Fallout 3

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Original upload

Created by

Corehound

Uploaded by

Corehound

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About this mod

This .esp will replace the Mirlurks with the ever popular Xenomorps

Permissions and credits
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NOTICE! NOTICE! NOTICE!
Regarding New Vegas Porting Of My Mods.


I will not be hosting or creating any ports of my mods to NV.

This is do to the fact that I don't agree with the policies of "Steam" and therefor I have chosen not to install the game.


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BUG REPORTING / FEEDBACK (General)


To everyone who wants to help make my mods run as smooth and bug free as possible.

Please throw as much feedback to me on every little thing that looks bugged or out of place, as all this will assist me in making the mod run as smooth and bug free as possible :0)

As I always say: A mod is only as good as the feedback from its users ^^

Things I'm mainly looking for:
  • In combat: Does the actors' combat behavior in a negative way appear to stray from that of the actor it replaces?
  • Are actors set as "dead" or "inactive" by default, in any way distorted or misplaced?
  • Do the actors properly navigate obstacles, or do they appear to get stuck more often than the actors they replace?
  • Are you able to properly interact or open dialog with actors and objects this mod replace or add to the game world?
  • Shifting textures, When coming across actors or objects that are effect by the mod, do texture surfaces appear to "flicker" or sporadically shift?
  • Any kind of distortion or floating parts?
  • Confirmed reports of conflicts between my mod and other mods will also be a big help.

Some or maybe even none of the above will be relevant to the mod in question and it's not in any way to say that I'm not interested in getting reports of anything not on the list, it is just some of the more common ones and I say again, any feedback on bugs or errors will be much appreciated.

Reporting
To begin with people can report any problems they might experience, in the "Comments" section of the mod.

But have I not in one way or another responded to the report, or the problem hasn't solved itself within 24 hours from posting the report, please feel more then welcome to PM me directly, as I at times experience not getting pinged by Nexus when comments have been posted on my mod.

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1.
DESCRIPTION
2.
IMPORTANT
3.
REQUIREMENTS
4.
INSTALLATION
5.
LOAD ORDER
6.
CHANGE LOG
7.
POTENTIAL CONFLICTS
8.
CREDITS
9.
OWNERSHIP
10.
MISC. NOTES



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1 ).
DESCRIPTION:

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  • This mod replaces the vanilla Mirlurks with the Xenomorphs from TOXA's amazing "ALIEN vs PREDATOR" mod which can also be found here on Nexus.
  • Replaces all Mirlurk related item names with variations of the Xenomorph name.


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2 ).
IMPORTANT:

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  • This mod only consists of an .ESP and require you to have TOXA's meshes and textures installed, it should however be noted that the "ALIEN vs PREDATOR" mod is not set as a master for my .ESP, this is in case any one for some reason should not be interested or not be able to use the "ALIEN vs PREDATOR" mod. If this is the case all you need to do is install TOXA's mod and then only "tick" my .ESP in the mod selection menu. If you install your mods manually all you need to do is add the textures and meshes from TOXA's mod. But I have to say, if you are able to use TOXA's mod, not having it installed is just plain nuts.
  • IIS and IS files (General): These files are to be considered as "Main" files and should not be used with any of the files from the "Main" section.
  • AvM - ALIENS vs Mirlurks - IIS: This file is only to be used with the: "Mart's Mutant Mod - Increased Increased Spawns" .ESP (See the "MMMF3 - Increased Spawns" mod for more info on that particular .ESP).
  • AvM - ALIENS vs Mirlurks - IS: This file is only to be used with the: "MMMF3 - Increased Spawns" .ESP (See the "MMMF3 - Increased Spawns" mod for more info on that particular .ESP).


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3 ).
REQUIREMENTS:

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4 ).
INSTALLATION (General):

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Just in case someone don't know how to do this.

Manual Install:
  • Download
  • Extract the .ESP and files to the "Data" directory of Fallout3.
  • Activate the .ESP by "ticking" it in the mod selection window.
  • Done


FOMM Install:
  • Download
  • Create a folder with the mod name and place any .ESP / .ESM along with "Textures" and "Meshes" folders (If any) inside it. (Creating a mod folder is of cause only necessary if the download doesn't already include such a folder. Should the download contain a folder with the name "DATA" I'd suggest renaming this folder to the name of the mod instead).
  • Zip the folder containing the files and place the Zip on the desktop for easy access.
  • Open FOMM and click the button that says "Package Manager".
  • In the new window click the button that says "Add FOMod".
  • Located the Zip you just made and double click it.
  • Once the "Package Manager" is done building the "FOMod", located the mod you just added in the list of mods shown in the "Package Manager" window, once located double click it to install.
  • When the "Package Manager" has completed the install close the "Package Manager" window.
  • If the mod you just installed requires a specific load order, remember to double check the mod list in the FOMM main window, to make sure the mod is in the right place.
  • Done



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5 ).
LOAD ORDER:

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  • General: As mentioned above this mod doesn't have any masters (besides FO3 ofc), so any load order will do.
  • IIS and IS files: These .ESPs must be loaded after the "MMMF3 - Increased Spawns" .ESP.


