Description
Last updated at 22:10, 7 Mar 2010 Uploaded at 8:15, 29 Mar 2009
***UPDATE: For everyone that's downloaded this mod prior to reading this, please go to the file section and download the texture file and put it in your main fallout 3 folder/data/texture folder, and drop the unpacked textures folder into it. This should take care of any problems with textures not showing up in game with this mod.
I've updated the main file to include these textures so if you haven't downloaded this mod yet, it is not necessary to download both.
NOTE:::
I was told there was an issue some might have about the NPCs custom faces not updating properly in FO3, I found this on the Bethesda forums in regards to this issue, this is a direct quote from a Bethesda dev stating the fix. Many of you might be aware of this, but for those who aren't, and haven't added this fix to your ini files, you might want to read this and make the changes as well.
"To fix the white heads problem, add the following to your custom.ini under the [General] section: bLoadFaceGenHeadEGTFiles=1 and all should be well (alternatively, you could change it in your fallout.ini, as this setting should ALWAYS be true)."
**********************************************
:::BUILT FOR THE FUTURE:::
A players home/base mod.
First of all, I built this mod for myself. I wanted a clean player home with access to all the ammenities of the game. This is by no means a balanced mod. So, if you like mods that are more balanced and challenging in that regard, this mod is not for you.
::BASE FEATURES::
-A small storyline.
-Your own robotic surgeon.
-Facial reconstructor.
-Power healer and power lab.
-Two working Ice Cold Nuka Cola machines.
-A working bobblehead stand.
-Rad removal showers.
-A well rested bed.
-A power armor training manual (yes this includes the power armor training perk).
-Access to all food items.
-Access to all medical items.
-Access to all chem items.
-Seven NPCs in the base, two of which are doctors, one is a weapons vendor with high repair skill, and two more that are drink vendors with high repair skill also.
-Base includes, an armory, a barracks with 16 beds, a mess hall/bar room, an infirmary/lab, your very own CO quarters, and a war room that also doubles as a trophy room.
-Lots of storage space through out the base.
-Many containers respawn.
-Lots of misc. goodies.
::WEAPON AND ARMOR FEATURES::
-Access to all vanilla weapons in the game.
-Access to previous unattainable vanilla weapons. A few examples are, the Wanda Rifle, The Law Dog, O'Grady's Peacemaker, and yes even the Mysterious Stranger 44 Magnum.
-Three custom weapons. A railway rifle that shoots 4 spikes at once, a dart pistol, that doesn't shoot as far as the dart gun but can shoot 4 darts before you have to reload and packs more of a punch, and a grenade launcher whose ammo explodes on contact. This weapon really shines outside of VATS.
-Two custom armors. One power armor that has its own stealth field, and a custom recon armor that is a little sturdier than the vanilla. Worn with the stealth wrap gives you a sneak of +10.
-Access to all types of ammo.
::IMPORTANT::
This is not a companion friendly base, there is no door to and from the base since the base technically doesn't even exist in the game world anyway. So your companions cannot follow you.
As I said, I made this mod for myself, and personally, I don't use player companions in my game, I find them to get in the way or die way too easy. I simply got tired of babysitting them.
All that being said, I'm sure one can use console commands to get their companions in and out of the base if they really want to. Also there is a very safe area just outside of the access to the base where you can make your companions wait.
I've given this a little bit of thought in regards to changing this aspect of my mod, but after weighing everything, ie; me personally not using companions, having to create some kind of entrance, and also taking away from the storyline, I decided to keep it as is.
::ISSUES::
This mod has been optimized as efficiently as I know how. That being said, there are a lot of items to render in certain locations within the base. For instance, there is a definite frame rate drop in the mess hall/bar area due to a large amount of liquor and food items. While it is slightly noticable on my computer, it doesn't affect MY game play. Equally, according to the GECK, due to the lighting in the war room, there could possibly be a strain on your GPU, although I've never experienced any problems in my game. This mod might not run well on computers with slower CPUs and GPUs.For a base comparison, I am running 3 ghz duo core, 2 nvidia 8800 ultras in SLI, and
4 gb RAM.
