Fallout 3
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hikky71

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About this mod

This Mod allows you to disguise yourself as a member of one of the factions in Fallout 3. For many factions you need to wear both Head Gear and Body Armor at the same time. Others require the Scoundrel Perk and good Stats (Charisma, Speech). When disguised, not only the faction you are disguised as will respond. Other factions may turn hostile if

Requirements
Permissions and credits
Mirrors
(yet another) DisguisesMod v1.1
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

=== Overview ===

This Mod allows you to disguise yourself as a member of one of the factions in Fallout 3. For many factions you need to wear both Head Gear and Body Armor at the same time. Others require the Scoundrel Perk and good Stats (Charisma, Speech). Luck is currently not part of it but may be added in a future version.

When disguised, not only the faction you are disguised as will respond. Other factions may turn hostile if they don't like the faction you are disguised as. In particular, Raiders are hated by everybody except by Slavers. Keep that in mind, especially if you are using Fast Travel alot.

Followers doesn't affect your ability to disguise (though that may also change in the future). Using VATS will though. If you open the VATS menu while disguised, your disguise will be removed temporarily. This was implemented to make it more difficult to kill enemies one by one, making the game too easy. Unfortunately, it doesn't seem possible to do this only when targeting a specific faction (If anyone knows of a way, please let me know).

This Mod consists of several Plugins. The Base Plugin "yaDisguisesMod.esp" provides basic functionality and supports Armor available in the standard version of Fallout 3. For Armor added by DLC (or other Mods), additional "Extender" Plugins are required. Currently there are Plugins available for the DLCs Operation Anchorage, The Pitt and Broken Steel.

If you are handy with GECK and FO3Edit, you can make one yourself. See "Example Armor Extender Plugin" for an example of a very simple Extender Plugin.

This Mod should work well with Mods that modify Armors (or factions). Plugin load order should't matter, unless Armor support added through Extender Plugins have specific requirements. To be on the safe side though, load the yaDisguises plugins after the plugins containing Armor.



=== Installing ===

If you are using FOMM (Fallout Mod Manager), use the fomod to install yaDisguisesMod. It will automatically determine which plugins you need. If you don't have FOMM, you can download it from here.

To install yaDisguisesMod manually, do the following:

* Copy the yaDisguisesMod.esp to your Fallout 3\Data\ folder.

* If any Armor Extender Plugins exists and you happen to have the matching DLC,
you may copy it into the same folder as well.
The Armor Extender should be named similar to:
yaDisguisesMod-DLC-Anchorage.esp
DO NOT INSTALL IF YOU DON'T HAVE THE MATCHING DLC INSTALLED! THE GAME WILL CRASH!

* Enable the Mod (and Extenders) using either FOMM (strongly recommended), or the Fallout 3 Launcher.



=== Uninstalling ===

* Disable the Mod (and Extenders) using either FOMM, or the Fallout 3 Launcher.

* Delete the yaDisguisesMod.esp in your Fallout 3\Data\ folder.

* If any Armor Extender Plugins were installed, delete them as well.

When you load a SAVE that was created while using this Mod, you will recieve a warning message. It is perfectly safe to ignore it. If you were wearing a disguise when the SAVE was created, you will no longer be disguised. If you save again the information that caused this warning will be removed, and everything will be as if you have never used the yaDisguiseMod.



=== Supported Factions ===

(Armor marked with a * are only accessible through the console. Search http://fallout.wikia.com/ for details.)

--- Ants ---
Like little six-legged critters? Are you unhappy with them not liking you? Be unhappy no more! A certain super-hero may not like you though...

Requires: The AntAgonizer's Costume and Helmet
OR (v1.1) Lesko's Lab Coat and the Entomologist perk
OR (v1.1) Entomologist perk and Ant Queen Pheromones in inventory (any armor except the Mechanist's Costume)


--- Brotherhood of Steel ---
A shiny suit for a modern-day knight, busy rescuing the world (or making lots of holes in it). Former brothers-in-arms may have bone to pick as they think you have gone too soft... Hey! Say that to my Minigun!

Requires (body): Brotherhood Power Armor, Power Armor, Lyons' Pride Power Armor, Recon Armor, *Composite Recon Armor
Requires (head): Brotherhood Power Helmet, Power Helmet, Recon Armor Helmet, *Composite Recon Helmet


--- Brotherhood Outcasts ---
Have you "accidentally" managed to piss off a walking tank with shoddy black-red paintjob and a bad attitude? Fear no more! Avoid flying bots and "knights in shiny armor" though...

Requires (body): Linden's Outcast Power Armor, Outcast Power Armor, Outcast Recon Armor
Requires (head): Outcast Power Helmet, Outcast Recon Helmet


--- Chinese Ghouls ---
Want to hang out with commie bastards without having to "explain" with hot lead that your not interested in Chairman Chengs Utopia? Now you can! Just avoid rich bigots...

Requires (body): Chinese Jumpsuit, Dirty Chinese Jumpsuit, *Dirty Chinese Jumpsuit (unique)
Optional (head): Chinese Commando Hat, *Hat of the People
Requires (mask): Ghoul Mask


--- Enclave ---
Want to work for the Man(machine)? Or just hang out with it's minions? Apply within. Avoid other walking tin cans though...

