Fallout 3

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syizm

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syizm

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About this mod

Vanilla World Overclocked adds a bundle of new UNIQUE weapons and armor to the game, as well as new textures to boot. Installation is easy, and it should be compatible with all major mods.

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Vanilla World Overclocked
by syizm ([email protected])

version 0.99b (06MAR2010)



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TABLE OF CONTENTS
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*) Cliff Notes
1) About
2) Requirements
3) Overview
a) Files
b) Known Bugs/Glitches
4) Installation
a) Uninstallation
5) Armor
6) Weapons
7) Item Locations
a) Console Commands to get items
8) Contact / Outro



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*. CLIFF NOTES
---------------------

Vanilla World Overclocked (VWO) is:

-47 new/unique weapons and armor combos based on pre-existing vanilla items.
-Includes new textures, as well as the Non-Scoped .44 Magnum
-Seamlessly adds the items to the wasteland, making exploration more rewarding.
-Blends well with the existing game, offering balance in both directions, and should not interfere with any other plug in.
-An optional VWOMagnum.esp file incorporates the .44 Magnum in to Talon Mercs, Regulators, and Merchants/Vendors inventories.



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1. ABOUT
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Vanilla World Overclocked is a mod that adds new weapons and armor to the Fallout world. The entire aim of the mod was to simply extend the feel of the vanilla game. That is, no NEW models of weapons are added. What you get, instead, is more unique weapons and armor.

This is no FOOK. It's much lighter, and lacks the scope and depth that makes FOOK so grand, but still adds some cool new armors and weapons to the game.

When playing with VWO active, you shouldn't notice anything different from the start. None of the existing enemies of the game will spawn with the new weapons (aside from the .44 Magnum) or armor. Instead, you will, during the normal course of game play, stumble upon these new additions. In some areas an additional enemy will spawn, such as a raider, who will be yielding the unique weapon. In other areas, the new item may simply be laying on a shelf.

You may notice that there is more incentive to explore and find some of these new goodies, as more areas now contain unique treasures. If you don't wish to explore, there is an item list with locations near the bottom of this text, as well as command instructions on how to unlock all of the items.




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2. REQUIREMENTS
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-NEED ArchiveInvalidation Invalidated!
-NEED ArchiveInvalidation Invalidated!
-NEED ArchiveInvalidation Invalidated!
-NEED ArchiveInvalidation Invalidated!

This is to permit the new textures to work appropriately with the game. It may not be required 100%, but it's a good idea to have it anyway.

Please download here : http://www.fallout3nexus.com/downloads/file.php?id=944



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3. OVERVIEW
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Files:

Two *.esp files are included in this package. VWO.esp is the main file. VWOMagnum.esp is a secondary file that incorporates the Non-Scoped .44 Magnum in to the game. Just using VWO.esp, the .44 Magnum will be available in a few locations, but it will not spawn with any enemies or merchants. However, if you also use VWOMagnum.esp, Talon Company Mercs and Regulators will spawn using the Non-Scope Magnum, a few merchants will also occasionally stock it and rarely a chest may generate a Non-Scope Magnum.

VWOMagnum.esp MAY interfere with plug-ins that edit Talon Company Mercs, Regulator Mercs, Merchants or loot container. However, it's unknown if it actually will or not, and is highly dependant on the other mod. If you do run in to problems with VWO or another mod that edits merchants/vendors/mercs then simply disabling VWOMagum.esp ONLY should do the trick.

(x) May new "Unique" weapons added to the game
(x) New patterns and textures for some unique vanilla weapons and armor.
(x) All weapons added to specific NPCs, enemies, or laid in random locations.
(-) Notes scattered in the wasteland to provide locations of new weapons.
(x) Regular Magnum .44 (non-scoped) added


Current amount of additional unique weapons : (24)
Current amount of additional unique armors : (23)

* KNOWN BUGS/GLITCHES *


-The Camoflauge Combat Helmets pattern wraps around in the rear of the helmet at a curved angle in the DDS files, resulting in a seam on the helmet when worn. While this issue COULD be resolved and give the helmets a seamless pattern, it would take a lot of time for each helmet, so, thus far, it isn't done. However, Camo Combat Helmets are still available.

-All headware (bandanna, combat helmets, hockey masks, etc) may load incorrectly the first time you try to put it on. Always put them on using the Pip-Boy. Otherwise the textures may not load appropriately. If they load incorrectly, save the game, exit, and reload the save. The texture should now work. Also, it helps to equip the texture using the Pip-Boy - using hot keys will make the texture appear incorrectly.

-The Lucky Bandanna may not appear where it is located. Read locations to find where it may appear. It will be next to a lunch box and a table fan, however it MIGHT be invisible. Still, if you hover the mouse over the general area you may see the option to pick it up. I can not figure out why it's not appearing.


