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Project Genesis - Version 1.06
By Gunmaster95
Thank you for downloading Project Genesis! I strongly recommend you read through the entire ReadMe before continuing. Enjoy the mod.
----------Features----------
- 3 to 7 hours of gameplay.
- 5 new quests.
- Partially voice acted.
- 20 new interiors cells, and one exterior worldspace.
----------Incompatabilities/Issues----------
If during the flashback in the Sentinel Guard Outpost, nobody says anything and everyone just kind of stand there, close Fallout 3, reopen it, and reload a save from before the flashback started. (any save, it could be the autosave from entering the place) This bug really has no cause, and occurs very erratically. I have no clue what causes it, so just do this and it should go away...
If your followers stop moving and responding after any flashback, open the console by hitting ` (~), select the follower by clicking on them and enter 'setunconscious 0' (without the ' ') into it. That will fix them, though this bug should not be happening in the first place.
***
Please observe caution if you use these mods in conjunction with Project Genesis:
DC Interiors and Jury Street Girls use the same house as O'Neil's house. I, however, angled the doorway to allow entry into both modded interiors, hopefully removing the incompatability with both.
If you have the Readius pip-boy mod, disable it while playing through the mod. Apparantly there are issues with it in the latter portions. You can re-enable it once you have beaten the main story.
----------Requirements----------
This mod does NOT require any DLC.
***
FOSE (FallOut Script Extender)
FOSE can be obtained from http://fose.silverlock.org/
Simply follow the instructions there to download and install it.
If you do not properly install FOSE and my mod is active, a message should pop up telling you so.
***
Archive Invalidation Invalidated
If you have FOMM, just open it and click the 'Toggle invaladation' button. If it prompts you with 'apply archive invaladation?' click yes. If it prompts you with 'remove archive invaladation?' then you already have it, and should click no.
Also, it is recommended, but not required that you have general subtitles on for the mod. These can be turned on by going to Options>Display>General Subtitles-On.
----------Installation----------
Extract all the files in the Fallout/Data folder. (except this ReadMe of course.)
Place Project Genesis.esm under all other esm's in your load order, but above any esm's that instruct you to place them at the bottom.
----------Uninstallation----------
Make sure in your savegame you are not within a cell added by Project Genesis.esm then do the following. Within the Fallout/Data folder, delete Project Genesis.esm and the following folders. "Meshes\Gunmaster95\ProjectGenesis", "Textures\Gunmaster95\ProjectGenesis", "Sound\Fx\Gunmaster95\ProjectGenesis", and "Sound\Voice\Project Genesis.esm".
----------Patch Notes----------
Version 1.06
- Fixed a HUGE amount of typos and a lot of grammer.
Version 1.05
- Added switches to the Cryo Lab entry hatches so you can no longer get stuck below if you hit the upper switch then run through the closing hatch.
- Fixed the first conversation that O'Neil and Palmer have over the intercom. It's no longer a jumbled mess and they actually say it one line at a time.
- Fixed the leveled lists so Compound 101 no longer shows up all around the wasteland, and can only be aquired from the mutants inside Fort Verdict.
- Cleaned the Esm file to reduce random issues a few people have encountered.
Version 1.04
- Fixed a silly mistake that resulted in the entrance to the Hauss Residence floating 40 units above its intended position.
- If you beat the game on V1.03 or sooner and are stuck with this bandana, open the console (with `) and enter 'Player.RemoveItem 0108501C 1' (without the ' ') and it will be unequiped and removed from your inventory.
Version 1.03
- Fixed a 'typo' in a script that allowed you to go through the second set of security doors in the Commercial Labs way before you were supposed to be able too. This should reduce confusion as it properly constricts the players movement now.
- Changed the doors to the two houses so they are their own unique objects, and no longer the 'edited' vanilla doors. Now, they will always show up, and any other mod (mainly DC Interiors) that edits the base door, can do so uninterupted. They are also rotate so the left half is my door, and the right half is either the default static, or whatever edited door another mod places there. This allows for improved compatability.
- Removed some 'Identical to master' records, cleaning the file some.
Version 1.02
- Rotated the doors outside The Hauss's and O'Neil's residences, so you can pick to enter my cells, or the ones added by DC Interiors. Thus removing the incompatability between the two.
- Fixed a script mistake that prevented you from ever unequiping the wasteland garp equipped when you enter the traps, without the use the console. It can now be unequipped regularly.
- Removed 'duplicate' commands from the scripts that controls Test 17, every so slightly improving PC performance when doing them.
- Tweaked the scripts in Test 17 so now there is no item added/equipped/removed message spam on your screen if you quickly repeatedly start/fail/end the tests.
Version 1.01
- Fixed the script for the 3rd flashback, now you can actually keep playing. -_- (The geck messed it up for no reason...)
Version 1.00 - Initial release.