Fallout 3

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Last updated

Original upload

Created by

cszolee and others

Uploaded by

cszolee

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Safe to use

About this mod

Combined and tweaked collection of previous Warhammer 40000 mods.

Permissions and credits
Warhammer 40000 Combined Mod 0.45


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Disclaimer
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Fallout 3 belongs to Bethesda.

Warhammer 40000 belongs to Games Workshop.

Warhammer 40k Space Marine Armor belongs to cerberos008.
http://www.fallout3nexus.com/downloads/file.php?id=4651
He has quit modding Fallout 3, but he gave his express
permission to freely use his models.

Boltgun V3 and Scoped Boltgun belongs to TheOutLander.
http://www.fallout3nexus.com/downloads/file.php?id=5417

Chaos Marines belong to sparky84.
http://www.fallout3nexus.com/downloads/file.php?id=6039

Power Sword and Demon Slayer Sword belong to sparky84.
http://www.fallout3nexus.com/downloads/file.php?id=5547

Chainsword belongs to Amstrad.
He gave his permission to use his mod freely.
http://www.fallout3nexus.com/downloads/file.php?id=3896

Scout Armor belongs to Andersh.
http://www.fallout3nexus.com/downloads/file.php?id=6152

Tyranid Termagaunt belongs to Andersh
http://www.fallout3nexus.com/downloads/file.php?id=6063

Orks belong to Andersh
http://www.fallout3nexus.com/downloads/file.php?id=11772

Eldar things belong to Andersh
http://www.fallout3nexus.com/downloads/file.php?id=12583

Chapter textured Scout Armors (including Chaos ones)
were recreated from scratch by me.

Tau Compilation Mod 1.2 belongs to DaishiHun, IamEliphas
and Sparky84
http://www.fallout3nexus.com/downloads/file.php?id=8546

WH40K Weapon 3pack belongs to EdCase
http://www.fallout3nexus.com/downloads/file.php?id=5581

All other things (perks, faction, npcs, leveled items and
npcs, effects, scripts, whatnot) were made by me.
Since this mod is based on his/their work, I don't know what
belongs to whom.
Anyway, you are absolutely free to use MY additions in your
mod without asking, but you'll need their permission to use
their intellectual property.

I thank all these fine people above for making these excellent
mods and letting me use them.

Perhaps if other people allow me to include their work, this
can grow further and become more complete.


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Compatibility
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This should be compatible with a lot of mods, but please use FO3Edit
to check things. It is NOT compatible with Pip-Boy model mods (PipBoy Readius
or PDA) because of the equip/unequip method they use (you'll get tons
of encumbered errors). Instead you can use '.' (dot) key to unequip / equip
the Pip-Boy. However, you'll have to re-equip your armor to update the
graphics, so you need to assign it a key shorcut.
I recommend that you use Fellout and DarnUI for a better experience,
they are 100% compatible, as is Radio Neutron and GNR More Music
(100 new songs). DK's Bullet Time Tool is also something that should
be present. It is the definite Matrix / May Payne experience :)

Also you should use Jannix Quinn's 40K mod:
http://www.fallout3nexus.com/downloads/file.php?id=5885


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Installation
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1. Copy Warhammer40000.bsa and Warhammer40000.esm into your Fallout3
game data folder ( for example C:\....\Fallout3\Data)
Overwrite files if asked.

2. IMPORTANT! Delete Warhammer40000.esp if exists, so it will not be
loaded with the new file. Otherwise it will break the game.

3. (Optional) Enable Warhammer400003rdPersonViewMod.esp if you
can't see anything in 3rd person view when wearing big armor.

4. Use FOMM to enable the mod and play :)


The mod needs the latest (currently 1.7) patch to Fallout 3.
You MUST have Fallout Script Extender to use this mod.
If you use other mods, please get FO3Edit to check compatibility!

