Fallout 3

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Created by

Grimstad

Uploaded by

ed8020

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About this mod

This house not only provides the PC with spacious, semi luxurious accommodations but provides simple quarters for a squad of 4. 3 versions available. 1 replaces the megaton Player House. The other 2 reside above Vault 101 and just north of the Bethesda Ruins. When the light switch gets turned on, followers wander and interact with idle markers.

Permissions and credits
See Comments For Update Suggestions

SPECIAL NOTE: V 1.25 no longer needed as patch 1.6 fixes problems created by 1.5
IF YOU ARE UPGRADING FROM AN EARLIER VERSION YOU WILL NEED TO RENAME THE NEW .esp FILE TO WHATEVER THE OLD FILE'S NAME WAS OR YOU WILL LOSE ALL PERSONAL ITEMS FROM THE HOUSE.Version number has been removed from .esp file to avoid this issue in future releases.

INSTALLATION: Unzip the contents of this file to your FO3 Data folder. It will only overwrite Club House related files in the following 3 folders
All 3 versions of The Club House can be run simultaneously.

/Fallout 3/Data/ [appropriate club house .esp file]
/Fallout 3/Data/ Textures/The Club House/
/Fallout 3/Data/ Meshes/Club House/

This is my very first mod of any kind, for any game so evaluate accordingly.
I am adding features as I learn how to create them.
I know what I want to do and I know it can be done, I just don't know how to do it yet.


LOCATIONS of KEYS
In Megaton the key is in a key box mounted on the wall to the right of the door and requires the Player House Key to open.
At Beth Ruins and Vault 101 it's in a rock Hide A Key to the right of the door.
A separate container key can be found lying on the table inside the front door.

KNOWN ISSUES
Patch 1.6 fixes probs created by 1.5
There is no theme support. No point
If you do not remove all items from the player house prior to installing this mod, you will have to use the following method to retrieve them. You can use the console command COC MegatonPlayerHouse to reach the original house interior. Use COC theclubhouse to get back to the club house.

FOLLOWERS PROBLEM FIXED BY 1.5 PATCH: Patch 1.6 fixes probs created by 1.5
If you move any plates or bowls stacked on the back shelf, the stack will "explode". Sorry but it's the only way to get a good looking stack of dishes.

COMPATABILTY
The only items created for this mod are static versions of normally movable items.
Unique script for Bobblehead Display. There is an AI Package titled "Club House Sandbox" added to all normal companions. It is triggered by turning on the lights.with the area set as cell: The Club House and condition GetScrpitVariable ClubHouseLightSwitch variable Chillin=1.
To add Sandbox Mode to other NPCs, open this mod and whatever mod contains the NPCs (make the NPC mod active.). Find the particular NPC in the object window and click on “AI Packages”. Right click on the list of packages and select “Club House Sandbox” from the drop down list. It should be put first in the list (unless there is an obvious conflict.) Save and exit.
ALTERED CELLS:
Club House Interior is unique.
House at Megaton: The Megaton location completely replaces the player house. This effects Megaton plaza and Megaton Entrance cells
[/u]House at Vault 101 [/u]occupies bluff above Vault 101 and effects Vault 101 Entrance and Wilderness cells
House at Beth Ruins occupies bluff just north of Beth Ruins and effects Wilderness cells

NICE TOUCHES:
When lights are turned on, most followers will go into sandbox mode and use idle markers throughout the house.
Supports pre existing bobbleheads (Script by Artificeren)
Wadsworth stays behind the bar.
Infirmary, workbench, Vending machine and juke box included.
Wondermeat maker disguised as espresso machine.
Hot running bath tub.
All tap water is purified.
All containers (except those for the squad) are player owned and require The Club House Key to open and relock automatically.
The pop machine actually looks like it has pop in it.
More containers than you need.
I used very little clutter or items that can be placed by the PC.
There are a lot of little touches throughout the house so explore a bit.

LORE
This is the house of someone who has spent 20+ levels scrounging the Wasteland, making friends with access to high tech and other friends that can help him haul 600 pound pieces of equipment back home.
The skills that would be required to build this are Electronics 100, science 100 and Repair 75.
This would also require the paid assistance of a local crew with construction skills (carpentry, plumbing and welding) easily hired at Megaton and Rivet City.
I estimate the cost of something like this to be between 30,000 to 60,000 caps, but this is just an estimate.

Labor
50 caps x 10 workers x 30 days = 15,000
100 caps x 5 specially skilled workers x 30 days = 15,000

Materials
Highly variable dependent on player participation. Some features only available through player participation. Player time involved would be from 2 to 3 weeks with project management, collecting gear and hooking it up. Total construction time is 4 to 8 weeks.

The most far fetched elements of this house are:(Please note, these are imaginary features and are only explained for the sake of lore. They don't actually function.... yet.)
1) State of the art communications system that monitors the wasteland searching for a wide range of EM emissions and locates them on a wall map (think SETI) Some parts compliments of the Brotherhood and some scavenged from Enclave encounters.
2) Small scale version of Project Purity water purification system. This is fed from a previously unused main in Megaton but also includes a roof mounted back up tank.
3) Smaller version of Vault Tec mainframe (required to support the comm system)..
Everything else is well within the realm of believability (in game terms).

CREDITS:
Me, Grimstad - Design and everything not mentioned below
Artificeren - Bobblehead Display script
ElminsterAU - FO3Edit. Master Update
used to make usable with 1.5 patch plus a few other times throughout creation of this MOD. Real handy for cleaning up mods.)
Bethesda - The game, the GECK and all assets not mentioned above.

V 1.251 EXPERIMENTAL: Fixed Face color for The Simms family and Walter. Added detailed READ ME file.

V 1.25 EXPERIMENTAL: Ran it through FO3Edit Master Update to make it work with patch 1.5

V 1.0+ Lost track of updates.

V !.0 Light switch now activates sandbox package for all normal followers (see compatabilty for what to do for custom followers to work).
Moved interior to it's own unique cell.
All container locks and door locks changed to The Club House Key.
I tiled the friggin bathroom (sometimes I kind of go off on details).


v0.9 Added "working" chair at desk. Changed outside of house to look more scavenged. Removed radiation effect from bathtub steam. Reconfigured water heater to eliminate clipping with door.

WHAT I WOULD LIKE TO EVENTUALLY ADD TO THIS MOD:
A series of quests required to get things to add to the house during or after construction.
A cash expenditure to hire a crew and purchase initial materials.
Possible quests to hire specialists like going to Rivet City to find welders, etc. This would require escorting them to MT and providing some sort of living accommodations.
Having no use of your house during first phase of construction.
Possibly hire a pack animal or merchant caravan for hauling stuff home.