Requires (body): Enclave Officer Uniform, Enclave Power Armor, Enclave Scientist Outfit, Tesla Armor, *Enclave Shocktrooper Armor, *"Robo-Thor" Armor, *All-Purpose Science Suit
Requires (head): Enclave Officer Hat, Enclave Power Helmet, Enclave Scientist Outfit, Tesla Helmet, *Enclave Shocktrooper Helmet, *"Robo-Thor" Helmet, *All-Purpose Science Suit


--- Mutants (Ghouls) ---
If becoming mutant snack or getting dipped in green stuff isn't your thing, try disguising yourself as one of the wastelands most unfortunate habitants. Not everyone will feel sympathy when they see your wreched appearance though.

Requires: Ghoul Mask and no weapon out. Only armor with low armor rating (similar to Leather Armor at best) can be worn. Many armors can't be used (too many to list here).


--- Raiders (Slavers) ---
Psycho's with guns are everywhere. If you want to avoid becoming their latest prey, dress up like one. Or maybe you are just like them? Just be aware that their only "friends" are their Slaver business-partners.

Requires (body): Raider Badlands Armor, Raider Blastmaster Armor, Raider Painspike Armor, Raider Sadist Armor, *Sharp-Dressed Raider's Armor, *Hand-Me-Down Raider Armor, *Highway Scar Armor
Requires (head): Boogeyman's Hood, Hockey Mask, Ledoux's Hockey Mask, Raider Arclight Helmet, Raider Blastmaster Helmet, Raider Psycho-Tic Helmet, Raider Wastehound Helmet, Torcher's Mask, *Pyro Helmet, *The Devil's Pigtails
(v1.1) No head gear is required if player blew up Megaton, or is very evil, or is playing as a Raider (using a race mod).


--- Regulators ---
Caused too much trouble lately and beginning to feel the heat? You can avoid the long arm of the law for a while by pretending to be a fellow law-dog. But only if you can talk the talk and walk the walk...

Requires (body): Regulator Duster, Sheriff's Duster
Requires (head): Sheriff's Hat
OR (v1.1) the Scoundrel Perk
Requires (stat): Charisma >= 7 & Speech >= 60


--- Rivet City Security ---
Useful if you want to "borrow" stuff from the armory in Rivet City without any fuss. Otherwise not so useful...

Requires: Rivet City Security Uniform and Rivet City Security Helmet


--- Robots ---
If you prefer the company of robots (or know a particular someone that do) you will have an easier time with the still (mal)functioning relics from the past. A certain super-villain may not like you though...

Requires: The Mechanist's Costume and Helmet
OR (v1.1) RobCo Jumpsuit, a Wrench in inventory, and either no weapon out or the Robotics Expert Perk


--- Talon Company ---
If you have done too many good deeds, a nasty lawyer will put a contract on you. You can fool the hit-men into thinking you are one of them for a while, but only if you are charismatic smooth-talker and have managed to nick their gear before...

Requires (body): Talon Combat Armor, *Talon Combat Armor (unique)
Requires (head): Talon Combat Helmet, *Talon Combat Helmet (unique)
OR (v1.1) the Scoundrel Perk
Requires (stat): Charisma >= 7 & Speech >= 60


--- Tenpenny Security ---
The Warrington Ghouls may not like you...

Requires (body): Tenpenny Security Uniform
Requires (head): Sunglasses, Lucky Shades, *Tenpenny Security Helmet
OR (v1.1) the Scoundrel Perk
Requires (stat): Charisma >= 7 & Speech >= 60
Requires (mask): Ghoul Mask must NOT be worn


--- Vault 101 Security ---
May help getting out of the Vault without using force.

Requires: Vault 101 Security Uniform and Helmet


--- Vault 106 ---
Crazies are mostly interested in themself. Mostly.

Requires (body): Vault 106 Jumpsuit
Requires (stat): Scoundrel Perk & Charisma >= 6 & Speech >= 50


--- Vault 108 ---
Gary. Gary? Gaaary?!

Requires (body): Vault 106 Jumpsuit
Requires (stat): Scoundrel Perk & Charisma >= 8 & Speech >= 70 (these might be too lenient IMO)



=== Mini-FAQ ===

Q: NPC 'InsertNameHere' doesn't become hostile when he/she should.

A: Some NPCs AI is set to Unaggressive. They will never initiate combat unprovoked. An example is Protector Casdin near Fort Independence, while the other Outcasts should become hostile if you put on a Raider disguise. If you use them for target practice, or try to sneak inside before completing the The Outcast Collection Agent Quest, they will all turn hostile (unless you wear their Armor).

A: Certain events in the game may cause the player to become an ALLY to that faction (for example The Outcast Collection Agent Quest), and that has a higher priority. After that, it doesn't matter if you walk into Fort Independence wearing BoS or Enclave Armor. It might be possible to fix it, but that fix would likely cause compatibility issues so I have chosen not to look into it closer. Maybe I'm wrong?