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4. INSTALLATION
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First, remove any prior version of VWO by following the unintall directions. Then follow the installation below.

Installation is as easy is copying the "VWO.esp", "VWOMagnum.esp" files and the "textures" folder in to your "Fallout3\Data" directory. You may get a warning about merging folders since the textures and data folders already exist, however, it is nothing to worry about as VWO will not over write any existing files.

To uninstall, delete the VWO.esp and VWOMagum.esp files. Then, go in to the textures folder in the "Data" directory and delete the "armors\VWO" folder and the "weapons\VWO" folder.



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5. ARMOR
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Aphid Armor - WG 45, AR 40, Rad Res + 15, STR + 1, AGI - 1, Sneak + 5
Aphid Helmt - WG 5, AR 9, Rad Res + 5, CHR - 1, Sneak + 5
Black Duster - WG 5, AR 17, CHR + 1, Small Guns + 1, AP + 30
Gilded Power Armor - WG 40, AR 42, Rad Res + 10, CHR + 1, STR + 1, AGI - 1
Gilded Power Helmt - WG 5, AR 10, Rad Res + 1, CHR + 1
Hellgram's Armor - WG 40, AR 38, Rad Res + 10, Small Guns + 5, STR + 1
Hellgram's Helmt - WG 5, AR 8, Rad Res + 5, Small Guns + 5
Lucky Bandana: WG 1, AR 2, CHR + 1, LCK + 1 *SEE BUGS*
Mako Armor - WG 40, AR 38, Rad Res + 10
Mako Helmt - WG 8, AR 5, Water Breathing
MARPAT Armor - WG 25, AR 30, Small Guns + 10, Sneak + 5
MARPAT Helmt - WG 3, AR 5, Sneak + 7
Nightstalker Armor - WG 35, AR 30, Rad Res + 5, Sneak + 10
Nightstalker Helmt - WG 4, AR 6, Rad Res + 5, Perception + 1
Ormazd Armor - WG 60, AR 52, AGI - 3, STR + 2, Fire Res + 15
Ormazd Helmt - WG 15, AR 12, Rad Res + 3, CHR - 1, Fire Res + 10
Skull Mask - WG 1, AR 5, PER + 1, CHR - 2, AP + 35
Urbanite Armor - WG 26, AR 35, Explosives + 5, AGI + 1
Urbanite Helmt - WG 3, AR 5, Explosives + 5
Vex Armor - WG 45, AR 40, Rad Res + 10, STR + 1, AGI - 1, AP + 15
Vex Helmt - WG 5, AR 8, Rad Res + 5, AP + 10
Woodland Armor - WG 20, AR 26, Small Guns + 5, Sneak + 5
Woodland Helmt - WG 2, AR 4, Sneak + 5


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6. WEAPONS
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10mm SMGS:
-MP-X: +DAM, +RANGE, -ROF, +AP, -CLIP, -SPREAD, +RUMBLE
-Extendo: -DAM, +CLIP, +HEALTH, +VALUE

10mm PISTOLS:
-Tiger: RETEXT, -CLIP, +DAMAGE, +RANGE, +HEALTH, +RUMBLE
-5.56 Zeus: RETEXT, a .223 Pistol FO1 revival. Merchant repair only.

.32 PISTOLS:
-Golden Hawk: GOLD, +DAMAGE, -HEALTH. Merchant repair only.

.44 MAGNUMS:
-Regular .44 Magum: Added, various locations.
-The Reaper: slight weaker than the Blackhawk

COMBAT KNIVES:
-Carbon Knife: Carbon Fibre, +HEALTH, +DAMAGE

ASSAULT RIFLES:
-Carbon Rifle: Blackened w/ carbon fiber texture. +DAM
-Fool's Gold: TXTR, +ROF, -DAM, -CRIT, -KICK, +HEALTH, -RANGE, +CLIP
-Odin's .308: Retexture, Fires .308 ammo, MASSIVE dps!
-Winchester's 10: Fires 10mm, -DAM, +ROF, +CLIP, +HEALTH

CHINESE ASSAULT RIFLES:
-Viet Strike: CAMO, +ROF, +DAM, -CLIP, -HEALTH

CHINESE PISTOLS:
-Broomhandle: +ROF, +DAM, +CRIT, +KICK, -HEALTH, -RANGE
-Sidewinder: AUTOMATIC, +DAM, +WG, +HEALTH, +SPREAD, -RANGE

CHINESE SWORDS:
-Muramasa: +DAM, +HEALTH, DR - 20% for 15 seconds to opponent on strike.