When using the custom railway rifle, and doing headshots, during dismemberment you will sometimes get multiple dismembered heads.
In regards to NPCs following their AI packages, sometimes there is a possibility that it could take a little time for them to get on schedule. I've done extensive testing in regards to this issue, and there does not seem to be any set pattern that I can discern.
Although this seems to be less of an issue if you've started vanilla quests in game as opposed to starting a fresh game and using console commands to immediately fast travel to the base befor starting any main quest. I understand this has been an issue with some other mods and the solution seems to be giving the NPCs a few days to get on their packages, in other words just leave the location and go do other things for a while, then come back later on.
In regards to the bobblehead stand, if your already using another bobblehead stand in the game ie: Megaton, Tenpenny, and have already placed some of your bobbleheads there, I dont believe they can be transferred.
Aside from the above mentioned, really none that I know of, I've tried to keep this mod from being invasive to the vanilla game as much as I could and I really don't know of any mods out there that would interfere or vise versa.
::MISC::
While there are many items out in the open, 95% of them have been placed there for display purposes. This doesn't mean you cannot take them and use them, but you need to be aware of the mouse trap effect. Many items have been placed very neatly and close together, and if you pick one item up, the havok in the game is activated, it can possibly send surrounding items flying all over the place resulting in a big mess.
Honestly there is no need to take items off the shelf or stands, since you can find just about all of the same items in surrounding containers. Some examples are the weapons on display in the armory, you can find all of these weapons in nearby lockers, so there
is really no need to take them off the shelf. Also, all the armor on display in the stasis pods are there for display purposes only. Through my inital testing, I have found that if you take one piece of armor out of the pod, it activates the havok on all surrounding
armor and sends them flying off in all directions again resulting in a big mess and you will never be able to put them back. Same goes for the medical items in the operating room, if you pick up one syringe you will end up with a big mess on your hands, and again, you can find all of these items in surrounding containers, so no need to take
them off the table.
Dont pick up the blenders. Thy dont do anything (they are there for asthetic purpose only) and you wont be able to put them back.
Showers are always on.
NPCs all have the same hairstyle because it's the only vanilla hairstyle I can halfway stand.
The holodisc within the base, for instance, "genetic manipulation" in the lab or "Captain Cosmos" in the barracks, don't do anything, and are simply there for asthetic purposes.
::THE TWIST::
I've read many comments in regards to mods like these where people basically say, "if you're going to hand us the keys to the candy store, at least make us work for it." That's what I've decided to do here. I'm not going to tell you the location of the base, or even how to find it. I will give you a clue however, and if a person follows the clue, and goes where they need to go, and does what is neccessary, they shouldn't have any problems finding the base. It will take a little bit of time, but I thought it would be kind of fun also since this is sort of a hunt for the base. You have to work for it a little bit, so perhaps it will have a little more value.
I have decided to include a "spoilers" note for those who can't find the base or simply don't want to do the hunt.
::CLUE::
The way this mod was set up was to go hand in hand with the main quest ie: the search for dad. Obviously you can't start looking for the base or dad until you exit vault 101 for the very first time. That is where the hunt for the base also begins.
Here is your clue:
Don't "overlook" the scenery, it will "point" you in the right direction. If you find something "key" you might want to take in the "scenic" view and put your weapon away and "zoom in" for a closer look.
::SUMMARY::
In the end, there is really nothing unique here, It's all been done before, and in some cases better. For instance, there are much better detailed and unique armors out there. The same goes for the weapons.The only tools used to build this mod were the GECK and FOMM for unpacking my BSA files. The way I see it, if someone has a particular armor or weapon that they like, they're going to bring that into their game anyway, and they really don't need my mod to do
that for them. The most important focus for me in regards to this mod was to build a nice clean players home that contained all of the comforts of the game.
Obviously there are a lot of items set out on display, and the war room has 18 display tables for the purpose of displaying your trophys. I happen to like this aspect of the game, of being able to display the in game items in a neat and orderly fashion. I feel it adds to the asthetics. I realize some people could care less about this, but as I said I built this mod for myself first, not trying to
anticipate what other people may or may not like.