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6 ).
CHANGE LOG:

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2010-12-08 - 18:26
New file: AvM - ALIENS vs Mirlurks - IS - v2
New file: AvM - ALIENS vs Mirlurks - IIS - v2

Minor potential flaws spotted and corrected.

Thanks to a bug report from midtek, I went over the .ESPs one more time and may have come upon some details which had gotten by me the first time around, these have now been corrected and should hopefully resolve an issue where not all Mirlurks was being replaced with the Xenos :0)

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2010-10-13 - 15:10

Have rearranged files, now all "WIP" files will be under the "Miscellaneous" flag and will stay there until I get confirmed if these files work as intended.

There should be no reason to believe that they won't work at this point.

But none the less I will keep them here until I know for sure.

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2010-10-06 - 22:07

New "Miscellaneous" file available to create compatibility with the "Wasteland Whisperer" mod from author "Talkie Toaster".

At this point this upload should be considered a WIP, as I am not currently using the mod in question myself.

So I will rely on the feedback from anyone using these mods together, as for whether or not to move it to a none WIP status.

As always any feedback on bugs or any potential flaws that I might need to take a look at will be much appreciated.

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2010-10-02 - 17:02

WIP file added "AvB - ALIENS vs Blowflies WIP" as a "Miscellaneous" option, it is fresh off the press and have not been field tested, any feedback will as usual be much appreciated.

It should be noted that I am not sure if the race specific item drops from the Blowflies are essential for quests or any kind of crafting, so please be aware that in it's current form these Xenos only drop items like the ones found on the AvM Xenos.

If the race items are essential please let me know and I'll fix, this is only a quick build .ESP so haven't gone into depths on the Blowfly, so let me know if I need to change anything.

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2010-09-26 - 17:32

New "Optional" plugin files for compatibility with the "MMMF3 - Increased Spawns" mod (Author Martigen).

The "MMMF3 - Increased Spawns" mod is required for these plugins to work.

Mod can be found here:
MMMF3 - Increased Spawns

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2010-09-12 - 17:48

Moved old WIP files with the 100% creatures sizes back to "optional" and the old main back to being a "main" in case anyone like to keep the Xeno size the way they were, but I will highly recommend using the 80% creature size as they are less likely to get stuck in interior cells.

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2010-09-12 - 03:59

Main file + DLC files
Just had a run in with some Xenos in the flooded part of RC and discovered that the size of the mobs occasionally would make them get stuck so I've reduced the all-round size of all mobs, which should solve this.

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2010-09-11 - 21:05

Realized uploading the v2 with the "Stalker" feature as a "main" file might be premature, so I've moved the "Stalker" version to optional, the main file v2 now only contain the "Creature type" update.

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2010-09-11 - 17:00

AvM - ALIENS vs Mirlurks v2
  • Creature type has been changed from "Abomination" to "Mutated Animal" to make it correspond correctly with the "Mirlurk Ecology" perk from DLC04.
  • The Xenomorph with the in-game name "Xenomorph Stalker" has been given a stealth feature as a test, reports from anyone who encounter these mops, on this actually working / not working would be much appreciated.


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7 ).
POTENTIAL CONFLICTS:

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Main .ESPs are not compatible with any of the "MMMF3 - Increased Spawns" options with regards to Mirlurks, both mods should be able to work together without any problems or bugs occurring, but the increased spawns will not affect the Mirlurks which will spawn at the rates set by the vanilla game, so it's nothing major.

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8 ).
CREDITS:

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Huge thanks goes to TOXA for bringing all of us his great "ALIEN vs PREDATOR" mod.

Also kudos to ElminsterAU for his awesome "FO3Edit" program, which was the soul tool used to create this .ESP.

Furthermore credits goes to Mmmmmmm for giving permission to make adaption versions to his "MMMF3 - Increased Spawns" (Only for the "IS" and the "IIS" optionals) mod


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9 ).
OWNERSHIP:

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The .ESPs from my mod are free to be altered and / or re-used without my permission.

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10 ).
MISC. NOTES:

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Spawn Fix
If anyone should experience the Mirlurks not being replaced with the Xenomorphs the moment you log in to the game, try the following: "Zone" to an interior cell with no creatures of any kind, a good place would be any vanilla player home.
Once there, either use a bed or the "Rest" feature and sleep or rest for 3 x 24 in-game hours, this should reset the spawn points of all creatures (and NPCs as well for that matter) and the Mirlurks should now have been replaced by Xenomorphs.

WIP Note
These .ESPs have not been field tested personally yet as I currently have no Characters in those zones, so only use these at own risk.
Please report any bugs that might occur while using them and I'll take a look at it right away (As usual an included screenshot of the bug will be much appreciated).
With the "DLC04" I have also made a change to the perk that is aimed at the Mirlurks, by changing the names accordingly i.e. to Xenomorph, so reports on this working / not working would be much appreciated as well.
Also note that to use these .ESPs, you ofc need the corresponding DLC.

Other
In case I should have missed any names of items or interactive objects so they still retain the old "Mirlurk" name, please let me know so I can correct it.
If possible a screenshot of the item while mousing over it, would also be great.

(This does not include "Dialog", as I will not make any changes to these)

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With Best Regards
Corehound

"Cry havoc and let slip the Corehound of War!"