You'd probably better start with a new game (for example the autosave
from level 1, when you exit the Vault). Otherwise you may very well
get CTDs and weird errors (especially during saving / loading new cells.)
This has worked for me with a new character.
I have added a "clean" savegame of a level 1 character with only Fallout3.esm
as master, already set up for being a Space Marine (Tag Skills, SPECIAL).
Copy it to My Documents/My Games/Fallout3/Saves (or wherever your saves are)
if you need it.


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Uninstallation
--------------

This is a three stage process, unfortunately.

1. Load your game, open the console and enter
StartQuest 40kuninstall
Save your game, and you are pretty much finished with the uninstallation part.

Now comes restoring your character:

2. Exit Fallout 3, disable the mod in FOMM, restart Fallout 3

3. You will have to use the console and 'AddPerk' cheat to add the
number of perks you lost from 40k mod. You can get the perk codes here:
http://vgstrategies.about.com/od/pccheatsf/a/Fallout3Perks.htm

The uninstall script does the following:
- removes any and all Warhammer 40000 items from player's inventory
(so that your stats and etc return to normal)

- removes all Warhammer 40000 Perks from the player
(so that your stats and etc return to normal)

- resets all player - 40k faction relations
Primitive, but works.

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Starting
--------

As soon as you leave Vault 101, you'll automatically level up.
If you have the prerequisite (Male, Char.level 2), you'll be able
to select the Astartes 0th Tier perk. This will make you friend with the
Imperium of Man, but not member of their faction yet. They'll help you
against your enemies, based on their AI behavior.

At character level 4, you'll be able to select 1st Tier perk, if you
have the prerequisite (Tier 0, Luck 7 or higher). It will automatically
add you to the Imperial faction and a Space Marine faction (Blood Ravens
for now), so automatically all Chaos factions will be your enemies
(and attack you on sight).
If you later take the Corruption perk, you'll be expelled from all
Imperial factions, and added to Chaos Undivided.
This does not mean, however, that Chaos folks will help you - most of them
only help their own Legions.
Loyal Marines usually help other Imperials, but not always.

There is one of each type of Chaos marine at Vault 101 entrance:
World Eaters Scout and Berserker, Black Legion Scout and Marine,
Thousand Sons Rubric Marine and Sorcerer. They will NOT attack you initially.
This little bunch is very unlikely to kill unless you have a Grey Knight
Justicar Armor, Nemesis Sword, Inquisition perk and at least level 20-25 I think.

All Scouts have base HP 100, Marines have 150, stronger folks 175, Sorcerer and
Terminators 200. Many of them have additional effects, like Toughness, Little Leaguer,
etc.

There is a bunch of Ultramarines at Megaton Entrance, with a couple of Chaos Marines
and Scouts nearby, a pack of Termagaunts close to the water tower, and a lot of Grey
Knights at the other end of Springvale.

With a little luck, you can draw these abominations to attack each other :)


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Details
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I used FO3Plugin, FO3Editor and GECK to create this mod. It is a
combination of all source mods, in one file. After installation, you do
not need to run the above mods' esp files. It includes all armor from
cerberos008's original work, mostly debugged and tweaked to make it grimdark.
That is, all armors (Power Armor and Terminator Armor), helmets and
backpacks have been tweaked, given effects, scripts, etc.
All weapons are more or less integrated into the game.

The BSA contains all meshes/textures, so you can remove all
surplus junk left from older, similar mods in the data folder.


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New to mod
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Space Marine Armor are only useable by Space Marines (10th Level perk).
Terminator Armor and weapons are only effective if you have the training
(19th level perk) and / or wear Terminator Armour.
And no, normally you won't have it until 19th level. Unless you use the
AddPerk cheat. And no, your minions (Charon, Jericho, whoever) ALSO
won't use these mighty fine thingies :)
Both Marine and Terminator helmets are Water-Breathing (renamed Rebreather),
have PowerVision and UltraVision (the latter is just a test).
Use P for PowerVision, U for UltraVision and O for Occulobis.
Marine and Terminator armor double the non-deadly fall height from 600 to 1200.
Marine Armor also raises jump height from 64 to 96.

