Fallout 3

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d_ivanov Sergey_Ros hikky71

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d_ivanov

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About this mod

Adds some new models, read the long description

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Name: Mutfruit plants - modders resource
Authors: d_ivanov, Sergey_Ros, hikky71
Version: 2.5
Date: 17.04.2010
Category: Models and textures
Link: http://www.fallout3nexus.com/downloads/file.php?id=11900


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Description & Details:
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version 1.0 by d_ivanov readme:

This resource mod adds four new models to the game: three different mutfruit plants (one is just an empty stem) and a wooden box with some soil to grow mutfruits in it (because the soils of wasteland seem to be unfertile; however, you can put my mutfruit plants wherever you want, you don't have to place them in this box).

I had already tried to upload this resource some months ago using Point Lookout's punga fruit stems but it was deleted quite soon after the uploading because of copyrights (my resource was independent from the DLC but I used its models). OK, I agree, this was my fault but now I've created my own stem model and texture and I think they look good enough for uploading as a resource.

The two of three mutfruit plants models are static, so, they can only be used for making some immerse of farmership in the game. However, if you want to make some harvestable plants, you should do it this way: open the mod, place the empty stem model wherever you want and then take the vanilla mutfruit model (IDs Mutfruit1 or Mutfruit2) and place it to any end of any of stem branches.

The archive contains an example .esp: I placed my models in the basement of the Big Town clinic and Red waters these plants sometimes (of course, if she's alive, saved from supermutants and not enslaved in your game).

version 2.0 by d_ivanov, Sergey_Ros and hikky71 readme:

In version 2.0 we tried to create a resource with harvestable plants which means every NPC is able to harvest plants, for ex. if it's the player i.e. you: you activate the plant, one fruit is being added to your inventory and one fruit disappears from the model. You take one more fruit and it's all the same as before. And so on. Every taken fruit is going to "grow" again after some game days.

It seems to be easy to make but that's just a vision. We had worked hard to achieve this goal and after so long time we have two totally different implementations of such resource mod (only models and textures look similar in both ones), each has some advantages and disadvantages.

The first version (aMpPlants_1.esp) is created generally by hikky71. In this version a mutfruit plant is a container, so, you can just take and drag it anywhere you want, just don't forget to make your references persistent. The main goal is that you have a quite easy realization of what I told before and it's easy to force any NPC to activate these plants (because these plants are containers), so, you should use a usual sandbox package. The main glitch about this version is that when you take the second/third/fourth fruit from the plant, the previously taken fruits are appearing for a short moment and then they disappear again. This flickering is a bit annoying. In this version a new fruit should grow again every three days if anyone had taken some fruits from the plant before.
Moreover, hikky71 managed plants to be burned with fire and it looks rather cool.
hikky71 has also fixed bad textures paths and havok data in the models.

The second version (aMpPlants_2.esp) is created by Sergey_Ros. In this version mutfruit stems and fruits are different activators, so, you must place the empty stem and fruits to the ends of its branches manually via the GECK. It requires some dexterity but the main goal is Sergey_Ros has managed to avoid flickering when you or any NPC are harvesting any plant.
Here is what you have to do to place the plant correctly in the GECK:
1) Place the aMpPlant activator [stem]
2) Double click on it and check the "persistent reference" tick.
3) Place aMpMutfruitStatic01 or aMpMutfruitStatic02 activators [fruits] to the ends of the stem branches, rotate and scale them if needed
4) Select all the fruits you have placed around the stem (use Ctrl + click to select multiple objects)
5) Select View --> Reference Batch Action window
6) Choose "set to linked ref" in the right half of the window
7) Press "Select reference in render window"
8) Double click on the stem
9) Press "Done"
That's all but you should do these operations for every plant you want to make harvestable ) That's the main disadvantage of this implementation of the mod. One more disadvantage is that you must create custom AI package to make NPC able to harvest these plants. But I think advantages are worth it: no any flickering when you or any NPC are harvesting any plant + you can also burn any plant with fire + you can shoot fruits with firearms, they will blow up. It works perfectly so far, just avoid only one thing: when you are placing the stem anywhere, make sure it's lower part isn't under the floor, you won't be able to burn the plant if it is.
The test cell is ampcell, use

Sergey_Ros has created the perfect illustrated tutorial to the algorithn of placing plants, everything written above here is illustrated with pictures there.

Moreover, maybe I will create some more tesselated model, this one seems too low-poly to me now ) And one more thing to do is normal map for the stem texture. My tries to create a suitable one weren't succesful, each time I try any normal map I see the stem looks more beautiful without it )

The archive contains "meshes" and "textures" folders and a BSA archive. BSA contains similar models and textures as folders, so, you should choose either folders or BSA to use. But note that BSA archive must have a similar name to the mod's name, so, you should rename either one of esps you are going to use or the BSA archive itself. Or just use folders and you won't have such problems at all )

If you'd need any help with the mod, just PM me, d_ivanov, we all'll look what all of us would be able to do.

Version 2.5: cosmetic remake of old models, the texture is changed to a much more detailed one, a new stem model is added.

This resource was generally created for economy- and immersion-oriented mods like
AWE - Attentaters Wasteland Economy - http://www.fallout3nexus.com/downloads/file.php?id=10222
RTS - Real Time Settler - http://www.fallout3nexus.com/downloads/file.php?id=7070
Farming Bob - http://www.fallout3nexus.com/downloads/file.php?id=9240

It's recommended you to look at these mods.

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Requirements:
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Fallout 3 Patch 1.7 - strongly recommended
ArchiveInvalidationInvalidated! - required

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Install:
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1. Extract the files from the archive.
2. Copy files to (install folder)\Fallout 3\Data\
3. Start Fallout 3 Launcher, click 'Data Files', place a checkmark beside the .esp file.

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Un-Install:
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1. Start Fallout 3 Launcher, click Data Files, uncheck the .esp file.
2. Delete the files/folders associated with the mod.

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Compatibility:
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No compatiblity issues so far.

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Bugs/Issues:
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No known issues so far, please let me know if you find any.

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History:
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28.03.2010 - Initial Release, reuploaded after 3 downloads because I forgot to write the link in the Readme.
17.04.2010 - The 2.0 version is released, check the readme
08.06.2010 - The 2.5 version is released

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Credits:
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Thanks to Bethesda for creating Fallout 3.
Thanks to InsanitySorrow for ReadMe Generator this readme is based on.
Thanks to TesAll.ru and personally to Filosof for their great 3ds Max school and rumor wiki.
Thanks to Sergey_Ros and hikky71, you rule, guys )

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Tools Used:
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3ds Max 9
Nifscope 1.0.21
Adobe Photoshop CS2
GECK
Fallout 3 ReadMe Generator

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License/Legal:
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This file is provided as is and the author holds no responsiblity for anything that may come to happen from using this file.