Fallout 3

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Master_Tobias

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Master_Tobias

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About this mod

Sick of hacking computers? Helheim is for REAL scientists. Angry Scientists! Make poisons, potions, super guns, and a small army of zombies and mutants. And more. Unleash the genius within.

Permissions and credits
NOTE : I'm making the switch to New Vegas, so, eventually, possibly, Helheim might show up in New Vegas. Maybe. It depends on if I can remember how to script all this crap. I have been dabbling, but I'm not back up to scratch yet.


HELHEIM - For Angry Scientists

DIET HELHEIM - For Angry Scientists with different tastes.

Check out my other mods as well; The Brawl Room, Pet Gecko Greenie and Wasteland MacGyver.

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HELHEIM
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Some time during the night, two of your zombies lumbered off and built you a laboratory southwest of Canterbury Commons. It's the most formidable laboratory in the world, and the most impenetrable. It allows you to delve deep into the world of dark science.


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First, some props: PLEASE READ!

Sepherose - He contributed the very kickass armors the zombies wear, which replaced the crap I tried to pass off before. I didn't like them, you didn't like them, so Sepherose kicked in the door to save the day. So, I've exercised special privileges to create a new props just for him. So, the first ever winner of the Day Saving Texture Launcher award goes to... Sepherose!

DarkGenius - He contributed the concepts of test subjects, a capturing device, and deployable turrets. His concepts worked my imagination and lead to the evolution of Angry Scientists into Helheim. He wins my Super Duper Uber Gruber props, and I don't give them out to just anyone!

CommandoRay - He contributed the idea of flammable zombies and the concept of the Rad Gun ghoulifying victims. He also suggested red lighting for atmosphere, which just turned out really well in the Integration Room. Props!

Paragonskeep - He alerted me to the issue of the Abaddon Inhibitor Control causing crashes at in-game events where the player is stripped of his/her inventory. His alert led to the creation of the option of commanding an Abaddon to self-terminate. Props!

Mavkiel - He contributed the concept of zombies being used as security. The concept became the ability to order Rough Zombies and Quality Zombies to guard the major settlements by equipping the Lab Gun and addressing them. Props!

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UPDATE NOTES:

You can now order Rough Zombies and Quality Zombies to guard any of the major settlements by equipping the Lab Gun and addressing them. There are notes on the player's computer that explain why it's only the two lesser zombies that can be ordered. Check "Lab Notes - TSC". Note that the zombies are instantly teleported to their destination when they are given their orders.

Increased the height of the turret generators in the non-Diet version so that Daniel's wrench will now actually reach them when he performs routine maintenence.

Corrected navmesh outside Helheim to fix the issue with NPC's getting stuck inside the exterior wall after exiting the lab.

Added teleport items to Daniel. The item will instantly teleport you back to the safety of Helheim. But you shouldn't use it in areas you're not "suppose" to escape from, like Raven Rock or the Zeta Alien Ship. Just don't. By the way, you only need one teleport item.

Added a handy teleporter map with Springvale, Tenpenny Tower, Rivet City, Big Town, Arefu, and Canterbury Commons as optional landing points.

Fixed the Bloodpacks, Stimpaks, Fission Batteries, and Scrap Metal stores not respawning. Now they respawn every single day.

Fixed Harvest and made it only take a few seconds.

Fixed Rad Gun freeze.

Fixed Rad Gun crash when equipped while in a source of radiation.

Fixed scripting error that prevented Captured Subjects being used to create mutants.

Fixed minor issue involving the Lab Gun not automatically putting the targets in the integration outfit. This, in turn, should fix many Lab Gun issues.

The Endo-Excitation Gun and the Nerve Lock are no longer quest items.

Fixed framerate drop issue in Helheim.

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IN THE LAB
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Work Corner Includes:

Chem Lab for converting chems.
Formula Lab for creating formulas.
Standard workbench for custom weapons.
Mini workbench for Angry Scientist weapons.
My First Laboratory for basic chemical science.
My First Infirmary for basic medical needs.
Computer with lab notes and instructions.
Drawers under the computer and two footlockers on the shelves for storage.
Meat bin holding a great deal of free human meat.


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Main Room Includes :

Turrets for security.
Shelves stocked with Angry Scientist items.
On the shelves, a box that is supplied with items everyday by Albert.
A Forumla storage, supplied with more formulas everyday by Albert.
A Meat/Chem storage, supplied with more of each everyday by Daniel and Albert.
Labeled footlockers on the central shelves that respawn every day. Do not store anything in these footlockers.
Nuka Cola fridge, stocked with the bare essentials everyday by Daniel.
Nuka Cola vending machine, stocked everyday by Daniel.
Daniel, who will always have the essential Angry Scientist items available.
Albert, who can fix anything, and will give you your money back.
Preservation Shelter holding the monstrous Voodoo.
Holding Cell for subjects captured by Daniel.
Master's Quarters. Your bedroom. Bed, change of clothes, nightdresser, locker, radio.
Albert's desk, which has his own Computer with his own notes.
Albert's radio, on his desk, quietly plays a small custom station that sets the mood for Helheim.
Teleporter Map, in the hallway, with several optional landing points outside the main settlements. Just look around the map and you'll figure it out.