Integrated Power Fists in Armors: Space Marine Armor Fist,
Terminator Power Fist. They are automatically added and equipped if the
player does not hold any weapon (condition: Unarmed Stance, no Power Fist
equipped). You won't be notified of this, but you will feel the power when
you beat Super Mutants to pulp with your bare... Power Fists :)
(I'm extremely proud of this).
Terminator Fists ignore armor from now on.

There are a lot of Chaos folks from the 3 Legions (Black Legion, Thousand
Sons, World Eaters) all around the Wasteland and DC, and for now I made a
Tainted Deathclaw as a pet for them. They are all very deadly, take special
care when fighting them. And their factions are Evil.

As to difficulty, it takes 1 or 2 shots from a bolter for the player to die at
level 2, with Vault armor

Added Tau Compilation Mod 1.2: contains Tau Armor, Weapons, etc. See attached readme.
Upped damage to all Tau NPC weapons considerably so that NPCs can have similar damage
as a mere Gue'Vesa. 2x damage with Pulse and 1.5x damage with Rail weapons.
Tau Helmets have Rebreather and PowerVision.
Tau have the best conventional armor and excellent weapons. With the Gue'Vesa Perk, they
are similar to a maxed out bolter specialist Space Marine.

Tyranid Termagaunts are added, they almost always follow a "Node Creature" (slightly
bigger and stronger version). If the node creature is killed, they all stop - possibly
until they re-evaluate their AI Packages (according to dev info, it takes about 10 seconds.)
Until then, they seem to stop. Just like when a Node Creature is killed and Tyranids become
confused. I'm working on adding some sort of frenzy to them in this case. It is possible
with packages and actor scripts, but takes time.

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Effects
-------

In order to get the effects of the armors, you need to wear them as a set,
and have the necessary perks. Space Marine armor and backpack and etc need
the Tier3 perk, Terminator armor needs the Tier5 perk. If you do not have
the perks, you will not even see the benefits of the armors. In case of
Terminator weapons, without Terminator armor AND training, your combat
skills will be reduced by 100 and speed by 25.


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Perks
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(base is 40kAstartesQuest)

Tier 0 - LVL2 Astartes Aspirant - -30%XP, -30% Skill Points, you
can remove Astartes Dogtags from dead Space Marines No icon yet, beta. Adds
you as friend to the Blood Ravens. Q0

Tier 1 – LVL4 Astartes Initiate - END +2, STR +2, AG +1, enlarges
the character by 10% (Q10). Adds you to SM and BR Faction (thus enemy of
Chaos), adds Scout Armor and Bolt Pistol with 120 ammo.

Tier 2 - LVL7 Astartes Initiate II - Adamantium Limbs, Occulobis
low-light vision, PER +2, speed +10%, adds Chainsword (Q20).

Tier 3 - LVL10 Adeptus Astartes - AP +25, allows Power Armor,
DR +10%, Poison Res +85, addiction chance 0%, regeneration 1hp / minute (Q30).
You get standard Blood Raven equipment (Armor, Backpack, Helmet, Bolter,
120 ammo, Master Crafted Chainsword) (Q31). You can remove Progenoid Glands
from dead Space Marines. No icon yet, beta.

Tier 4 - LVL15 Astartes Veteran - You get Veteran Raven equipment
(Vet. Armor, Backpack, Helmet, Power Sword) (Q40-41).

Tier 5 - LVL19 Crux Terminatus - Terminator Training (Q50). Adds
Blood Ravens Terminator Armor, Helmet, Storm Bolter, 300 ammo,
Thunder Hammer (Q51).
Terminator weapons are placeholders.

Tier 6 - LVL25 Terminator Captain - VATS AP cost of all Terminator weapons is
halved, movement speed in Terminator Armor is raised by 25%.

