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Sam Meier

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About this mod

A humble attempt to make the Pitt less obtuse, less buggy, and more enjoyable.

Permissions and credits
Name: The Pitt Reforged
Version: 0.1
Date: 8/27/2011
Category: Fixes and Tweaks
Requirements: 7-Zip
Author: xmlninja
Source: http://www.fallout3nexus.com/downloads/file.php?id=16693

This humble mod makes minor alterations to The Pitt official DLC in order to make it more playable and enjoyable. If you don't know why that's such a big deal, well... you've never played The Pitt.

It's a work in progress, and as such, feedback is greatly appreciated. I'll do what I can to resolve any issues people find, and if anyone wants to contribute their own suggestions and fixes, I would be more than happy to add it in and give you all the credit.

I would also highly recommend that you install the Unofficial Patch - my mod doesn't do anything that the Unofficial Patch does.

*Moved Krenshaw's Steel Mill reference so that he spawns to the side of Faydra instead of behind her, avoiding the awkward forced dialog
*Altered Krenshaw's dialog scripts from the Steel Mill so that he properly waits to trigger the start of the next quest, and gives the player a previously-hidden dialog tree properly explaining the next quest
*Altered the first Arena stage of the Unsafe Working Condition quest so the player is directed to talk to the Raider Spook before the objective marker changes to Faydra, to help the player from getting lost in the Steel Mill. Also updated the dialog scripts to work with the quest changes.
*Moved several script triggers during Ashur's downtown speech so that he says the entire speech, and that he and Midea don't talk over each other.
*Altered the Wernher and Radio Tower Raider factions so they are both neutral to each other, rather than a combination of friendly and hostile
*Altered the Pitt bridge factions so that the Slaves are enemies of the Raiders, and removed the Evil flag from the front-gate Slave faction
*Removed the AshurGoodbyeDialog package from Ashur so that he no longer breaks the intercom conversation during Free Labor
*Altered the Free Labor quest to force the player to obtain their gear from the Arena footlocker before leaving the Steel Mill, and to provide only one objective marker (and additional location information in the objective description) until they do so. This prevents confusion and preempts a footlocker-related bug.
*Added a new Megaton spotlight to an upper walkway in Haven, to help direct the player to the shortcut entrance to Downtown
*Fixed Faydra's dialog conditions so that she no longer greets you as a returning fighter when you haven't yet fought an Arena match.
*Fixed Faydra's dialog so that she properly congratulates the player upon completing the Arena questline. Note: the dialog currently does not play once the next quest begins, and Krenshaw's AI package insists on occasionally jumping in ahead of Faydra, meaning you might not hear her anyway.
*For the duration of Ashur's downtown speech, locks the player's movement controls and moves the player near Midea for the duration of Ashu's speech. This avoids numerous bugs and crashes that can occur if the player interacts with certain characters or walks underneath the walkway during the speech. Midea is also difficult to hear if you aren't standing right next to her.
*Altered the Arena gate in the Steel Mill to open at the same time it unlocks, which should make the Arena easier to find.

At the moment, it's only a single .ESP file - just throw it in your Data folder and activate it with FOMM (you do use FOMM, don't you?). If the mod gets big enough (and particularly if it needs more than a single .esp file), I will release a fomod version as well.

Disable the .ESP in your Load Order, or delete it from your hard drive if you like the feeling of clean.

1. Uninstall the old mod.
2. Install the new mod.
3. Start Fallout 3 and play. There is no effect on saved games and cannot corrupt any saves. As far as I know.

None that I know of. You'll probably want this late in your load order, though.

Known Issues or Bugs
I am aware of a number of issues that the Pitt still has, but I have limited time and skill. I have tried to tackle all of these, but if I'm not getting results there's no point in holding off the rest of the mod. I will try to do more work if I get the chance, but if anyone has suggestions or fixes that would help deal with any of these outstanding issues... I would be delighted to have the assistance. If you want to contribute to the mod I'll be sure you get all the proper credit.

*Horribly un-optimized environments - The Pitt loves huge open spaces with tons of geometry and no culling or portal support whatsoever. This is brutal on framerates, but all my amateur attempts have failed to improve anything (and thus aren't included in the mod). I'd be happy to do the optimizing myself, but I'm out of ideas.
*The auto-axe's vanishing blade - Better minds than mine have tried to fix this one. I honestly have no idea why it vanishes. If it helps, unequipping-then-reequipping works. It's not really a solution but until someone comes up with something better...
*The Hole / The Arena is super buggy - I know. I tried fixing this but it looks like, if anything, it's even more likely to do bizarre things. Sometimes the announcer is mute and the radiation seems to stick even when there aren't any barrels on the ground. Sometimes the announcer says all his lines all at once and your ears explode.
*Choices without consequences - That one lady who asks you to find Wild Bill has really lame quest-conclusion dialog. I have ideas for changing that but I opted to leave it alone for the time being.
*I can hear Wernher's radio signal all over the Wasteland, that's totally unrealistic - Yes it is, and there's another mod that handles that (http://www.fallout3nexus.com/downloads/file.php?id=5253).
*Wernher is a total a-hole - That's not a bug. That's the way he is, sorry.

0.1, 8/27/2011 - Initial (beta-ish) release

Thanks to those who download this mod and give it an open-minded try.
Thanks to Bethesda for creating Fallout 3.
Thanks to Fallout3Nexus for the a one-stop-shop resource for authors and players.
Thanks to LHammonds for the Readme Generator this file was based on.
Thanks to God for creating us all. There's a "world is full of bugs though" joke in there somewhere but I-d get killed by internet mobs for making it.

Tools Used
Garden of Eden Creation Key (GECK) - http://fallout.bethsoft.com/eng/downloads/geck.html

This mod is released under the Creative Commons License - CC BY-NC-SA