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Integration Room Includes :

Teleportation "receiver" pods that collect you and your target when you use the Lab Gun.
Integration Console, that controls the process of creating mutants.
Abort button, that instantly terminates subjects pre-integration.
Integrated Materials bin, where you put the ingredients for your mutant.
Zombie making area. A bed, zombie kit, and medical tools.
Lockdown controls just outside the room, incase you make a savage and need to contain it.


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Items :

There is a unique nuclear weapon called "Last Resort" outside the restroom. USE AT LONG RANGE. VERY LONG. SHOOTS IN STRAIGHT LINE.
A new gun called "Scientist's Sidearm", supplied mainly by Daniel. Well balanced, but more powerful, 10mm pistol.
Daniel carries mini-nukes, 10mm ammo, small energy cells, Scientist's Sidearms, Scientist's Coats, Scientists Glasses, Lab Mask, Lab Gun, Lab Teleporter, and of course Science Kit's, and maybe a couple other things I've forgotten to mention.


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Brief Integration Room Instructions :

1. Shoot non-essential living NPC's with Lab Gun.
2. Use big Integration Console to set the next stage.
2(a). After using the console, the abort button will be functioning.
3. Wander around lab collecting ingredients.
4. Put all ingredients in Integration Bin.
5. Wait 5 long seconds for ingredients to be integrated.
6. Shoot subject with Lab Gun.
7. Use the Integration Console to reset the process.

Your mutant may be crazy to start with. Just keep talking to them and they'll eventually calm down.


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Main ingredients :

Accelerated Twitch - Agility, small guns skill, big guns skill, and energy weapons skill.
Mental Focus - Sneak skill, crit chance, perception, intelligence, explosives skill, h2h skill, and melee weapons skill.
Metabolic Stimulator - Health. Probably want to use a lot, I'd think.
Human Flesh and/or "mutilated body parts" - Strength and level. I know level doesn't actually do anything. It's just cause.
Scrapmetal - Endurance, durability, h2h damage, and melee weapon damage.

Do not exceed 20 units of any main ingredient. Human Flesh and "mutilated body part" items can not exceed 20 combined units. Fingers and ears don't work. They're far too small, I think, compared with the size of the other human meat items.

Secondary ingredients are fission batteries and bloodpacks. Do not exceed 3 fission batteries or 9 bloodpacks. Secondary ingredients do not mix. Pick one or the other. Using both will give priority to the fission batteries. Secondary ingredients have minimums, meaning you can have have too much or not enough. Using a secondary ingredient will create a more powerful variation to the standard mutant.


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The Mutants :

The standard mutant can be capable of anything, depending on what ingredients you use.
Fission batteries create what I call the "Phantom" mutant. They excell with energy weapons.
Bloodpacks create what I call the "Blood" mutant. Bloods excell at physical force and can only use their metal fist.
Failed mutants are completely savage and cannot be reasoned with. Use caution. Depending on the ingredients you used, they can sometimes be a handful. Use the lockdown for emergencies.

Addressing mutants with your weapon drawn will open their inventory. Otherwise you will tell them to wait or follow.


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THE SCIENCE KIT
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NOTE : The features and functions of the Science Kit are intentionally made to be slightly complex to use and takes work to get results. This is to make you more like a scientist doing work instead of a guy with a box that craps out handy dandy items. For example; you have to physically grab the box in the world to use it, instead of just clicking away in the Pipboy menu. At less than 40 Science, the box is way too advanced and you can't do anything with it. More functions are available at a Science of 40, 50, 60, and 75. You can also make better zombies at the expense of more stimpaks. Zombies are available at a Science of 40, 60, 80, and 100.


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Science Kit Locations :

Find by Jonas' body in Vault 101
Free Kit in Craterside Supply
Buy From Moira Brown in Craterside Supply in Megaton
Buy From Seagrave Holmes in the Rivet City Market Place
Find in Helheim


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List of Functions :

Inventions and Maintenence
Convert Chems
Create Forumla
Create Harvest
Scrap Weapons
Create Zombie

These functions are unlocked as you increase in Science skill. In addition, you will be able to make stronger zombies with higher Science skills. Each function of the Science Kit will earn you XP, meaning it pays to play with science and do more experiments.


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Inventions and Maintenence :

Rad Gun - ( 6 scraps, 2 fission batteries )
Gain ammo by gaining rads and equipping weapon. Now the Rad Gun turns people into ghouls when they're given enough rads upon or after death.
The ghoulification aspect of the Rad Gun was the idea of the community member "CommandoRay". Props.