Bolter Proficiency - LVL7 -50% AP with Bolters and Bolt Pistols.

Melee Master - LVL7 +10 on Melee Damage (all melee weapons), -50% AP with
any melee or unarmed weapons

Marksman's Honour - LVL14 +25% Hit Chance in VATS with all weapons except
Big Guns and thrown weapons. Req: Tier 3, Small Guns skill 90.

Chaos Corruption - LVL7 Many fine things (CHA, Speak, LCK), but if you are
Corrupted, all loyal Space Marines will attack you on sight!

Berserker Healing - LVL14 You regen 1HP/1s, only in combat. (World Eater
Marines have this). Req: Corruption.

Ally of the Inquisition - LVL10 access to Grey Knights equipment special
effects (powerful Warp damage). Adds Energy (Warp) Resistance +50.
Req: Tier 3, no Corruption

Devastator - LVL14 AP cost of Big Guns (except Terminator) is halved.
Req: Tier 3, Big Guns skill 90.


Beta:
Targeting Computer – LVL20 changes VATS range penalty from 2.00 to 1.65 –
you can accurately shoot much farther in VATS (fVATSDistanceFactor)



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Armor
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Space Marine Armors and Terminator Armors from cerberos008
Space Marine Scout Armor from Andersh
Chapter texture sets for Scouts (using SM armor textures) from me.

Chaos Marine Armors from sparky84:
World Eaters Berserker
Thousand Sons (Rubric) Marine
Black Legion

SM Armor and Backpack repair list is WH40KRepairPowerArmor
(xx0ABB19), helmet is (xx0ABB1A), and many items can be repaired with
Spare Parts, Conductors, Sensor Modules and Fission Batteries.
Added repair lists and custom icons to all armor and helmets.
Terminator Armor lowers all combat skills and speed by 100 without
Tier 5 perk.
SM Armor lowers all combat skills and speed by 50 without Tier 3 perk.


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Factions
--------

This is a pretty big project, and I have to build everything from the ground up.
Right now, UltraSmurfs are fully in with basic NPCs (scouts, tactical, veteran,
sergeant, terminator). They are random race, with behavior packages (needs
testing), leveled items list (also needs testing).
Chaos faction is in, with World Eater Scouts and Berserkers, Black Legion
Scouts and Marines and Thousand Sons Rubric Marines.
They are very basic yet. I need to study combat styles and packages.


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Weapons
-------

The following weapons are in:

Bolter models from TheOutlander:
Bolter ROF: 4, DAM: 35+40
Bolter (Scoped) ROF: 4, DAM: 35+40
Inferno Bolter ROF: 4, DAM: 35+20+fire
Inferno Bolter (Scoped) ROF: 4, DAM: 35+20+fire
Psy Bolter ROF: 4, DAM: 35+40+40Warp
Psy Bolter (Scoped) ROF: 4, DAM: 35+40+40Warp
Storm Bolter (Terminator)
(it uses the Sawed-off Shotgun model): ROF: 8, DAM: 35+40

All bolters do 35 impact damage, 30 explosion damage, Psy Bolters do
35 impact damage, 40 explosion damage and add +40 Warp damage if the
target is Evil.

Chainsword from Amstrad:
Chainsword DAM: 30, Crit 20, %1, speed 0.5
Master Crafted Chainsword DAM: 40, Crit 30, %1.5 speed 0.5
Tainted Chainsword DAM: 40+25Warp if the user is Evil, Crit 40, %2 speed 0.6

Power Sword and Demon Slayer Sword from sparky84:
Power Sword DAM: 40 (ignores Armor)
Nemesis Force Sword (uses the Demon Slayer model) DAM: 60Warp+40Warp+40Warp
Daemon Sword (uses the Demon Slayer model) DAM: 80Warp+25Warp

Nemesis does 60 Warp impact damage, 40 Warp damage if the user is member of
the GK faction, and 40 more Warp damage if the target is Evil, theoretically.
Daemon Sword does 80 Warp damage and 25 Warp damage if the user is
Evil. Both ignore armor.

