Fallout 3

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Quartz

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Quartz

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About this mod

Large, customized and companion friendly vault located NE from Megaton. Like to move in and live happily ever after, away from the sorrow and harshness of the Wasteland? Bet you would. But you\'re not the only one...

Permissions and credits
Translations
  • French
TecVault - V.01.10
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(c) 2010 By Quartz


Large, customized and companion friendly vault located NE from Megaton.

Like to move in and live happily ever after, away from the sorrow and harshness of the Wasteland? Bet you would. Unfortunately you're not the only one ...

TecVault is not for sale, you'll have to earn your little post apocalyptic paradise. To start the adventure, talk to Manya in Megaton about the town's history. If you ask the right questions, you'll get the right answers ... in this case a mapmarker to set you on your way. If for any reason you cannot question Manya, look for TecVault's location on the map in the pics.


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New in Version 01.10:
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As most of you probably know the Real Time Settler (RTS) mod from Arcoolka and RipVanWinkle111 brings a whole new perspective to Fallout3 allowing you to build your own Wasteland settlement, recruit NPC's as villagers, farmers, guards or merchants, start food production etc. In addition, RTS gives you the possibility to freely copy and place in the game environment almost all objects available in FO3 and to (optionally) test your settlement defenses with random attacks.

For those who want to start their own settlement close to TecVault, I've changed the vault's exterior area somewhat and given the player the possibility to add a stone wall, working spotlights, gates and a few turrets to defend the village, all adapted to TecVault's storyline and appearance.

Although all additions and modifications included in the update are of course available without having to install the RTS-mod, I highly recommend RTS to players who want to experience the Wasteland in a way different from the 'bang-your-dead-who's-next' approach.

RTS can be found here http://www.fallout3nexus.com/downloads/file.php?id=7070 . If you like it, don't forget to endorse it there.

For more specs on the changes in version 01.10, see below.


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Translations:
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Russian: here http://www.fallout3nexus.com/downloads/file.php?id=13674
Italian: here http://www.fallout3nexus.com/downloads/file.php?id=13847
French: here http://www.fallout3nexus.com/downloads/file.php?id=15819

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* Installing the mod:
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Download TecVault_V01.7z and extract it. The archive contains two files (TecVault.bsa and TecVault.esp), both to be placed in your \Fallout\Data folder.

The meshes and textures files necessary for this mod are contained in the TecVault.bsa file, so you don't have to worry about extracting more files to any other folder.

To install the Version 01.10 update, download the TecVault_V0110_Update.7z archive and extract it. The update archive does not contain the TecVault.bsa file but only the updated TecVault.esp to replace the original one. Simply overwrite the original esp with the updated version and make sure both the updated esp and the original TecVault.bsa file are placed in your \Fallout\Data folder.

To play the mod, start Fallout, click on Data Files in the opening menu, click on TecVault.esp in the list of available modfiles, confirm with OK and then click on Play in the opening menu again.


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* UPDATE TO V.01.10:
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No changes were made to the meshes/textures, so users who already installed version 01.00 do not have to download/reinstall the larger archive containing the bsa file.

No containers were deleted or renamed, so all your stored goodies should still be there after updating. However and to avoid all possible loss of items with the installation of an update, it is highly recommended to save your game BEFORE installing the updated esp.

Changes:

V.01.01
. made Talon commander non-respawning (so be sure to grab his remote control within 3 days of killing him)
. adapted some navmeshes
. added two display tables to the museum
. added weapon and armor sorter in the armory section (by request)

Note on weapon and armor sorters: only for common items, not for unique or custom ones. Items are repaired at 100% before storage regardless of their original condition, reason why such sorters were not included in version 01.00. The sorters are not enabled from the start, they can be purchased through the Admin terminal. So if you prefer the vanilla repair system for weapons and armors, simply don't buy/use the sorters.

V01.10
. changes to exterior area
. possibility to purchase a variety of exterior defenses through the Admin terminal
. more dialogue for TecVault NPC's (by request)
. merchants will sell goods cheaper (by request)
. added lock on Admin Suite door (by request)
. added remote activation of some doors (by request)
. adapted exterior and interior navmeshes
. changes to object/room rendering to increase framerate



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* TecVault includes:
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A. Recycling level:
. tunnel system (connected to Bethesda Underworks)
. life support systems

B. Operations level:
. main hangar
. cafetaria and kitchen
. common room
. common showers
. common bedrooms
. reactor room
. storage
. optional service tunnel (diff. cell)

C. SatCom tower:
. high outside sniper position

D. Main level:
. entrance area with geardoor
. security section
. optional jail section (diff. cell)
. armory section (diff. cell)
. optional museum section (diff. cell)
. clinic section (diff. cell)
. atrium with swimming pool
. cafetaria and kitchen
. common room
. common showers
. common bedrooms
. guest quarters
. master suite with bedroom and optional bathroom
. admin center and office

E. Extra's:
. adaptable exterior defenses
. secret passages and rooms for you to discover
. autodocs (change player face/hair)
. medics and merchants (with enough caps ...)
. total of 26 NPC's with diversified behaviour
. tons of non-respawning containers (marked nR)
. extra beds for companions (navmeshed)
. custom textures (building, paintings ...)
. extra workbenches to create your own armor and ammo
. water purifier
. ...

F. Extra extra's:

TecVault can be adapted as your character starts to make money (making caps doesn't sound right, does it?). Not all sections/paintings may be available to you from the start, they can be added/changed later in the game.



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* Known bugs and issues:
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None that I'm aware of, otherwise it wouldn't be released. The mod was designed and playtested with Bethesda's latest patch installed. Since it is impossible to test for compatibility with each one of the thousands of mods in circulation, this release comes as it is, without guarantee nor liability.

All meshes and textures are either vanilla Fallout or were created as to not interfere with the original game. Custom textures are either personal creations or based on examples freely found on the net and presumed royalty-free. If you think you own the rights on one of the used examples, you can contact me on the forum or by P.M. in order to have it removed.

To avoid loss of stored items when activating a new mod it is always best to save and backup your old game first and/or to move your items to a safe location outside the area covered by the new mod.



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* Difficulty rating:
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The difficulty perception of a mod is relative, of course. As with Glenvar some clues may be less obvious ... but they're always there. I happen to like "realistic" storylines where one has to pay attention to every detail and not everything is plain obvious from the start.
Some might prefer a more simply-shoot-it-out-and-give-me-the-keys-already approach, but keep in mind that's not what this mod is about.

As a general rule the solutions to a puzzle, like a switch, are hidden in logical places near the spot where they have to be used. But the keyword remains "hidden" ... so you have to look for it. And - little bonus - this time I didn't remove the onscreen activation icon of the switches, which should help too ;)

Another general rule: TCL through walls and you'll most likely break the storyline. If you really want to play ghost, save the game before you do and restart from the save afterwards. Doors, events etc. are activated in a certain order - determined by "normal" progress in the cell - and skipping one or activating it out of order WILL cause problems.



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* Thanks and credits:
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To Bethesda of course. As always, great game and thanks for the tools allowing to create mods for it.

To TesNexus and the modding community for a continuous flow of ideas and solutions

Special thanks and credit to RegentEagle for the LCD TV resource he graciously provided to the community.