Description
Last updated at 8:24, 11 Jun 2009 Uploaded at 4:11, 9 May 2009
*Just did a quick bug fix. Vendor was taking too many caps for bedroom key.*
*New to this version*
-New basement designed as a weapons testing and tactical training area. Contains three arenas, one with a hoard of zombies, one with super mutants, and one with Talon Company.
-Locked doors. Most doors now start locked and keys will need to be purchased from the in house vendor. If you have the previous version of this mod installed, close the doors before installing if you want them to become locked or leave them open if you want them to remain unlocked.
-More dynamic vendor.
-Fixed door portaling issue.
-Fixed bug with bar refrigerators.
Original Stuff:
I don't know about you, but when I went into Dukov's house, I wanted it. And considering you're the badass of the wastes, you deserve a fitting house. I have added an armory, kitchen, utility room, and a bar. The bar comes complete with a barmaid, so you have your own personal vendor. Tons of storage space.
Basement info:
-There are intentional pathing bugs in the hall of the basement to help keep enemies contained and allow the player to back out of combat. Because of the pathing, followers will not work right in the basement. They should still work fine in the house.
-The basement will respawn after 3 in game days allowing you to loot corpses and receive exp. But, you can also just use a quicksave to repeatedly kill the basement area without unballencing the game.
-The doors have been scripted to auto close to help contain enemies and to have them closed after respawn. It also adds some difficulty.
-The enemies will scale to players level, but due to the way that Fallout was programed the enemies will not continue to scale after the first time you have entered the basement. The only way I have thought of to fix this to uninstall and reinstall the mod...if anyone has any ideas on this, let me know.
Stuff still to come:
-Vendor upgrade process (I actually already have this done but am having an issue with getting items to show up in vendor inventory)
-Unique mixed drinks with special stat boosts
-More optimization of house area
-More NPCs
-A series of quests
-Exterior remodel
This is my first mod so please go easy on me, please rate, and please comment.
Installation:
Simply drop the esp into your data folder and select it in FOMM. You probably also need to have run ArchiveInvalidated.
I highly recommend using Mart's Mutant Mod to improve AI and to improve enemy selection. My screen shots were taken while using this mod, but it is by no means required.
http://www.fallout3nexus.com/downloads/file.php?id=3211
I also highly recommend a body replacer and a replacer for vanilla lingerie.
Known Bugs:
- I have a couple cells that were shifted and after hours of working with them, I got most of them fixed...however, there are still 1 or 2 strange lines.
- I am sure there are more bugs, please report them and I'll see what I can do.
Known Issues:
This mod will likely not be compatible with any mod that changes Dukov's Place. I believe the Dukov quest will still function properly, but if you have any issues type into the console:
"coc dukovsplace01" to get to original house
"coc dukovsplaceremod" to get back.
Legal:
Once I am finished with this mod, I will be putting this mod under a public license. Until then, please do not use this mod in any other mods without permission and do not upload it to any other sites.
Credits:
All of the great modders that inspired me. Thanks for making a good game great!
And of course Bethesda.
grimjerk for help with troubleshooting
*New to this version*
-New basement designed as a weapons testing and tactical training area. Contains three arenas, one with a hoard of zombies, one with super mutants, and one with Talon Company.
-Locked doors. Most doors now start locked and keys will need to be purchased from the in house vendor. If you have the previous version of this mod installed, close the doors before installing if you want them to become locked or leave them open if you want them to remain unlocked.
-More dynamic vendor.
-Fixed door portaling issue.
-Fixed bug with bar refrigerators.
Original Stuff:
I don't know about you, but when I went into Dukov's house, I wanted it. And considering you're the badass of the wastes, you deserve a fitting house. I have added an armory, kitchen, utility room, and a bar. The bar comes complete with a barmaid, so you have your own personal vendor. Tons of storage space.
Basement info:
-There are intentional pathing bugs in the hall of the basement to help keep enemies contained and allow the player to back out of combat. Because of the pathing, followers will not work right in the basement. They should still work fine in the house.
-The basement will respawn after 3 in game days allowing you to loot corpses and receive exp. But, you can also just use a quicksave to repeatedly kill the basement area without unballencing the game.
-The doors have been scripted to auto close to help contain enemies and to have them closed after respawn. It also adds some difficulty.
-The enemies will scale to players level, but due to the way that Fallout was programed the enemies will not continue to scale after the first time you have entered the basement. The only way I have thought of to fix this to uninstall and reinstall the mod...if anyone has any ideas on this, let me know.
Stuff still to come:
-Vendor upgrade process (I actually already have this done but am having an issue with getting items to show up in vendor inventory)
-Unique mixed drinks with special stat boosts
-More optimization of house area
-More NPCs
-A series of quests
-Exterior remodel
This is my first mod so please go easy on me, please rate, and please comment.
Installation:
Simply drop the esp into your data folder and select it in FOMM. You probably also need to have run ArchiveInvalidated.
I highly recommend using Mart's Mutant Mod to improve AI and to improve enemy selection. My screen shots were taken while using this mod, but it is by no means required.
http://www.fallout3nexus.com/downloads/file.php?id=3211
I also highly recommend a body replacer and a replacer for vanilla lingerie.
Known Bugs:
- I have a couple cells that were shifted and after hours of working with them, I got most of them fixed...however, there are still 1 or 2 strange lines.
- I am sure there are more bugs, please report them and I'll see what I can do.
Known Issues:
This mod will likely not be compatible with any mod that changes Dukov's Place. I believe the Dukov quest will still function properly, but if you have any issues type into the console:
"coc dukovsplace01" to get to original house
"coc dukovsplaceremod" to get back.
Legal:
Once I am finished with this mod, I will be putting this mod under a public license. Until then, please do not use this mod in any other mods without permission and do not upload it to any other sites.
Credits:
All of the great modders that inspired me. Thanks for making a good game great!
And of course Bethesda.
grimjerk for help with troubleshooting