Thunder Hammer (Terminator) from me with Super Sledge model. DAM: 60+10Shock+Knockdown
75% on non-Terminator armoured, average sized foes. Knockdown seems to be actually
knockback for some reason, strangely it works with projectile weapons (Victory
Rifle Knockdown effect). Oh and there's a nice bang on hit with Alien Blaster
visual effect. Ignores armor.

Power Armor Fist and Terminator Fist from me :) Simple Power Fists without
mesh, so that you can fight in melee against average folks.
SM fist does 20 damage, Term fist does 45 damage and ignores armor.

Heavy Bolter (using upscaled Gatling Laser model): Big Gun, ROF: 10, DAM: 50+40, AP: 50
Lowers speed by 25% (always), lowers Big Guns skill by 100 if not wearing Power Armor
and speed by a further 25%.
Terminator Armor is not compatible. Script works with NPCs now.
Added new projectile with double (40) Impact Force and Loud sound level.
Still standard Bolter explosion (Force: 20, DAM: 40).

Assault Cannon (Terminator): Big Gun, ROF: 120, DAM: 10, AP: 40.

All (Terminator) weapons need Terminator Armor, otherwise all combat skills
will be lowered by 100, and speed by 25.

Bolt Pistol / Scoped Bolt Pistol: DAM same as Bolter, ROF 2/s auto. Less weapon
HP and far worse spread. Repair list is the same.

Plasma Pistol: DAM 90, Crit 50, spread terrible, ignores armor, ROF 1/s semi.


Plasma Gun: DAM 100, Crit 50, spread pretty bad, ignores armor, ROF 2/s semi.


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Misc
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Maximum allowed Damage Resistance in the game was raised from 85 to 97%.
Maximum allowed Radiation Resistance is 97% as well.
All damage to player-worn armor and weapons is set to 25% of original.
Crippling of legs reduces speed to 75 / 50%.


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Q & A
-----

Q: How about more 40K weapons, items, other goodies?
A: Unfortunately without the authors' permission I cannot add anything else.

Q: Where's the Storm Bolter, the Assault Cannon, the Jump Packs?
A: Get Jannix Quinn's mod here: http://www.fallout3nexus.com/downloads/file.php?id=5885

Q: Space Marines are too tough, I can't kill them.
A: Yep.

Q: Space Marine Armor does not make me stronger.
A: It's not the armor that makes one Adeptus Astartes - it's the other way around.

Q: Why don't SM armors add a thousand carry lbs?
A: Have you ever seen a pack-rat SM? Nope. They have their armor, their bolter, and their faith in Teh Emprah.

Q: Space Marines are sped up.
A: Yes, Spess Mehreens are über-humans, they are big, strong, fast. No ordinary human can outrun a Marine.

Q: Where can I find the mod items?
A: All are in containers inside Megaton, next to the entrance.

Q: What are the item codes?
A: Use FO3Edit to find out.

Q: Astartes Perks and armors make characters overpowered.
A: That's the point. And you get -30% XP ingame and -30% skill points per level. And Chaos will still kick your ass.

Q: Where can I find some Space Marines?
A: All around. Chaos pansies too.

Q: Where are the Tau?
A: As in the original Tau mod (see attached readme), and also at Megaton and near the Citadel (BOS HQ). They are Neutral to all.

Q: Tyranids are killing me!
A: Run faster, and carry a bigger stick :) Really, with a Heavy Bolter, they are mere target practice.

Q: What is the best weapon?
A: Can't be answered, all depends on how you play, what armor you wear, etc.
Quick characters can use the Scoped Psy Bolter / Nemesis Sword, with GK Justicar armor, Tanks can use some
Terminator Armor with Storm Bolter or Assault Cannon, but these all require Space Marine character.
The best regular equipment is clearly the Tau armor with some Tau rifle, they are better than SM Scout equipment.

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