Fallout 3

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Scarecrow

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Scarecrow23

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About this mod

Adds a house and quest to aquire it, in one of the metro tunnels; as well as a method of adding turrets throughout the various metro tunnels to make them less unbearable to travel through.

Permissions and credits
***Requires BS****

**Pictures are from various stages of development and don't necessarily reflect the final product, some trophies were likely missing or I later added/moved stuff etc.**

Adds a house and quest to aquire it, in one of the metro tunnels; as well as a method of adding turrets throughout the various metro tunnels to make them less unbearable to travel through.

The original idea for this mod came from my desire to make a house in a somewhat original location months ago, and the only place I could think of that didn't have some sort of house were the metro lines. This was for good reason, as the metro lines are an utter pain to travel through, especially if you use MMM and other mods, but this was also something I had wanted to remedy in the past so I brainstormed some idea's on how to incorporate the two, and several months of procrastination later, this mod was born.

To find and aquire the house, you must find a long forgotten access tunnel, meet some interesting robots and help them get back on their feet. The house itself is a suite in whats left of an underground base, about the same size as the tenpenny player suite but a little bit bigger. A big pet peeve of mine is how most house mods have miles of open rooms that are hardly decorated, except for maybe 800 random crates for storage that are completely superfluous. Bethesda to this day has some of the overall best home designs, if they weren't a little sparse as far as decorations are concerned, in my opinion. So in this mod you'll find similiar design decisions in a house that is fairly small, compact and practical without being cramped.

And in the same vein you'll find the next major part of this mod; with my love for Bethesda's house designs but the fact they were a little boring, I had used Smokindans excellent Trophy mods for those houses for the longest time. It's fun, adds a lot to the homes look, simple and practical, and gives some record of the achievments you've accomplished in the wastes. So I took that idea and kicked it up a notch so for every quest you complete, notable area you visit, enemy you kill, and skill you gain you'll get a (hopefully) pretty cool reminder of it somewhere within the facility or apartment.

And lastly, the third major part of this mod is the ability to add various levels of respawning sentry guns to all of the major metro tunnels. The basic idea is that once you've unlocked the house, you can map out the metro lines and then once you've done that you can set up 4 different levels of (predetermined) sentry guns to help you on your travels - for a cost.

The details of all of this are explained in game in a hopefully immersive way with full voice acting.

In Summary this mod contains:
-Quests to unlock the following
-A simple, efficient home
-A "hidden" entrance for instant fast travel access
-Trophies to commemorate your adventures
-A method to add sentry turrets throughout the various metro lines (completely optional)


And some additional notes:
-It is highly recommended you use FO3Edits Master Update Mode, everything is fully navmeshed and I had to change quite a few vanilla navmeshes, so if you do not use MUM you may experience crashes
-If you use MMMs Ghoul Raise, you are also increasing your liklihood for crashes. While awesome, it can be crash happy, especially if you have a lot of mods and even more so in the metro tunnels with Increased Spawns
-Given the above two, any crash complaints will be ignored if you do not explicitly state that you DO use MUM and whether or not you use Ghoul Raise. Bear in mind I'm not saying it WILL crash if you DON'T use MUM and you DO use Ghoul Raise; you're just greatly increasing the risk.

I also recommend you use my (or any other) interior lighting mod to add to the atmosphere. The new cells were designed with them in mind, so if you dont they may seem darker then normal (or some areas might look brighter then normal).

And one last note, the level of the turrets has a dramatic effect on their survivability, to the point that some places (Dupont Circle Station, for example) will require level 4 turrets for them to survive and kill a lot of the raiders. Other places will be fine with just level 1 turrets, so experiment and plan ahead.

***Last Notes***
-To get the workbenches, infirmaries etc. you need to have purchased them for the Megaton or Tenpenny House.
-It takes at least a day for most everything you do to kick in for immersion and technical reasons (like upgrading sentries or checking for new trophies) and you need to be outside of the cell that would be updated for it to update. Everything is checked at the end of the waiting period so it's best if you just play as normal and if you unlock additional stuff or put in more materials in the supply crate it will count then, not when you click the menu option on the terminal.


***Spoiler***



Begin the search in Metro Central




INSTALLATION

Place the files in your \Data\ directory

-OR-

Use the package manager in FOMM for easy un/installation.


UNINSTALLATION

Remove Metro Tunnel Home.esp + Resource Directories as indicated in the .7z

-OR-

Use the package manager in FOMM for easy un/installation


KNOWN ISSUES

-The green of the bushes and tree leaves can sometimes be to dark. If it bothers you, you can increase the ambient lighting in the cell and it should gradually stop; at the cost of lighting.
-You might get an FPS hit, especially as you unlock more trophies. I did all I could to optimize it and it runs perfectly fine on my machine but just be aware if you run an older computer.
-A certain characters voice might be slightly quieter then intended


CREDITS
razorwire for the Animated Time Bomb
Smokindan for his Trophies house mods, inspiration and my home for the longest time
sesom for help getting creature poses into statics
All the guys over at the G.E.C.K. forums for the immeasureable random help and advice
Bethesda for being so mod/user/community friendly in all their games.


CHANGELOG
v1.2
-fixed the Nuka-Cola machine placing Ice-Cold Nuka-Cola's in the Tenpenny Player House Nuka-Cola machine, check there if you've been using the machine
-further optimizations, redid two of the room markers and split them up into about 5 room markers to get them fitting properly
-further optimizations, redid the lighting in the "lobby"/atrium areas
-further optimizations, got rid of the default full detail Megaton model trophy and replaced it with the LOD variant, considerably reduces stuttering when looking towards it, full detail version available via .esp, if you already had that trophy unlocked you need to reupload your data to get the megaton model to show again
-adjusted the lighting in the Metro Central utility/power station area
-added a terminal command to complete the mapping quest if you don't want to go through the effort of mapping tunnels to install turrets
-adjusted the kill requirements for several of the creature trophies
-adjusted P.A.L.S. AI Packages so he hopefully shows up home more frequently
-fixed an issue with the home/atrium door randomly freaking out and acting as if it were closed regardless of whether or not is is open (hopefully no one had that issue... you can temporarily fix it if this doesn't by typing disable then enable in the console with the door selected)

v1.1
-fixed texture set paths to the sign normal map
-fixed sign normal map
-adjusted turret and robot AI
-added factions to turrets via two new .esps
-fixed NPCs being able to use the secret elevator (followers still follow you through)
-optimized the Atrium area so it shouldn't stutter as much, if at all, when the game trys to load it for minimal loss of IQ

v1.01
-fixed a certain map marker being visible before actually going there, possibly causing spoilers

v1.0
-initial release