A: I may have have missed a faction. If you have the time, look into it yourself using the GECK. Or send me a PM describing the problem in detail. Don't expect fast results though. I don't usually have alot of free time.


Q: NPC 'InsertNameHere' is hostile even though I wear a supported Armor and my Stats are good enough.

A: Try a different faction and set of armor to see if the Mod has any effect at all. If nothing happens, make sure yaDisguisesMod.esp is enabled. See Installation for details.

A: If you have tried other Disguises Mods which manipulate the PlayerFaction directly, you could become stuck as ENEMY/FRIEND until you start a new Game (creating a new character). Uninstalling the Mod will not fix it. It can be fixed using console commands, but it's not 100% safe. Below are a few commands that may (or may not) fix it. Only try the command for the faction you are having problem with. If it doesn't work DON'T SAVE! Reload the SAVE or try an older SAVE (so it doesn't get even worse). If you already have yaDisguisesMod installed, make sure you aren't wearing armor that matches the faction you're having problem with. Otherwise you may not notice if the fix works or not...

SetEnemy 1b2a4 1d3fe 1 1 ; (sets PlayerFaction and BrotherHoodSteelFaction NEUTRAL)
SetEnemy 1b2a4 1d3ff 1 1 ; (sets PlayerFaction and BrotherhoodOutcastFaction NEUTRAL)
SetEnemy 1b2a4 1d3fd 1 1 ; (sets PlayerFaction and EnclaveFaction NEUTRAL)
SetEnemy 1b2a4 1f1d6 1 1 ; (sets PlayerFaction and RCSecurityFaction NEUTRAL)
SetEnemy 1b2a4 1ffb6 1 1 ; (sets PlayerFaction and RobotFaction NEUTRAL)
SetEnemy 1b2a4 28d95 1 1 ; (sets PlayerFaction and SlaverFaction NEUTRAL)
SetEnemy 1b2a4 19018 1 1 ; (sets PlayerFaction and TenpennyGuardFaction NEUTRAL)
SetEnemy 1b2a4 214b6 1 1 ; (sets PlayerFaction and Vault101SecurityFaction NEUTRAL)


Q: If I put on a Raider disguise while being seen by an NPC in Megaton, everyone goes emo on me. Why? They should know I'm not a real Raider...

A: The Game Engine used in Fallout 3 (and Oblivion before that) isn't made with disguises in mind, and doesn't really support it. The disguise script can't therefore detect if player is seen or not by a faction that may turn hostile when the disguise is put on. It might be possible to solve this in a roundabout way by casting a 'magic' spell on the area around the player. If an NPC is hit, it could trigger a script which checks if the NPC 'sees' player or not. I haven't tried this solution yet though (it's from the Oblivion board), as it seems to require a fair amount of work to solve a rather tiny problem that can easily be avoided.


Q: Why does this Mod exist?

A: When I started playing Fallot 3 again recently (after a long hiatus), I decided to try a few Mods that might improve certain aspects of the game that annoyed me; For example that Raiders think I'm meat even after playing as a super-evil character which had done every evil act possible. That got me into trying various Disguises Mods (among other things). I couldn't find one that I really liked, and one in particular that seemed popular had serious bugs that essentially breaks the game. And all had issues with Mods like MMM. Since I'm a programmer (though a rather lazy one), that was the last straw. I HAD TO TRY FINDING A SOLUTION THAT WOULDN'T BREAK ANYTHING NO MATTER WHAT! So I have been spending nearly all my free time for the last couple of weeks trying different solutions and learning the limitations in the TES4 engine the hard way; Going from attaching Object Scripts and Effect Script to Armors, which is just stupid when a Quest Script makes it so much easier and is way more compatible, particularly when the requirements were fairly complex (requiring several pieces of Armor and Stats). And finding a way to manipulate faction relations in a safe manner that cleans up after itself automagically, restoring everything to default if the Mod is disabled AND NEVER EVER F**K UP ANYTHING. After solving those problems and I had most of the factions implemented (most of them are the same code with minor adjustments), I found the Disguise Mod by AnT01. He had arrived at the exact same technical solution as I ended up with. I SO WISH I FOUND THIS SOONER! It would have saved me alot of grief and time. The only real difference is how Stats affect things. AnT01's Mod caused me to spend a bit more time trying to balance things than I otherwise would have done. He factors Luck into it (while I don't) in a interesting way which always leaves room for "failure", which causes player to want to keep the disguising to a minimum and leaving the area as soon as possible. Problem is, player can't run or sneak which leaves plenty of room for failure. That is Evil ;-> It seems AnT01 is/was working on support for other factions than Raider, but that was a while ago. So I'm releasing (yet another) DisguisesMod as well. I hope you like it.



=== Changelog ===
v1.1
* Updated all factions to use form lists to handle armor as per suggestion
* Added Mutants (Ghouls) Faction
* Modified Ants, Robots, Raiders, Regulators, Talon, Tenpenny.
* Support for the DLCs Operation Anchorage, The Pitt and Broken Steel added.

v1.0 First Public Release



=== LICENSE ===
The yaDisguise scripts (text) are licenced WTFPL http://sam.zoy.org/wtfpl/COPYING
Everything else whatever Bethesda wants.