FALLOUT 3
My Trophy Museum by Novamonk
Fallout 3 » Buildings
Added: 10/01/2009 - 09:45AM
Updated: 25/01/2009 - 03:34AM

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1.0 Latest version

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Uploaded by Mathanas

Description

Last updated at 3:34, 25 Jan 2009 Uploaded at 9:45, 10 Jan 2009

My Trophy Museum Mod for Fallout 3
v 1.1

Changes
~v1.1
-Created a new entrance, same location, but much more visible
-Added Weapon Room
-Added available displays for general use by players
-Improved lighting(should help those who were having frame rate issues)
-Reworked Photo meshes(for those who were getting a flickering texture issue)
-Added a map of the museum to the entry room. This map is based off the Raven Rock map
-Added Navmesh to museum and entrance

This Mod adds a Museum that will add displays as the player plays the game. The entrance to the museum is located behind the boarded up house directly West of the Springvale School(Map Marker added to ease travel back to Museum).

Inside there is the main area at the end of the hall. This room contains trophies for completing quests, discovering locations, and a few random events. These displays are updated as you play the game. For those who are mid-way through a character(and if the script doesn't do what it supposed to do) there is a terminal inside the museum that allows for manual activation of any exhibit, or a complete reset of the displays. If the displays are reset, the skill, location, and behemoth trophies should automatically come back up.

Note: The terminal was originally created to help me test this mod, and as such is rough around the edges. I kept it in to allow for those in the middle of a character to still use the mod to its fullest. At this point I am deciding how I want to incorportate more fully into the game. I may fold it into a NPC, or leave it as a stand alone device. Until then I will likely leave it as is. It is useable, but when you click a display to activate, the activation message might be placed on top of other options. (Also I created the terminal with DarNified UI mod(http://www.bethsoft.com/bgsforums/index.php?showtopic=929918 for the Beth. forum post) in mind. I'm not sure how it appears with the Vanilla UI.)

~Main Room Displays Include:

Main Quest
-Memorial for Initiate Reddins(Behemoth Battle outside GNR)
-Helping 3 Dog fix his Transmitter
-Saving your Dad
-Escaping from Raven Rock
-Liberty Primes Rampage

Side Quests
-Fixing Megaton's Pipes
-'Big Trouble in Big Town'(If you completely save the town)
-Having Bittercup fall for you
-'The Superhuman Gambit'
-'Wasteland Survival Guide'
-'Those!'(Only if Brian moves to Rivet City)
-'The Nuka-Cola Challenge'
-'Head of State'
-'Blood Ties'
-'Oasis'
-'The Power of the Atom'
-'Stealing Independence'
-'Trouble on the Homefront'
-'Agatha's Song'
-'Reilly's Rangers'

Pre-War Businesses
-Red Racer Factory -Chryslus Building
-Corvega Factory -Nuka-Cola Factory
-Robco -LOBE Building
-Vault-Tec HQ -Capitol Post
-Mama Dolces -Paradise Falls

Monuments
-Jefferson -Washington
-Capitol Building -Mus. of American History
-National Archives -Mus. of Technology
-Anchorage Memorial -Arlington Cemetery

Skill Mastery
-When you get 100+ in any skill you will have a framed copy of the skill book mounted on the wall

Miscellaneous Trophies
-If you gain Dogmeat as a companion
-If you find the Alien crash site
-If you help Angela and Diego get married
-If you download a copy of the Metro Map
-If you kill a Super Mutant Behemoth. You get a fire hydrant for a trophy, and then a mini Behemoth corpse will appear next to it for each kill you get

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~Weapon Room~
Before the main trophy room, on the right, is a Weapon Display Room. The purpose of this room is to display weapons
that you have found throughout the game. The first half contains displays that are automatically updated as you enter the
room. It does this by checking your inventory and seeing if you have a weapon that matches one of the displays. So if
you want the museum to update to show your shiny new weapon you will need to take it to the room. So having a unique
form of a weapon will still activate the display(ie the Wazer Wifle in your inventory will activate the Laser Rifle Display). The schematic
based weapons will be displayed on special Vault Boy stands(aka enlarged Bobbleheads).

This room only checks the players inventory and no weapons are removed. When the displays are updated there may be noticeable lag when entering the room, as the script will run. This will be more noticeable if you have are large number of new weapons in your inventory.

The back half of the room is for the players discretion. These displays are for mod generated weapons, or other special weapons the player wishes to display.

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~General Display~
In addition to the Weapon Room, several empty storage/display areas have been added. These are in the hallway before the Main room, and down the sides of the main room in the Main Quest area. These are for whatever the player wishes to keep and display.

New Map Markers
-Adds Map Markers to Alien crash site, LOBE building, Capitol Post building, and the museum
-Adds a main entrance/doorway into the museum near the Springvale school.


===========Known Issues=====================
-The terminal for the main room is rough around the edges, but usable
-Entering the weapon room may cause lag as it runs the script to update displays. This will only happen if you enter with a new weapon in your inv. and the greater number of new weapons increases the chance at noticeable lag.
-The Armor room is mostly designed(though I will likely change a few of the areas) and can be accessed to see what is in there. I want to use AnyW1384's Mannequin mod(http://www.fallout3nexus.com/downloads/file.php?id=2060) but I wanted to make sure my other areas worked first. So on the next update I will be including mannequins set up for use in this room, but as of now the room is empty. It should be able to be used with the mannequins(if you have the mod downloaded) but I haven't tested it yet.

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Installation

Extract .zip file to the data folder where your Fallout 3 game is located. This Readme and the .esp should simply be in the data folder.The MyTrophyMuseum Meshes folder needs to be in your meshes folder within your data folder. The MyTrophyMuseum Textures folder needs to be in your textures folder within your data folder.

Make sure to select the plug-in box when you start Fallout 3


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Uninstall

Delete the .esp file, readme, and then the 'MyTrophyMuseum Meshes' folder and the 'MyTrophyMuseum Textures' folder.
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Special Thanks

Thanks to Smokindan for ideas and for allowing me to modify his trophy tracking script from his Trophy Mods. I originally got the idea for a trophy museum from Panpiper's forum thread @ Bethsedas Forum
(http://www.bethsoft.com/bgsforums/index.php?showtopic=921844&hl=panpiper)
then further ideas from Smokindan's Posts. But I was able to save some frustration and a lot of time by using Smokindan's script as a template.

Below is the link to the excellent work Smokindan did at putting trophies in the Megaton and Tenpenny player house.
http://www.fallout3nexus.com/modules/members/index.php?id=86676

Thanks again!
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Permission

To use the tracking script please contact Smokindan as it is based upon his work.

Feel free to use the other resources in this mod in other Fallout 3 mods.