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This page was last updated on 14 August 2013, 2:02PM
- Changelogs
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Version 1.3
- - Added a few more "Dummy" cells to aid in future scripting
- Fixed a few Z-Fighting issues in the Basement Access (Storage) cell
- Fixed some GUI sounds in the Resident Inventory that were missing (beeping sounds when selecting options)
- Fixed a bug in the VR script (still no sims yet)
- Tweaked the included Vanilla Followers script to work with the multiple vanilla followers exploit (so that they will all wait in the Mansion like they do in vanilla houses)
- Tweaked the NPC script so that they don't dance while standing in water and they reliably wait a bit after using furniture before they start dancing (if dancing is enabled)
- Minor cleanups (All persistent refs now have unique id's)
- - Added a few more "Dummy" cells to aid in future scripting
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Version 1.2
- - Added the four Ammo Boxes in the Suite on the floor near the Workbench to the containers that can be added to the Item Sorter (won't affect the contents)
- Added a collision box to the side of the mansion without steps (if you walk around the trim, before you could "press your face" against the wall and see through it)
- Renamed 4 NPC's that had the same name as 4 others (M:Kazumi|Ryo, M:Satomi|Cheng, F:Sandra|Rochelle, F:Corina|Isebella - won't affect the contents)
- Renamed the "NPC Inventory Crate" to "Resident Inventory Crate" (won't affect the contents)
- Renamed many of the "Clean Wardrobe" containers in the Suite to "Cabinet" (won't affect the contents - btw containers in the Suite are unique and can be renamed using a plugin)
- Fixed the Vending Machine not charging for items properly with FOSE enabled (cost is static now)
- Fixed the Sorter Config mode not stopping properly on cell exit (should automatically shut down Config mode if left running on cell exit)
- Tweaked the NPC script so that they stop dancing much sooner than before when they are supposed to stop dancing
- Minor cleanups
- - Added the four Ammo Boxes in the Suite on the floor near the Workbench to the containers that can be added to the Item Sorter (won't affect the contents)
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Version 1.1
- - Fixed the terminal in the basement which was not properly enabling the male residents
- Fixed the FOSE player "Dance Effect" not exiting immediately after detecting a key press (hold W,S,A,D,Spacebar,MB1,MB2 to stop dancing)
- Fixed the name of the bed in the Pool Room so that are both "Folding Beds"
- Minor cleanups
- - Fixed the terminal in the basement which was not properly enabling the male residents
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Version 1.0
- - The mod file has been renamed and it is now a proper Master file ".esm (with ONAM overrides)" rather than a plugin file ".esp" with the Master flag set (See Notes)
- Duplicated almost every object used except for vanilla items which should fix the problem with the "performance" mods that delete vanilla forms
- Changed the mod added form prefix from "zzEz0n3MyMansion" to "zzEzFMM" plus the type of from which is appended to the end
- Reduced acquire cost from 40,000 to 4,000 (objectives are worth 1,000 instead of 10,000)
- Removed allot of redundant DOOR forms since many were essentially the same door
- Removed the ability to "boost" vanilla radio station signals to avoid compatibility issues
- Removed the "GlobalVars" quest and created actual globals instead to possibly take better advantage of threading
- Removed all items from all containers that can be added to the Sorter (most of them), which means most are empty by default now
- Renamed "Spare Parts" to "Scrap Metal" in the quest messages
- Replaced invisible static collision meshes for trees with collision markers
- Retextured the exterior ground to be more green, even with the NMC pack
- Retextured the Capitol Frieze paintings with a HQ texture from the GOV website
- Added a delay to the quest so that it won't start until after the PC has left Vault 101 or is in the Wasteland
- Added follower packages and dialogue to all of the NPC's in the Mansion (excluding the pilot and vendor)
- Added a Follower Tracker quest which can be used to locate any Mansion followers on the map
- Added a textureset to all of the Neo-Classical pieces in the mansion to aid in retexturing
- Added some FOSE functionality to various scripts if it is present (FOSE is not required)
- Added messages to the objective items in the Acquire Quest (Now says "You did/found/etc #X out of #Total...")