All that being said, this mod started off as a vision, and while I'm happy with the end result, it is definitely limited by my lack of ability. There are some small flaws that I hope will not be too noctiable. For instance, blue lights eminating green light
and NPCs making references to Megaton. I think with a lot of modders, we have our strengths and weaknesses and the funnest part for me was the building process. Scripting for the most part absolutely baffles me. I've tried to be thorough but I'm sure there will be some things I overlooked. Hopefully nothing so big that it creates a negative experience in your game play. The bottom line is, I had a lot of fun building this mod, and I hope I can pass that on to some extent for others to enjoy it.
Feel free to use this mod any way you like, and do what ever you would like with it. You are more than welcome to dissect it in the GECK and alter it in any way you like. If you would like to customize it in a way that enriches your game experience you are most welcome to do so. Personally, I could care less about credits, but please keep in mind (out of respect for their time and effort) those who helped me to create it.
::CREDITS::
-Cipscis, for the auto door scripts, and for help in general.
-Thedamned, for all kinds of help with this mod, a BIG THANK YOU.
-Tchos, for the many helpful post and his mod Vault 101 sealed wing which helped me bring some of my ideas to fruition.
-SpeedyB64 for his many helpful posts.
-Miaximus for his many helpful posts, links, and guides.
-WillieSea for setting the bar. YOU ROCK!
::INSTALLATION::
Unzip the Built for the Future esp file to a location of your choice (for instance, your desktop) and drag it to the main fallout 3/data folder, or extract the esp file to the data folder, or use FOMM to install this mod.
Here is a link to FOMM if you don't have it already and would like to try it:
http://timeslip.chorrol.com/fomm.html
Here is a link to a guide on how to install mods manually or using FOMM if
you need it also:
http://www.bethsoft.com/bgsforums/index.php?showtopic=961192
Also, you have to put the Unpacked Textures folder contents inside the textures folder within your main FO3/data folder. There should be a textures folder there, if not then simply create one, or if you use FOMM then you can install them that way,
Once it's installed, start the FO3 launcher and click data files. Check the box next to the Built for the Future .esp file.
::UNINSTALL::
Simply uncheck and delete the Built For the Future esp file from your data folder.
I've updated the main file to include these textures so if you haven't downloaded this mod yet, it is not necessary to download both.
NOTE:::
I was told there was an issue some might have about the NPCs custom faces not updating properly in FO3, I found this on the Bethesda forums in regards to this issue, this is a direct quote from a Bethesda dev stating the fix. Many of you might be aware of this, but for those who aren't, and haven't added this fix to your ini files, you might want to read this and make the changes as well.
"To fix the white heads problem, add the following to your custom.ini under the [General] section: bLoadFaceGenHeadEGTFiles=1 and all should be well (alternatively, you could change it in your fallout.ini, as this setting should ALWAYS be true)."
**********************************************
:::BUILT FOR THE FUTURE:::
A players home/base mod.
First of all, I built this mod for myself. I wanted a clean player home with access to all the ammenities of the game. This is by no means a balanced mod. So, if you like mods that are more balanced and challenging in that regard, this mod is not for you.
::BASE FEATURES::
-A small storyline.
-Your own robotic surgeon.
-Facial reconstructor.
-Power healer and power lab.
-Two working Ice Cold Nuka Cola machines.
-A working bobblehead stand.
-Rad removal showers.
-A well rested bed.
-A power armor training manual (yes this includes the power armor training perk).
-Access to all food items.
-Access to all medical items.
-Access to all chem items.
-Seven NPCs in the base, two of which are doctors, one is a weapons vendor with high repair skill, and two more that are drink vendors with high repair skill also.
-Base includes, an armory, a barracks with 16 beds, a mess hall/bar room, an infirmary/lab, your very own CO quarters, and a war room that also doubles as a trophy room.
-Lots of storage space through out the base.
-Many containers respawn.
-Lots of misc. goodies.
::WEAPON AND ARMOR FEATURES::
-Access to all vanilla weapons in the game.
