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FutureVisions

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***My Megaton Basement***

--Description:

Adds a Basement to your Megaton house! (Areas included are: Ops Room, a Shooting Range/Armory and a Bar. Optional areas are: The Arms Museum and The Wax Museum)
Some purchaseable, functional and static items with new uses and looks - like a Color Changeable Pooltable, an Ice Cold Nuka Fridge and a Quantumnizer.
A Merchant/Follower (based on the nuka-cola protectron robot).
A mini-quest.
And around 400 new lines of dialogue.

***REQUIREMENTS***

---> FOSE :as of version 1.72 FOSE is required to run this mod! Download it here: http://fose.silverlock.org/
---> Fallout 3 (No kidding... xD)

---**------
For the DLC support esp:
----> all of the above + All DLC's

For the Apocalypse Armory support esp:
----> all of the above (DLC support esp not required) + Apocalypse Armory Mod

---RECOMMENDED---

---> A MOD MANAGER (not required but highly advisable) there are a few choices of diferent mod managers available.

---> FO3Edit (again not required bu highly advisable) - To create merged patches!

To create a merged patch using FO3Edit:
1. Load your mods into it (in the correct load order).
2. Right click over the mod list field and select " Create Merged Patch".
3. Select the merged patch with your mod manager and place it last in the load order!

NOTE: Every time you add\remove a mod or switch the load order you should create a new merged patch! Doing this may prevent lots of problems while modding fallout 3.

******************

-- v 1.8

1. Added a new room to the basement, the Shooting Range/Armory.
I moved all of the weapons and armor lockers into it. In case you wanna test out some guns. Just try not to go around shooting Fatmans inside xD. Also, as a result, the dispositions of certain items in the Ops room have changed.
- Added another workbench in the Ops Room in case you're using mods like "Craft", which modify the original workbench in a way that isn't acessible from my modded worbench.

2. Made all of the weapons and armors in the basement (and Arms museum) unplayable.
You won't be able to pick up the weapons and ammo that spawn inside the basement.But you will still be able to pick up the armors (However, they wont appear in your inventory).

3. Made significant modifications to the sorting system and to the Sorter and Museum Achievements scripts (NOW REQUIRE FOSE!).
-The sorter will now sort items with randomly generated conditions into the lockers.
So, at least it's something to consider while you're deciding if you should sort stuff automaticaly or manually. You still have the options for sorting separate sections of the inventory by type, which gives you the possibility of sorting part of the stuff manually and the other part automatically, in case you want to keep certain item conditions but don't care about others.
- I've finally added support for all the DLC's weapons xD. - Provided in the: "MegatonBasement - DLC Support.esp" file (IT REQUIRES ALL THE DLC'S)
- And I've also added support for the Apocalypse Armory weapons (since I'm using that mod) - You'll need to use the "MegatonBasement+ApocalypseArmory.esp" (IT REQUIRES THE APOCALYPSE ARMORY MOD!)
The DLC support will have a separate sorting menu from the rest. You can select it from the sorting terminal, under "Weapon and Ammo sorting". The Apocalypse Armory weapons will sort out using the normal menu.
- Stuff will now sort into more separate containers.
Like: Small Guns, Energy Weapons, Heavy Weapons, Melee Weapons, Unique weapons and Explosives conntainers

4. Changes to the conditions to unlock Museum Achievements.
Now the conditions will only start counting after you have the museums.
This is to prevent the possibility of having all the stuff unlocking at the moment you purchase them.

5. Added a light switch in the basement (to increase lighting - no seriously xD), this is for all the people that QQ'ed for more light, so there you go xD.