- Added terminals to most cells that can be used to adjust all of the NPC's inventory from one spot
- Added a unique Combat Shotgun, the "Street Duster" that you get during the Acquire Quest
- Added more static plants inside and outside (vases, planters, etc)
- Added some growable items and also there is now a chance some trees will drop fruit
- Added a Bobblehead Shelf to the Shack (with script tweak below)
- Added Dynamic Clothing option which causes NPC's to undress (underwear) before swimming and sleeping
- Added a Beverage Vending Machine that sells sodas and alcohol
- Added a hackable terminal to the Cave Entrance which controls the turrets
- Tweaked the script for the Bobblehead Stands
- Tweaked the bird sounds in the region (the looping bird sound has been disabled)
- Tweaked the lights in the Trophy Room to make the mannequins a little easier to see
- Tweaked the terminal in the Trophy Room to handle batch change gender/race for the mannequins
- Tweaked Vertibird flyovers to be destructible again
- Tweaked most of the scripts to optimize performance and also added "g_" to all vars that get used externally - opposed to strictly internal
- Tweaked many statics and a few textures to add more "clean" alternatives
- Tweaked allot of the menus to be a bit more clean looking (titles and less text)
- Tweaked the Sorter which now requires FOSE to operate (the non-FOSE functionality has been removed)
- Tweaked the NPC AI so that they won't all attack if one of them is killed
- Fixed the turrets freaking out on custom companions
- Fixed the locker in the Armory facing the wrong way
- Fixed a bug in the mannequin script which would cause both genders to appear or neither
- Fixed the NPC head/body color mismatch with included generated FaceGen textures (regeneration needed if changes are made to npc faces)
- - The mod file has been renamed and it is now a proper Master file ".esm (with ONAM overrides)" rather than a plugin file ".esp" with the Master flag set (See Notes)
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Version 0.4 - 0.9
- - Skipped
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Version 0.3
- - Fixed a minor error with the fire effect that FO3Edit didn't like (GECK never complained)
- Fixed possible problem with default dialogue priorities
- Tweaked the dancing scripts and effect a bit, resolves dancing while still partially sitting
- Added a new radio station to the mansion that can play custom music (30 or 60 or 90 tracks - plugins also updated)
- Added an acquire quest which has a few ways to complete (if you buy in, it's very short :P)
- Added 80 male NPC's that can be enabled by changing the sex through dialogue or simultaneously in the NPC terminal
- Added ability to banish (disable) an NPC through dialogue and also toggle flirty speech
- Added a vendor that sells vanilla items and some custom stuff (can by summoned in terminal near landing pads)
- Changed the vertibird pilot code a bit (less code), still no locations :(
- Expanded the guest rooms a bit to accommodate possible additional NPC's
- Added 4 custom races that can be used with body mods (requires separate plugin)
- Added quite a few mannequins to the trophy room with pose animations (they're a little glitchy still)
- Added a region for the mansion which adds more sounds when in the mansion worldspace
- Added an item sorter to the suite (doesn't work with armor or weapons yet, that requires FOSE)
- Adjusted the lighting in the shack to make it a litter easier to see inside
- Adjusted the map markers positions and names a bit
- Changed the terminal/code for enabling GNR/Enclave Radio (they work everywhere instead of just inside the mansion)
- Added another painting set that can be controlled with an optional plugin
- Some misc changes to statics plus some new ones (paintings, statues, etc)
- - Fixed a minor error with the fire effect that FO3Edit didn't like (GECK never complained)
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Version 0.2
- - Fixed Jefferson statue no collision
- Tweaked some scripts and the worldspace
- Added 2nd vertibird pad that works with vanilla animations
- Added a terminal to the shack to control dancing and stuff
- Added a few more radios around the house/sewer/caves
- Added theme functionality to the mansion and shack (mansion and shack are on separate systems - currently only changes the beds in the suite and shack)
- Added a textureset to the paintings to allow a plugin to easily change the path to the texture
- Capped ghouls in the sewer pit at lvl 15 (was no cap - they were impossible at lvl 30)
- Re-named terminals and cells (terminals have "Mansion ..." instead of "My Mansion ...", cells have "Lobby"/"Suite" instead of "My Mansion Lobby"/"My Mansion Suite")
- Disabled ability to destroy Vertibird flyovers (for now at least - I still have to test some stuff there)
- Disabled the water in the caves for now (little laggy)
- Few misc/minor changes to FX/statics/lights (little stuff you may or may not even notice)
- Changed NPC observe player behavior dialogue from "SAY NOTHING" to "<onlooking with disapproval>" for people using subtitles (don't know if blank will work/right)
- Basic gender changer is in the NPC's dialogue (it's temporary - the voice and names don't change yet - they will still "sound" like girls)
- Added Wonder Meat machine and a dirty bottled water purifier to the sewer
- Added new Sexy Sleepwear armor that is exactly the same as the vanilla version except it has the shoes from the businesswear attached (so they don't look like they're going to sprint somewhere all the time [thanks Deepside :)]).
- Added 14 new NPC's (still have to do their facegen / testing performance still) bringing the total up to 80 (20 of each race)
- Added a new secret room to the basement ( Good things come to those who...read? ;)
- - Fixed Jefferson statue no collision
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Version 0.1
- - Initial release
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