-Access to previous unattainable vanilla weapons. A few examples are, the Wanda Rifle, The Law Dog, O'Grady's Peacemaker, and yes even the Mysterious Stranger 44 Magnum.
-Three custom weapons. A railway rifle that shoots 4 spikes at once, a dart pistol, that doesn't shoot as far as the dart gun but can shoot 4 darts before you have to reload and packs more of a punch, and a grenade launcher whose ammo explodes on contact. This weapon really shines outside of VATS.
-Two custom armors. One power armor that has its own stealth field, and a custom recon armor that is a little sturdier than the vanilla. Worn with the stealth wrap gives you a sneak of +10.
-Access to all types of ammo.
::IMPORTANT::
This is not a companion friendly base, there is no door to and from the base since the base technically doesn't even exist in the game world anyway. So your companions cannot follow you.
As I said, I made this mod for myself, and personally, I don't use player companions in my game, I find them to get in the way or die way too easy. I simply got tired of babysitting them.
All that being said, I'm sure one can use console commands to get their companions in and out of the base if they really want to. Also there is a very safe area just outside of the access to the base where you can make your companions wait.
I've given this a little bit of thought in regards to changing this aspect of my mod, but after weighing everything, ie; me personally not using companions, having to create some kind of entrance, and also taking away from the storyline, I decided to keep it as is.
::ISSUES::
This mod has been optimized as efficiently as I know how. That being said, there are a lot of items to render in certain locations within the base. For instance, there is a definite frame rate drop in the mess hall/bar area due to a large amount of liquor and food items. While it is slightly noticable on my computer, it doesn't affect MY game play. Equally, according to the GECK, due to the lighting in the war room, there could possibly be a strain on your GPU, although I've never experienced any problems in my game. This mod might not run well on computers with slower CPUs and GPUs.For a base comparison, I am running 3 ghz duo core, 2 nvidia 8800 ultras in SLI, and
4 gb RAM.
When using the custom railway rifle, and doing headshots, during dismemberment you will sometimes get multiple dismembered heads.
In regards to NPCs following their AI packages, sometimes there is a possibility that it could take a little time for them to get on schedule. I've done extensive testing in regards to this issue, and there does not seem to be any set pattern that I can discern.
Although this seems to be less of an issue if you've started vanilla quests in game as opposed to starting a fresh game and using console commands to immediately fast travel to the base befor starting any main quest. I understand this has been an issue with some other mods and the solution seems to be giving the NPCs a few days to get on their packages, in other words just leave the location and go do other things for a while, then come back later on.
In regards to the bobblehead stand, if your already using another bobblehead stand in the game ie: Megaton, Tenpenny, and have already placed some of your bobbleheads there, I dont believe they can be transferred.
Aside from the above mentioned, really none that I know of, I've tried to keep this mod from being invasive to the vanilla game as much as I could and I really don't know of any mods out there that would interfere or vise versa.
::MISC::
While there are many items out in the open, 95% of them have been placed there for display purposes. This doesn't mean you cannot take them and use them, but you need to be aware of the mouse trap effect. Many items have been placed very neatly and close together, and if you pick one item up, the havok in the game is activated, it can possibly send surrounding items flying all over the place resulting in a big mess.
Honestly there is no need to take items off the shelf or stands, since you can find just about all of the same items in surrounding containers. Some examples are the weapons on display in the armory, you can find all of these weapons in nearby lockers, so there
is really no need to take them off the shelf. Also, all the armor on display in the stasis pods are there for display purposes only. Through my inital testing, I have found that if you take one piece of armor out of the pod, it activates the havok on all surrounding
armor and sends them flying off in all directions again resulting in a big mess and you will never be able to put them back. Same goes for the medical items in the operating room, if you pick up one syringe you will end up with a big mess on your hands, and again, you can find all of these items in surrounding containers, so no need to take
them off the table.
Dont pick up the blenders. Thy dont do anything (they are there for asthetic purpose only) and you wont be able to put them back.
Showers are always on.
NPCs all have the same hairstyle because it's the only vanilla hairstyle I can halfway stand.
