Fallout 3

About this mod

<br /

Requirements
Permissions and credits
Changelogs
zcul, Nexus Moderator:
To those that are concerned about the state of this file, I've personally tried to contact the author  freddy_farnsworth for several times since September 2014 without success. Additionally, as you can see the file was last updated in 2012. Please take note of this before downloading, as this file may be out of date


My Utility World - MUW for short v3
Version 3.0 .esm
Version 1.4 .esp
Author: freddy_farnsworth
http://fallout3.nexusmods.com/downloads/file.php?id=17478

Short Description:
Whaaat ? Where am I and why am I in this handbasket :) My Utility World is
well.. I needed storage, Megaton house was to small - cluttered. So I started
modding, using others MOD'S to get the things I felt were missing. After many
many mod's I began to have loadorder problems and conflicts, so
I began to learn to fix them. Alot of vanilla errors are also addressed.

Then I learned to Merge them after the conflicts were fixed to shorten
loadorder. This MOD was started in Jan 2011. It grew to about 30 total (now over 100)
mod's all working together, with all the Quests, Homes, Guns, Storage, Sorters,
WorkShops, Robots, Followers, Worldspace, Interiors and general must
haves for Fallout 3.

Now with this on a new game (it will need GOTY) you can add more MOD'S
to personal tastes, with fewer problems. Contains several hundred mods if all
of it is run (all addons). Using about twenty or so slots. But need to read alot to
find what is all in it, FOOK will add 100 or so, FWE also.

Edit: 09-18-2012 Uploaded a No AArmory fileset for the people who do not have AA.
Edit: Just uploaded a getalong patch for FWE v6.0 with 6.03a update 07-04-2012 new update added
Edit: Just uploaded a getalong patch for FOOK2 v1.2 OpenBeta
Edit: Have just uploaded a getalong patch for AArmory v2.0
Edit: Uploaded a getalong patch for Lings v3.5 full LC LFT LPT for the load order specified.
Edit: Uploaded Colby East - Movin On Up v3.5 - deconflicted. To be merged (standalone)
Edit: Uploaded The Project v1.3 debugged - deconflicted. To be merged (standalone)
Edit: Uploaded The Regulators v1.3 locations - deconflicted To be merged (standalone)

V3.0 is here
5 months time modding
My Utility World - MUW - v3
Added:

Levelcap raised to 50

I have received permission from Earache42 to Merge the Original xCal Munition Shop
into MUW ! You can now play that classic mod again, with all the cool scripted guns
and Sy's indeterminable attitude. Have also added the M200 Intervention (enroger)
to the quest lists and some new backstory.
xCal Munitions and a new quest with Harden Simms tied into vanilla quest
"Power of the Atom". You MUST disarm the bomb. But first talk to Burke, get device,
tell Simms about Burkes Plan and turning over the Fusion Pulse Charge, follow
Lucas to the bar. Lucas arrests Burke but Burke shoots Lucas Simms in the back.
Now kill Burke.
That is best scenario however it will still play out if Lucas Simms is saved.
You just will not see the final xCal quest if Lucas is still alive.

Lucas (if alive) will tell you about his brother Sy and about Harden needing something to do.
Asking you to talk to Harden about it. Lucas will give you a key to his house,
(You must wait for them both to be inside the home to talk to Harden, otherwise his kid
speech kicks in and will not talk to strangers :) 6pm they are in there eating dinner.
If the door is red it means no one is home at the time.
If Lucas is dead Harden will be alone and you must help him now. Talk to him.
He will give you the key to Lucas Simms House, so you can use the Ceiling Hatch.
The Megaton Ramp no longer appears, and the navmesh in megaton cell is virtuous
and behaves as intended.
The shops do not appear till After dialog and the POA quest are done.
Sy's Shop is now Outside Megaton and when you get the new quest from Harden.
Harden's new shop will be in the old xCal location above the house. He will sell his
invention - "Composite Power Armor" with a quest to obtain the supplies for him,
to have Sy help him build them. It is AlienTech, absorbs light, High DR and very light.
Increased carryweight. To get the dialog to start quest from Harden, Level 20 and
BrokenSteel Adams AFB quest must be completed.
For Sy I added in the Intervention by enroger (with permission) to the gun quest.
Moved him Outside Megaton, he is a recluse now just working on his guns. -Politics-
As always blow Megaton and you lose...(by all means do it once just do not save the game :)
(I have written permission from Earache42)

A Revised RR Companion Vault that is Mastered to MUW so I could tie in some
things. Based on Nos's v5.65 final. (not merged, still a ESM master)
All Object Id's are unchanged so all the other mods that need it will still
work. (Companion Mods, REZ's Kittens, can use this one if you are running MUW)
New entrance area, tied into xCal Ramp when Sy makes it available.

