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Jedininjafuq

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Jedininjafuq

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About this mod

Take Command of a Human sized Liberty Prime Robot, Fly around the Wasteland in your very own Vertibird, or use the Teleportation Device. Make yourself at home in Cheddar, a bunker style home with many, many useful and unique facilities. Create your own Android Companions, Imprison your enemies etc, etc.

Permissions and credits
Translations
  • French
JNF B.L.A.Z.E.
Ballistics Legionnaire Automaton Zenith Enfilade

Content (If you read nothing else, read this!)
-------

1. A human sized Liberty Prime Companion named B.L.A.Z.E. (who's weapons are far less powerfull than Liberty Prime's, also he is not invulnerable, he can be killed, but he can be rebuilt when destroyed)

2. Your very own Vertibird, named the Kestrel, which can be summoned to your position, and flown (by autopilot) to many areas on the map

3. A new Radio Station playing music made by my own band (so there should be no copyright issues)

4. An extensive and well decorated Player Home, featuring a pool table, a cinema, a medical facility, an office, a work shop, bedroom, bathroom, etc.

5. Create your own human looking Androids to populate your home, or they can be ordered to equip (unique) Weapons and Armour and either follow you around the wasteland, or if you have too many companions already they can be ordered to follow Blaze instead. When they are killed, they too can be rebuilt.

6. Once Blaze is activated, you can use a machine in the player home that will give you a "brain implant", found in the Aid section of the PipBoy this enables you to move Blaze to your position from anywhere. The implant is a quest item so can not be removed, this means he can come to Anchorage and the Pitt with you. I got around the "Simulation/Lore" issue by explaining that the implant contains all data and schematics for Blaze so he can be brought into a simulation with you. (With Anchorage I've found that it's best to wait untill after the missions on the cliffs to bring him in as he did fall off a few cliffs when i tried it out, but it is great to have him fight the Chinese invaders whilst spouting out all that Liberty Prime Speech about communism etc)

7. Some new weapons and Armour are available, a couple are scattered around the player home, most are available from the Replicator.

8. A Replicator and a Dulicator can be found in the player home, the replicator will produce new Weapons and Armour, the duplicator will duplicate anything you put in it, ie put in 50 44 Magnum rounds and you 100 back. The downfall to this is scripted items, unfortunately on using the "DuplicateAllItems" Script function any duplicated scripted items will lose the scirpt. Don't know why, ask Bethesda.

9. The Incarcerator, a new weapon with a twist, when used properly it will Teleport your enemies into your very own dungeon where you can deal with them at your leisure. The weapon only works when used in VATS, and then it doesn't always work if you are in combat with them. It's best to remain undetected. Be carefull where you use it as it is a Minor crime.

10. The Oubliette, your very own Dungeon! Telport your enemies here with the Incarcerator Weapon, then use the terminal to spawn Robots, Ghouls or Turrets to take them out. Once you have Teleported someone here it's difficult to get them out again, so be careful who you Incarcerate.

11. Telportation, sort of Mark and Recall from Elder Scrolls. There is a Main Teleporter to be found, which will teleport you to many places in the Wasteland. When used it will give you a Remote Teleportation Device with which you can set your own Teleport sites and then teleport to and from them.

12. All control items can be found in the Aid section of the PipBoy. They are scripted to respawn themselves in your inventory, but if you use the same device in quick succession you will lose it entirely. Once an item has been used once it changes a global setting so that if you should lose the items (or have them confiscated in Anchorage or the Pitt) you only need Activate Blaze and your items will be replenished.

Description
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Head to the RobCo Facility to find the Bacon Bus (a map marker is added), collect the things you need from Harty the Bacon before continuing or you may regret it! You will need to use the gate opposite the Bacon Bus (at the back of RobCo).

Take command of your very own miniature (a little taller than a human) Liberty Prime. Blaze was a prototype model built by RobCo during the design phase for Liberty Prime. Blaze has been programmed to follow and protect anyone who takes charge of him. He is vulnerable, he is quite powerfull but he can be killed. When you Activate him a Control Console and Alcove will be added to your player home (Megaton or Tenpenny).

He can also Heal you, restore your limbs, remove your Rads, de-tox you, give you facial surgery, cut your hair, play my Radio station, Enclave Radio or Galaxy News Radio and be used as a storage device (which is accessable from the Kestrel Vertibird also)

Go to the Robco Factory near Tenpenny tower, in a room with large stacked crates on the Factory Floor you will find a Control Console to activate Blaze, you can easily deactivate him here also. Upon activation Blaze will come to life in an Alcove nearby, for instructions on using Blaze activate the Control Console attached to the outer left side of Blaze's Alcove. In order to give him commands you have to activate the Control Console adjacent to his Alcove, this will give you Isotope injections. When you inject yourself the Isotope forces your body to exude a coded pheromone, which is the only thing Blaze will respond to (similar to a form of communication used by Bees and Ants). Along side a small dose of radiation the Isotopes will allow you to command Blaze to follow you, wait, patrol the area, go to your player home to recharge, activate/deactivate a Cloaking Device and Self Destruct!

When you activate Blaze in the RobCo Factory you will receive a quest, this is purely to keep track of Blaze with a quest marker.