-- v 1.71

1. Added the armor sorting option to the sorting machine. Armor will sort to a new Cabinet.
I added this change after several requests. However sorting armor will probably also sort the clothes you're wearing and undress you.
This happens because there is no condition (at least that i know of) that can check what you're using, so all armor in your inventory will be sorted. (If anyone knows a solution to this pls let me know.)
2. Added the possiblity to change the house exterior through Moira's dialogue.
There was no easy way to add this because many people already have the basement with this change. So I decided to allow people to change the exterior at will instead of making 2 different esps wich would cause a ton of work if more updates come.
Now, if you already have the basement, the exterior wall will disappear. If you want to have the exterior wall enabled you can change it through Moira's dialogue "house expansion" options.
3. Fixed the Quantumnizer not getting nuka colas problem. The nuka colas will now be recieved and transformed properly. (Thanks to the people that pointed this out).
4. Changed the amount of kills necessary to unlock museum stands.
Both museums minimum kill requirement for the first stand have been increased, by +50 for the Arms Museum and +150 for the Wax Museum. (Kills required to buy the museums remain the same)
After that, is x+30 people kills for the Arms Museum next stand, and x+50 kills for the Wax Museum next stand.
This is to try to prevent that all the stands are unlocked when you buy the museums.
4. Fixed the .308 ammo sorting problem. .308 ammo will now sort to the 2 handed small guns ammo box.
5. Fixed some typos and mistakes on the museums plaques and descriptions, and in some dialogue lines.
There're probably still some left. Sry I'm not english :). If some1 is interested in fixing the typos and/or improving the museum descriptions, just send me the fixed esp so I can check it out.
If it's good, I'll upload it and give you credit (NOTE: If you do this, make sure you use this mod's latest version and be careful not to change unecessary stuff that can cause compatibility problems with other mods).
Or P.M. me the exact place where the typo is and it's possible correction.
5. Fixed the money requirement condition on Moira's dialogue, to match the price change on the last version.

-- v 1.7

1. You can now "upgrade" your R3FV robot, merchant lists, so that he can sell more items (you can choose in wich order you prefer the upgrades).
2. You can now have R3FV as a follower also.
3. You can choose to train R3FV and upgrade his skills through a quest, or if you prefer, by paying for it. These skills will make him a better fighter and harder to kill.
4. Added 8 new colored pooltables wich you can change back and forward through R3FV dialogue as long as he is inside the basement.
5. Changed the basement Workbench script so now it looks for the items in your inventory, and also in the specific Misc/Parts locker. ( The last button entry of the workbench, is only for the case you have other mods that change the workbench. If you dont, neglect that last button ).
6. Changed the way the basement looks a bit. Not the dispositions, but the lighting. It looks much better now.
7. Added 2 new purchasable room expansions to the basement. The Arms Museum and The Wax Museum. You can purchase them off of Moira at 7000 and 10000 caps base prices and as long as you already have the basement and have killed 50 people for the Arms Museum and 50 people + 50 creatures for the Wax Museum.
After you buy the first part of the museum you will find the button to reveal the door next to the weapons cabinet inside the basement.
The stuff on display at the museums will reveal itelf as you achieve, more people and beast kills, or discover locations.
8. Added a couple more personalized items inside the basement.

Note: If you find typos or think the museum descriptions could be improved please inform me.

-- v1.6

1. Changed the new Novelty bottles to .nif files instead of just retexturing as this wasn't giving the correct effect to the object.
2. Changed the Dirty Juke Box in the basement for the clean version.
3. Made 4 new unique textures for the nuka Quantumnizer. You can now choose the color you want to buy it in, and can also change it later on. The new textures come in REd, Blue, Purple and Black versions. Also the Quantumnizer base price was cut to half to allow color changes more easily. Barter still affects the price at wich you'll buy it.
4. Added a new HulaGirl with a red skirt texture. (cause the other one was feeling lonly). They will only appear after you buy the quantumnizer.
5. Other minor changes to items in the basement.

Bugs:

Solved all I found. But if you find any let me know.

