Fallout 3
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spammster

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spammster

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About this mod

a small Quest, that turns you into a Ghoul when exposed to a fatal Dose of Radiation (instead of Dying) with the possibility to undo it. Pro\'s of being a Ghoul: rad resistance and recovering of lost health, downside: you\'re a ghoul. Complete Quest redo now more challenging and a unique weapon as reward.

Permissions and credits
Rad Overdose - Ghoulifaction

when exposed to a fatal Dose of Radiation (1000 rads) instead of dying you will faint and awake as a Ghoul.

I'm not going to say much about the actual Quest(s), since its a rather short one and you shouldn't know everything about it before you even try it out.

being a Ghoul means, that you loose 3 Charisma points and in return you gain Rad Resistance and the ability to recover HP from radiation (100 rads = 1 HP), also Feral Ghouls won't attack you anymore (equivalent of Ghoul mask)
and regular Ghouls will help you out when you're under attack (unless you attack a ghoul)

Installation:
put the Ghoul.esp in your data folder
put radiationradio1.wav in Data\Sound\FX\radexp
put ghoul.bik in Data\Video
(not putting the videofile in that folder will crash the game)

this shouldn't overwrite any existing files
if you use the "yet another ghoul perk" unload it and use the new file (running both plugins at the same time causes problems)

also because I didn't want to mess with 3Dog and GNR, you might wanna check out the Radio left to the Door ;)

INFO: V1.5 makes quite severe changes to the mod especially in the Quest Department, so if you update to this version, make sure you haven't talked to Doc Barrows at all (his entire Dialogue has been changed to fit the new storyline)

and here's the rants:

this is my first "larger" modification of the Game, so there probably are flaws in it, so it probably is best to make a save game right before testing it. (I tested it and it plays through without messing up NPC's (at least non i tested) but one never knows)

what I will say about the Quest:
when you wake up you will be in a new Room in Underworld and you aren't supposed to leave that Room, before you talked with the NPC in it (the room is supposed to be locked, however I noticed during testing that its only 50% of the time locked, the other times I could just walk through the Door)

you have to talk to the NPC in the Room, for the Quest to continue.

additional warning: turning human again removes the ghoul abilities (but restores the charisma points) and you can only do this once, so make sure your NPC looks like you want em to

easiest way to reach 1000 rads is the vault 87 entrance (warning sups), sitting in radiated water (takes forever though)

or type in the console: player.modav radiationrads 1000

also: make sure you don't use "tgm" when running the quests (can result in abilities not working or not being added)

and of course, a comment is always appreciated espec. towards errors flaws etc.

FIXES IN V1.1:

- Feral Ghouls now really don't attack
- Fixed the Radio, message only pays once now
- Fixed DocBarrows Dialogue (was missing the Medical Dialogues)

those who downloaded V1.0, download 1.1 and replace the Ghoul.esp

Fixes in V1.2:

- Doc Barrows now also offers the Quest if Reillys Rangers and the Replicated Man are not completed yet.

Fixes in V1.21:

-seems like the fix in 1.2 had a strange sideeffect, a female version of Gob showed up, this one removes that (this doesn't affect gameplay though, this is just messed up, having a gob-clone @ moriatys)

Fixes in V1.22:

- Feralghouls become enemys after you turn human again
- all your Items will be removed and stored in a Locker
- the created ghoul now should match your player better (at least for Caucasian, Asian and Hispanic, african american kinda works, as long as you are fully clothed (head should be black, body however will still be standard ghoul)

Fixes in V1.5

- complete redo of the Smoothskin quest incl. 1 new Vault
- minor bugs from previous Versions removed

Fixes in V1.6

- new Weapon added (Rad Gun) at this point it still looks like the A3-21 (harkness weapon) this will change at some point, does more damage, is more valuable and when you perform a critical hit the enemy gets irradiated (works well on non supermutant/ghouls)
- added working Terminals in the Vault (1 to unlock a door if you're lockpicking sucks)
- added 11 Holodisks giving the backstory of the Research Facility and what happened (most of them are in plain sight, for some you have to look a bit more)

additional info: the Rad Gun uses Fission Battery Ammo, sadly one can not use Fission Batteries directly (or each fission battery would only be enough for 1 shot) so go talk to martha once you finished the smoothskin quest. She takes your Fission Batteries and gives you 20 Fission Battery ammo per FB (it has the same value as the Fission battery)

future implementations:

- retexturing of Ghouls, so that it can get picked Race specific
- rewriting of the Tenpenny Tower Quest, removing the choices gotta bei either Ghoul or no one
- animations for fainting and healing
- retexturing of the Vault to compensate for the 101 and 87 on the Doors

if anyone would like to do some voices, let me know via PM, atm I'm looking for 1-2 male voices (human & ghoul) and 1 female voice (ghoul)

and here's a small bonus for actually reading all of this:
when entering the Research Lab, don't run straight for the door, look around a bit, there's something that is Vital there, for the quest to be completed, if you ignore it you cannot complete the quest and are doomed to an loooooong life as a ghoul (its something that is not mentioned in the Quest notes)