(*Note to users of last version NF Robo Companion; you will need to make a clean save without the old version before playing)

I've had a few hiccups when he encounters stairs, he doesn't like them very much! Some stairs are fine, others aren't, so I've oufitted Blaze with a Turbo Boost command to propel him up the stairs. You too can use the Turbo Boost, it is added to your Inventory when you wear the Armour added by this Mod.

If you choose to deactivate Blaze with the Isotope Injection or with the Control Console in your house or suite he will move to the Alcove and remain there untill you use the Control Console or Isotope Injection to activate him again.

I hope I have made this clear, for those who are unsure, just try it out, it's quite easy to use (see Synopsis below).

You can order Blaze to Enable the Breeze unit, which is a miniature Blaze. This can be remote controled to infiltrate enemy lines and explode on command.

There are many other things within this Mod that I'll leave for suprises, There are Terminals inside the Player Home with lots of descriptions of everything I've added. It's quite a bit of reading, so for those who don't like to read stuff, you may miss out out on something cool!

Installation
------------

Put the plugin into your Fallout 3 Data folder.
Copy the Meshes folder and paste into your Data Folder.
Copy the Sound folder and paste into your Data Folder.
(*Optional) I have made a couple of retextures, if you want you can choose one of them (see the pictures). These will alter Liberty Prime as well as Blaze. If you want the retexture rename the the folder to "Textures" (without the quotes) and copy this Textures folder and paste into your Data Folder.
Start Fallout 3, tick the box next to the plugin.
Start your game.
Away you go.

Problems
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None really, Kikaimegami fixed the annoying footstep noise and earthquake effect without affecting Liberty Prime, and I've moved the Megaton house Alcove to downstairs so no more issues with the stairs.

He's still a bit rubbish with stairs. (use the Turbo Boost)

Synopsis of the B.L.A.Z.E. Companion (this can be found on a note in the game)
------------------------------------
B.L.A.Z.E.
Ballistics Legionnaire AUtomaton Zenith Enfilade

As part of an advanced AI experiment; B.L.A.Z.E. has been programmed to follow and protect the Robco test subject. B.L.A.Z.E. is also programmed with extensive medical knowledge and can heal any wound, restore crippled limbs, remove Rads, de-tox, professional facial surgery, hair styling, play local Radio stations or be used as a mobile storage device. Upon activating B.L.A.Z.E. a Robco Engineer Protectron will be sent to the test subject's home where it will construct a Control Console and Recharge Alcove for the B.L.A.Z.E. unit.

In order to minimize the chances of B.L.A.Z.E. falling into enemy hands all orders for the unit are given with the use of Isotope Injections. The B.L.A.Z.E. Isotope Dispenser will supply an Isotope Hypo-Syringe with a mild radiation dose which when used will mix with the blood and other bodily fluids. The subject will exude a radioactive pheromone which will initiate a B.L.A.Z.E. activation sequence (similar to a form of communication used by Bees and Ants) whereupon he will immediately carry out the order given by the coded pheromone. Upon using the Isotope Injection the Hypo-Syringe will automatically alter which Isotopes are available. Each use will spawn its counterpart. Available orders are as follows:

Summon,
Dismiss,
Standby,
Patrol Area,
Cloaking Device,
Self Destruct,
Toggle Radio,
Turbo Boost (embedded thrusters),
Enable B.R.E.E.Z.E (a remote controlled Robot carrying heavy explosives which can be directed by the subject into enemy territory, this function will enable the use of the B.R.E.E.Z.E Control Hypo-Syringe),
Toggle Weapon Systems (Primary Laser or Mini-Nuke Grenades or both),
Ancillary Light Source,
Initiate Sentinal Program (immediate activation of Sentinal Program; explained below),
Establish and proceed to a subject designated waypoint,
Weapon Systems Online or Offline.

The B.R.E.E.Z.E unit has similar functions.

If the subject should choose to dismiss B.L.A.Z.E. with the Isotope Injection or to deactivate with the Control Console in their home B.L.A.Z.E. will move or be Teleported to the Recharge Alcove and remain there until the Control Console or Isotope Injection are used to activate him again.

When a combat situation is detected the B.L.A.Z.E. unit may sustain heavy damage. During this period backup Sentinal Program has a percentage balanced chance to initialize. If the backup systems are undamaged the B.L.A.Z.E. unit will Replicate two robotic Sentinals. While the Sentinals provide covering fire the B.L.A.Z.E. unit will initiate a system restore program. However, repair takes time and due to their size the Sentinals have a limited power supply.

Should the B.L.A.Z.E. unit be destroyed a signal will be sent here to the Robco facility where production of another B.L.A.Z.E. unit will immediately begin, the subject may return at any time to resume the experiment.

Warning: Should the B.L.A.Z.E. unit suffer catastrophic damage it will initiate a self destruct sequence which can not be reversed. The explosion is nuclear in nature and has wide blast radius, caution is advised.

The B.L.A.Z.E. Isotope Hypo-Syringe will allow the immediate initiation of the self destruct sequence in the B.L.A.Z.E. unit, at any given time, caution is advised.

Thankyou for your time.
Dr. Jayenef PHD, UHT, JNF, LOL, ETC.

Credits
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Me - obviously.
Kikaimegami - for fixing the footsteps.
Bethesda - for Fallout 3

Nice!
Enjoy!

~

Addendum from Kikaimegami:

I've fixed the footsteps issue, but will still make his other moving sounds and, most importantly, shout about Communism ;) These changes are included in a new folder specifically for Blaze so that the original Liberty Prime isn't changed.