-- v1.5

1. Changed the way the basement is purchased from Moira. Now it's price is affected by barter skill. The base price for the basement has also been reduced by 1000 caps, it now costs 4000 to build. If you already bought it, sry, no refunds accepted :P
2. Now the house exterior will also be changed after you purchase the basement. Nothing is removed, only added more wall below the house to justify the room for the basement.
3. Changed some of the lighting inside the basement and some items placements.
4. Changed some of the containers with unique personalized containers.The container number hasn't been reduced, but if you have other version of my mod and have stuff inside the basement containers i advise you to removed them before updating to this version.
5. You can now also purchase 3 new unique functional items from Moira to add to the basement. These item's prices are also affected by barter skill.
6. Added 2 new static items wich will need the textures that go with the esp file to work properly.

Note: From this version on, there are significant changes between the free and purchasable versions of my mod.


-- V1.2 (Free basement Version)

1. Added a new room to the basement (your own personal bar).
2. Changed some of the decoration of the first room to look more as a personal ops work room.
3. Added more storage.
4. Added more items to build the theme (you can change these with your own. i just added them for the initial visual effect).

Note: All the items inside containers in the basement are not respawnable, even though you'll find them there the first time (it's not like "santa" would keep filling your ammo boxes).
Don't think i need to mention that the other lootable items you'll find outside boxes were put there as display (visual aid) to contribute to the theme, and also won't respawn if you loot them.


--Installation:

1.Copy the "Data" Folder into your Fallout3 intallation directory (overwrite everything if prompted).
2.If you don't have a mod manager with archive invalidation active and/or an archive invalidator tool, don't forget to set it up manually and add these lines to your archive invalidation file:

meshes/clutter/billiards/fvisionspooltable01.nif
meshes/clutter/billiards/fvisionspooltable02.nif
meshes/clutter/billiards/fvisionspooltableblack01.nif
meshes/clutter/billiards/fvisionspooltableblack02.nif
meshes/clutter/billiards/fvisionspooltableblue01.nif
meshes/clutter/billiards/fvisionspooltableorange01.nif
meshes/clutter/billiards/fvisionspooltablepink01.nif
meshes/clutter/billiards/fvisionspooltablepurple01.nif
meshes/clutter/billiards/fvisionspooltableyellow01.nif
meshes/clutter/fvisions/fvisionsdogtag01.nif
meshes/clutter/questitems/FVisionsNukaQuantumnizerRed01
meshes/clutter/questitems/FVisionsNukaQuantumnizerBlue01
meshes/clutter/questitems/FVisionsNukaQuantumnizerPurple01
meshes/clutter/questitems/FVisionsNukaQuantumnizerBlack01
meshes/clutter/questitems/FVisionsNukaColaNoveltyBottle
meshes/clutter/questitems/FVisionsNukaQuantumNoveltyBottle
meshes/clutter/hulagirl/FVisions_hulagirl.nif

textures/clutter/billiards/pooltable_m.dds
textures/clutter/billiards/pooltable_n.dds
textures/clutter/billiards/pooltableblack01.dds
textures/clutter/billiards/pooltableblack02.dds
textures/clutter/billiards/pooltableblue.dds
textures/clutter/billiards/pooltableorange.dds
textures/clutter/billiards/pooltablepink.dds
textures/clutter/billiards/pooltablepurple.dds
textures/clutter/billiards/pooltablered01.dds
textures/clutter/billiards/pooltablered02.dds
textures/clutter/billiards/pooltableyellow.dds
textures/clutter/hulagirl/fvisionshulagirl_n.dds
textures/clutter/hulagirl/fvisionshulagirl_red.dds
textures/clutter/junk/fvisionsnukacolanoveltybottle.dds
textures/clutter/junk/fvisionsnukacolanoveltybottle_n.dds
textures/clutter/questitems/fvisionsnukaquantumnoveltybottle.dds
textures/clutter/questitems/fvisionsnukaquantumnoveltybottle_n.dds
textures/clutter/questitems/nukavendingmachine01.dds
textures/clutter/questitems/nukavendingmachine01_black.dds
textures/clutter/questitems/nukavendingmachine01_blue.dds
textures/clutter/questitems/nukavendingmachine01_purple.dds
textures/clutter/questitems/nukavendingmachine01_red.dds

3.Select MegatonBasement (+any aditional .esps) on your FOMM list or Fallout Launcher.
:IMPORTANT: ADITIONAL NOTE ABOUT LOAD ORDER: the "MegatonBasement.esp" Is now actually an .ESM file, so it needs to come before the other two .esp's in the load order!