Nerve Lock - ( 3 scraps, 1 fission battery )
Completely freezes NPC's and puts them in a coma.

Endo-Excitation Gun - ( 4 scraps, 1 fission battery )
Makes things burst.

Plasma Grenades - ( 3 scraps )
Well, you know these.

Shield Specs - ( 1 scraps, 1 fission battery )
At the cost of energy cells, it will regenerate your health up to full automatically when you are hurt. However, there is a small chance of malfunction.

*NEW*
P.A.D. Turret - ( 2 scraps, 1 fission battery )
The Portable Automated Defense Turret can be dropped anywhere. Crouch and activate the pod to bring out the P.A.D. Crouch and activate the P.A.D. to put it back in the pod when you're done. Re-Podding it heals it completely.

Maintenence - Fully repair equipped energy weapon ( 1 scrap )
The weapon must be equipable, ie not fully destroyed, and it must be equipped.

*NEW*
The Rad-Frag - ( You can't build it. )
But you can earn it simply by equipping the Rad Gun and camping out in a heavy source of radiation and absorbing 800 rads. The Rad Frag will automatically be given to you at the cost of 400 Rad Ammo. The Rad-Frag is an extremely powerful nuclear weapon. Throw as far as you can.

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Convert Chems :

Convert chems to other chems
Make Ultra Jet - Need Sugar Bombs as well as certain chems.
Make stimpaks - Need certain chems.


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Create Formulas :

Pick one compound at a time. The first you choose will create a different set of possible formulas. Pick two more, one at a time, and the results, based on the starting compound, will be as follows...

Start With A
A + B + X = Perception Speed - Makes the world appear slow
A + B + Y = Movement Speed - Makes the drinker move fast
A + X + Y = Skilled Hands - Makes the user more dextrous for picking locks

Start With B
B + A + X = Liquid Metal Filler - Used on weapons for instant repairs
B + A + Y = Mental Focus - If you stand perfectly still, you will be rewarded with XP. Of course, this only works unless you have maxed out your level.
B + X + Y = Metabolic Stimulator - Movement stimulates healing

Start With X
X + A + B = Detox - Instantly cures the user of addiction
X + A + Y = Anti-Adenosine - Gives the user a full night's sleep
X + B + Y = Rad Flush and Resistence - Flushes rads from the user and boosts resistence

Start With Y

Y potions should be hotkeyed for rapid use. If you equip them from the Pipboy, you will be given a pop-up. To use them, equip them, but raising your hands or entering vats will unequip them automatically. They are used simply by having them equipped and activating the target you wish to use them on.

Y + A + B = Hallucinogen - Makes the subject go mad
Y + A + X = Lethal Poison - Terminates the subject
Y + B + X = Sedative - The subject is sedated


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Create Harvest :

Grow a plant, and the next day harvest your fruits or veggies


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Scrap weapons :

Scrap any basic vanilla energy weapon for scrap metal and fission batteries. Laser pistol, plasma pistol, laser rifle, plasma rifle, and laser gatling.

The bigger the gun, the more materials and XP you get.


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Create Zombie :

Can only be performed on dead non-essential actors. The zombies outfits are absolutely kickass, thanks to Sepherose.

Like all Science Kit functions, creating zombies will earn you XP. The amount you earn was balanced for logical reasons after taking into account certain ways to exploit the XP gain. You can technically spend just 10 stimpaks on 5 Rough Zombies for 500 XP or 12 stimpaks on 1 Shredder for only 350 XP, but the Rough Zombies you get for those 10 stimpaks might be crap and get you killed. That's the logic and I like it. The exploit is easily prevented, but I actually like it, so I left it in. It basically allows you to make a zombie, kill it, and then keep re-using the same zombie(before it can get back up) to create a new one over and over thus gaining the XP. The problem is that it costs stimpaks. So I figured the exploit can be a player choice. As well, I like to think of it as simply experimenting on the zombie. For example, you can upgrade a zombie instead of making a new one, if you want to keep your army numbers down. Anyway, it's up to you.

Flammable zombies will burn to bones in about 20 seconds.
All zombies except for the Bucket Head take about 3 seconds to get back up when they are "killed".
Addressing zombies while standing will usually order them to wait or follow.
While crouching, addressing most zombies will order them to do a short range seek-and-destroy check.

Equipping the Lab Gun and addressing Rough Zombies and Quality Zombies will give you the option to order the zombie to guard one of the major settlements. They will be teleported away to their destination.
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Rough Zombie(100 XP) - The lowly shambler. Sad and pathetic. They groan and growl. Flammable. Will Seek-and-Destroy.