COMBAT SHOTGUNS:
-Hog Humper: Textured, -DAM, +HEALTH, -SPREAD, -CLIP, +VAL
-Wasabi Nuts: +WG, +DAM, +CLIP, +SPREAD, +HEALTH, +VAL, +RUMBLE

HUNTING RIFLES:
-Five Five Six: 5.56mm, +HEALTH, -DAM, -SPREAD

LASER PISTOLS:
-Zero Cool: Weaker than Protectron's Gaze, but less spread.

LASER RIFLES:
-AERX Rifle: Stronger with less health, retextured.

PLASMA RIFLES:
-Neoplasmatron: +DAM, +AP, -HEALTH, +ROF, -CLIP

SILENCED 10MMS:
-Hush Puppy: -ROF, +WG, +DAM, -HEALTH, NO SPREAD

SNIPER RIFLES:
-Bushmaster: Camo, -DAM, +HEALTH, +ROF


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7. ITEM LOCATIONS
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Sorted by name:

ARMOR:
-Aphid Armor : Mirelurk Nesting Hole on corpse next to Brahmin
-Black Duster : Hamilton's Hideaway - Raider Room
-Gilded Armor : Spawns on the Alchemist in Old Olney SW - outside near body pit.
-Hellgram's Power Armor : Hubris Comics building near Mad Johnny Wes. If he is alive he will probably wear the armor.
-Lucky Bandana : Arlington Library Enterance - on lobby desk. May not appear!
-Mako Armor : LOB Enterprises Archives break room - found in poor condition.
-MARPAT Combat Armor : In Raider House near Bethesda Ruins, in Bath tub
-MARPAT Combat Helmt : Same house as Armor, but in the kitchen.
-Nightsalker Armor : Metro Central / Penn. Ave - in Diner to North of map marker
-Ormazd Armor : Southwestern part of F. Scott Key Campground in empty trailer
-Skull Mask : Andale Garden Shed
-Woodland Combat Armor : Placed in Minefield on Arkansas' Perch. He may use it.
-Woodland Combat Helmt : Placed next to Woodland Combat Armor.
-Urbanite Combat Armor : Office Building in Seward Sq, on a desk.
-Urbanite Combat Helmt : Same building as Armor, placed next to it.
-Vex Armor : In Pirate Pely (shack) north of Project Purity. On top of Lockers.


WEAPONS:
-.44 Magum : Dukov's Place, Megaton Armory, Office in Seward Square
-5.56 Zeus : Alexandria Arms, 2nd Floor on L-Shaped desk next to Gun'n'Bullets.
-AERX Rifle : Enterance to RobCo Factory, on the reception desk
-Broomhandle : Super-Duper Mart in the "pharmacy corner" on a desk.
-Bushmaster : Placed on Arkansas' Perch, Minefield. He may use it if alive.
-Carbon Knife : Red's Clinic Basement, in Big Town, on the gurney.
-Carbon Rifle : Evan King's House, Arefu - found in very poor condition.
-Extendo : Corvega Factory Enterance, on a desk
-Five Five Six : Water Processing Plant in Megaton, shelf in office
-Fool's Gold : Vault 108 Living Quarters, upstairs in a room on a table.
-Golden Hawk : Spawns on The Alchemist in Old Olney
-Hog Humper : Abandoned Tent north of Mason Dixon Salvage on the top shelf
-Hushpuppy : Zane House in Minefield
-MP-X : Raider in Foggy Bottom Station
-Muramasa : Grayditch, abandoned house upstairs room next to First Aid Box
-Neoplasmatron : Citadel Laboratory - side room on shelf.
-Odin's .308: East of Fairfax Ruins in the Corvega dealer. Be prepared!
-Sidewinder : Murphy's Lab in Seneca Station on bookcase in back room
-The Repear : Evergreen Mills Northern Shack - a raider may use it.
-Tiger : Dunwich Building Entryway on table to the left
-Winchester's 10 : Raider in Springvale School
-Viet Strike : Raider in Evergreen Mills Foundry
-Wasabi Nuts : Raider in SatCom Array NN-03d
-Zero Cool : Smith Casey's Garage, on the main desk


_____________________
** Still too hard? **
---------------------

You can type the following command in to the console to teleport to a small little testing area, where a locker with ALL of the contents of the mod are available:

COC zVWOTestLab


Use the command 'tgm' to be able to grab ALL the equipment and still not be encumbered. tgm is the 'God Mode' command - turn it off after you haul off with the loot if you don't want to walk around invincible.

To return to the enterance of vault 101 use the following:

COC Vault101a
or
COC MegatonEntrance


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8. CONTACT / OUTRO
---------------------

[email protected]

If you have any questions, feel free to e-mail. Please report any bugs or problems you find with this mod as well. And, as usualy, endorsements or words of encouragement/advice are appreciated.