The load order should look something like this:

Fallout3.ESM
...
(DLC's .ESM's)
...
(Mod's .ESM's)
ApocalypseArmory.esm (in case you're using it)
MegatonBasement.esm (this is an .esm even though the extension still shows it as an .esp)
...
(Mod's .esp's)
MegatonBasement+Apocalypse Armory.esp
MegatonBasement - DLC Support.esp

4.Play.

--Uninstallation:

1.Delete the MegatonBasement.esp (+any aditional .esp) from */fallout3/data folder.
2.Delete these lines from your archive invalidation (if you have done it manually):

meshes/clutter/billiards/fvisionspooltable01.nif
meshes/clutter/billiards/fvisionspooltable02.nif
meshes/clutter/billiards/fvisionspooltableblack01.nif
meshes/clutter/billiards/fvisionspooltableblack02.nif
meshes/clutter/billiards/fvisionspooltableblue01.nif
meshes/clutter/billiards/fvisionspooltableorange01.nif
meshes/clutter/billiards/fvisionspooltablepink01.nif
meshes/clutter/billiards/fvisionspooltablepurple01.nif
meshes/clutter/billiards/fvisionspooltableyellow01.nif
meshes/clutter/fvisions/fvisionsdogtag01.nif
meshes/clutter/questitems/FVisionsNukaQuantumnizerRed01
meshes/clutter/questitems/FVisionsNukaQuantumnizerBlue01
meshes/clutter/questitems/FVisionsNukaQuantumnizerPurple01
meshes/clutter/questitems/FVisionsNukaQuantumnizerBlack01
meshes/clutter/questitems/FVisionsNukaColaNoveltyBottle
meshes/clutter/questitems/FVisionsNukaQuantumNoveltyBottle
meshes/clutter/hulagirl/FVisions_hulagirl.nif

textures/clutter/billiards/pooltable_m.dds
textures/clutter/billiards/pooltable_n.dds
textures/clutter/billiards/pooltableblack01.dds
textures/clutter/billiards/pooltableblack02.dds
textures/clutter/billiards/pooltableblue.dds
textures/clutter/billiards/pooltableorange.dds
textures/clutter/billiards/pooltablepink.dds
textures/clutter/billiards/pooltablepurple.dds
textures/clutter/billiards/pooltablered01.dds
textures/clutter/billiards/pooltablered02.dds
textures/clutter/billiards/pooltableyellow.dds
textures/clutter/hulagirl/fvisionshulagirl_n.dds
textures/clutter/hulagirl/fvisionshulagirl_red.dds
textures/clutter/junk/fvisionsnukacolanoveltybottle.dds
textures/clutter/junk/fvisionsnukacolanoveltybottle_n.dds
textures/clutter/questitems/fvisionsnukaquantumnoveltybottle.dds
textures/clutter/questitems/fvisionsnukaquantumnoveltybottle_n.dds
textures/clutter/questitems/nukavendingmachine01.dds
textures/clutter/questitems/nukavendingmachine01_black.dds
textures/clutter/questitems/nukavendingmachine01_blue.dds
textures/clutter/questitems/nukavendingmachine01_purple.dds
textures/clutter/questitems/nukavendingmachine01_red.dds


--Credits:

Illyism (project Valhalla). For making the original basement.
Skykappa. For the Nuka-Cola and Nuka-Cola Quantum textures. You can find his awesome retexturing work here at nexus.
Bethesda. For the GECK.

Note:

Feel free to upload this mod (as is) or use parts of it in your own mod. Just don't forget to give credit where credit is due.
If u wish to use, modify or improve this mod (as a whole) for any reason other then personal use please contact me before you do so.