Quality Zombie(200 XP) - The higher shambler, and can use weapons. To give it a weapon, draw a weapon, and activate the zombie. It'll only use the first one you give it, unless it breaks or it drops it. If the zombie dies, he may lose his weapon. It can only use simple one-handed weapons. It can also use 10mm pistols. Draw a pistol and activate them to permanently equip them with it. They groan and growl as well. Flammable. Will Seek-and-Destroy.

*NEW*
Bucket Head (200 XP) - Now you can revive headless corpses by strapping a brain bucket on the shoulders. It's physically identical to the Quality Zombie, but it can't use 10mm pistols, and it takes twice as long to get back on it's feet when it gets blown away. Flammable. Will Seek-and-Destroy.

*NEW*
Slick and Gore(300 XP) - In the complex scientific realm of Helheim, you can create Slick and Gore. Slick is the white variant, and Gore is the black variant. They appear human, but they are a cross between the capable mutants and the immortal zombies. They can handle any weapons you give them, and they can take buckshot to the pumper and still keep kicking. You must be in Helheim to make these zombies. Like the mutants, address them with your weapon drawn to open their inventory. Otherwise they will be told to wait or follow. Not flammable. Will Seek-and-Destroy.

Cyber Zombie(275 XP) - The mean machine, with miniguns and missile launchers. Girls get the *kraka kraka kraka kraka* and boys get the *PSSHHHHHHHHEOOOOOOOooooo... BOOOOOM! They are loyal and well programmed. They will stand in form when they are waiting, and will never leave that spot. They don't talk at all, because they're not thinking for themselves anymore. Not flammable. Will Seek-and-Destroy.

Shredder Zombie(350 XP) - The nightmare with a giant claw. Fast and mean, and only uses it's big black claw. These monsters are psychotic and scream and growl and hiss and have little fits. When the fight starts, they have a distintively animalistic throat-ripping roar. Flammable. Will Seek-and-Destroy.

THE ABADDON(500 XP) - The ultimate monster. Don't lose control of it, or it WILL kill you. Same programming as the Cyber Zombie, but you have to carry an Inhibitor Control on you at all times. Drop the control or attack him too many times, and the Abaddon WILL KILL YOU!! All he says is "Master" and "Abaddon". Due to some issues with the Inhibitor Control, you may have to terminate the Abaddon before certain events in the game, such as being kidnapped by the aliens, entering a sim, or being captured by the Enclave. Crouch and address the Abaddon to bring up a menu, and you can then command the Abaddon to terminate itself. It will then be safe to ditch the Inhibitor Control. Beware, though, that you do not get your stimpaks back. They were used to make the Abaddon and the stimpaks are gone. Not flammable. Will NOT Seek-and-Destroy.

*NEW*
Voodoo - BEWARE OF VOODOO!!


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Install : Extract to Fallout 3/Data directory

Uninstall : Delete ESP and Data/Sound/Voice/Angry Scientists.esp folder


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Unconfirmed Issues :

Let me address this little mystery issue that community member TenshiRyu handed a thumbsdown for. Well, actually, I can't. He didn't bother elaborating on his "issue". So I wouldn't put any stock, at all, in the little red thumb. So far, I've not heard of ANYONE else having "compatibility" issues. Just speculating, but I'm thinking that what probably happened was Helheim was installed - perhaps incorrectly - and Fallout had a CTD, and Heleim was immediately blamed. So pay no attention to the little red thumb, for now. If he later, or ever, does explain, then I'll happily validate the little red thumb as a thumbsdown and work on my end to fix the issue with apologies. Till then, it's a little red thumb. :)

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Confirmed Issues :

Do NOT save BEFORE zombifying previously hostile enemies that you captured with the Lab Gun. Loading that save game may crash the game when you attempt to zombify them. Save AFTER you have zombified them. This issue only seems to relate to NPC's that are hostile by default, like Raiders, etc. By nature, anyone you shoot with the Lab Gun will become hostile, but it only seems to be fullblown combatant hostiles that cause this issue. Simply refrain from loading a savegame with said Raiders in the lab unless they have already been zombified.

Events in the game that strip the player of his/her inventory may cause a crash if the player had an Abaddon Inhibitor Control. See the Abaddon in the "Create Zombie" section for more details. This issue is still considered to be under examination. The Abaddon Failsafe is simply to get player's by until the issue is resolved. That said, the player doesn't get captured all too often, so it's not a paramount concern. Especially since I set the Stimpak locker in Helheim to respawn every single day.


Compatibility :

Not a single, confirmed, issue.

Works fine with Fallout Wanderer's Edition.
Works fine with Martigen's Mutant Mod.
Works fine with Project Beauty.
Works fine with the Official DLC's installed.
Works fine with RobCo Certified.
Works fine with EVE.
Works fine with Tailor Maid.
Even works fine with the Nerf Gun mod.

If you find any real incompatibility issues, please let me know.