:

* Keep things civil. This should go without saying.
* PLEASE DO NOT POST SPOILERS. And this includes describing what you did in order to progress to your current point in Heritage Home. Send me a pm if you get stuck. DO NOT POST SPOILERS!
* Keep me informed of bugs please. I do care about these, and everything, large or small is important.
* I appreciate that you may have requests, but I probably won’t be adding things simply because you want them.






Thanks:

Thanks Bethesda and the GECK team for bringing us this game and the tool to build our own content.
Thanks everyone on the Nexus for providing a great place to come and share our work.


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Heritage Home Part 3:

So what’s next for Heritage Home?

Keep playing, and searching, and all will reveal itself in time.


Griffin Leadabrand

aka RafftheSweetling