The holodisc within the base, for instance, "genetic manipulation" in the lab or "Captain Cosmos" in the barracks, don't do anything, and are simply there for asthetic purposes.
::THE TWIST::
I've read many comments in regards to mods like these where people basically say, "if you're going to hand us the keys to the candy store, at least make us work for it." That's what I've decided to do here. I'm not going to tell you the location of the base, or even how to find it. I will give you a clue however, and if a person follows the clue, and goes where they need to go, and does what is neccessary, they shouldn't have any problems finding the base. It will take a little bit of time, but I thought it would be kind of fun also since this is sort of a hunt for the base. You have to work for it a little bit, so perhaps it will have a little more value.
I have decided to include a "spoilers" note for those who can't find the base or simply don't want to do the hunt.
::CLUE::
The way this mod was set up was to go hand in hand with the main quest ie: the search for dad. Obviously you can't start looking for the base or dad until you exit vault 101 for the very first time. That is where the hunt for the base also begins.
Here is your clue:
Don't "overlook" the scenery, it will "point" you in the right direction. If you find something "key" you might want to take in the "scenic" view and put your weapon away and "zoom in" for a closer look.
::SUMMARY::
In the end, there is really nothing unique here, It's all been done before, and in some cases better. For instance, there are much better detailed and unique armors out there. The same goes for the weapons.The only tools used to build this mod were the GECK and FOMM for unpacking my BSA files. The way I see it, if someone has a particular armor or weapon that they like, they're going to bring that into their game anyway, and they really don't need my mod to do
that for them. The most important focus for me in regards to this mod was to build a nice clean players home that contained all of the comforts of the game.
Obviously there are a lot of items set out on display, and the war room has 18 display tables for the purpose of displaying your trophys. I happen to like this aspect of the game, of being able to display the in game items in a neat and orderly fashion. I feel it adds to the asthetics. I realize some people could care less about this, but as I said I built this mod for myself first, not trying to
anticipate what other people may or may not like.
All that being said, this mod started off as a vision, and while I'm happy with the end result, it is definitely limited by my lack of ability. There are some small flaws that I hope will not be too noctiable. For instance, blue lights eminating green light
and NPCs making references to Megaton. I think with a lot of modders, we have our strengths and weaknesses and the funnest part for me was the building process. Scripting for the most part absolutely baffles me. I've tried to be thorough but I'm sure there will be some things I overlooked. Hopefully nothing so big that it creates a negative experience in your game play. The bottom line is, I had a lot of fun building this mod, and I hope I can pass that on to some extent for others to enjoy it.
Feel free to use this mod any way you like, and do what ever you would like with it. You are more than welcome to dissect it in the GECK and alter it in any way you like. If you would like to customize it in a way that enriches your game experience you are most welcome to do so. Personally, I could care less about credits, but please keep in mind (out of respect for their time and effort) those who helped me to create it.
::CREDITS::
-Cipscis, for the auto door scripts, and for help in general.
-Thedamned, for all kinds of help with this mod, a BIG THANK YOU.
-Tchos, for the many helpful post and his mod Vault 101 sealed wing which helped me bring some of my ideas to fruition.
-SpeedyB64 for his many helpful posts.
-Miaximus for his many helpful posts, links, and guides.
-WillieSea for setting the bar. YOU ROCK!
::INSTALLATION::
Unzip the Built for the Future esp file to a location of your choice (for instance, your desktop) and drag it to the main fallout 3/data folder, or extract the esp file to the data folder, or use FOMM to install this mod.
Here is a link to FOMM if you don't have it already and would like to try it:
http://timeslip.chorrol.com/fomm.html
Here is a link to a guide on how to install mods manually or using FOMM if
you need it also:
http://www.bethsoft.com/bgsforums/index.php?showtopic=961192
Also, you have to put the Unpacked Textures folder contents inside the textures folder within your main FO3/data folder. There should be a textures folder there, if not then simply create one, or if you use FOMM then you can install them that way,
Once it's installed, start the FO3 launcher and click data files. Check the box next to the Built for the Future .esp file.
::UNINSTALL::
Simply uncheck and delete the Built For the Future esp file from your data folder.