Moved the Training Room to its own cell, and rewrote scripts for the
different style Training Simulations.
More for you to see, all merchants work, bathtubs and showers fixed.
Repositioned most of the morelurk tank -bigger- seamless, fixed patrol timings.
I (merged in) Mannequins in a box in armory for you to set up in the trophy room. (AndyW1384)
New wasteland entrances, and some new exits, (citadel, rivet city, TPtowers, ?? :)
Access tunnels patrol routes repathed using xmarker headings instead of
xmarkers, longer distance and generally more reliable for pathing.
ReNaved the entire thing again ! Got the triangle count down to 1600 or so.
Was over 2000, and that is over the game engines capability. Lowered Cell memory
so there is texture room left over for many companions, 80+ :) depends on their
clothing and texture memory use. Fancy - highres = Higher cell memory space usage.
A new RRcompanion "Robbin" in Gibson House, my first one. I made her awhile ago.
More... Includes RR5morefemales, RR5moremales and RRguards merged in.
ttomwv, NosRhyfelwr. RidgeRunner thank you...

Arlington Cementary is haunted now...(map marker) you need to fasttravel there to set
it up right. If you come in from east or west metro tunnels, ghosts do not init properly.
Worked on the portable turrets alot more, to add in all the encounter NPC's as neutral,
to keep em from killing good guys. Like RC caravans and Wasteland Captives, Scavengers,
thier dogs and brahmin, Waterbeggars ect.
Taurus Walker Revolver. .410 slug on pool table in RC marketplace.
Permission gamerowns - andrew
Some more fixes to Underground Hideout (collision buffers) under floor in armory.
Raised levelcap to 50
Thanks to REZ he fixed the crash with elaborate earrings and raider piercings from Zoes.
(to high poly meshes). They are somewhat less Elaborate but at least you can use them.
Fixed some more FO3 errors (footlocker key under bus at scavenger barn) many more.
Redid the Outcasts dialog a little, set player to outcastallyfaction.
Tweaked the Nuka Cola Factory some more, to set up Nuka Cola Clear Production.

So much cannot remember it all...

Must Have Mods that go well with MUW v3:

*Bad News Rez took down his mods and left the building....04-23-2012
*REZs HELL v4 by REZ
*Kicken Kittens Muffy by REZ
*Kicken Kittens Sparky by REZ
*Kicken Kittens Rachael V2 by REZ
*Kicken Kittens SALOON by REZ
*Kicken Kitten Demi and Her DC Apartment by REZ
*DC Subway by REZ
*Did I mention I like REZ mods :)
*Still working on this-to bring a little back.

Hunters Ridge by gary62
http://fallout3.nexusmods.com/downloads/file.php?id=17444

PortableCampStuff - FOSE by Alexx378
http://www.fallout3nexus.com/downloads/file.php?id=9679

eXcalibr - ammo eXpansion pack by Earache42
http://fallout3.nexusmods.com/downloads/file.php?id=11684

Error Corrections - Reduce CTD by hairylegs222
http://www.fallout3nexus.com/downloads/file.php?id=16490

Apocalypse Armory by Thogun v2.0
http://fallout3.nexusmods.com/downloads/file.php?id=14773

FOOK2 1.2 Open Beta
http://fallout3.nexusmods.com/mods/4448

Lvl 1 Savegames for Female Play by XRay777
http://fallout3.nexusmods.com/downloads/file.php?id=17321

Lvl 1 Edward - Male Savegame by Ogard
http://fallout3.nexusmods.com/downloads/file.php?id=10068

Lvl 1 Conan Savegame by LHammonds
http://fallout3.nexusmods.com/downloads/file.php?id=28

==========

Requirements:

Fallout 3 and ALL the DLC's - Game of the Year DVDset is best. (GOTY)

Recommended: New Install of Fallout 3 to custom folder C:\GAMES\Bethesda Softworks\Fallout 3

Bethesda 1.7 patch (even if GOTY is v1.7 run the patch)
- http://www.fallout3nexus.com/downloads/file.php?id=8216

ArchiveInvalidation Invalidated - http://www.fallout3nexus.com/downloads/file.php?id=944
(not needed with FOMM)

FOSE - Fallout Script Extender v1.2 or 1.3
http://fose.silverlock.org/beta/fose_v1_2_beta3.7z
http://fose.silverlock.org/download/fose_loader.7z
FOSE Install and usage tutorial video by Gopher
http://fallout3.nexusmods.com/articles/873

FOMM - Fallout Mod Manager (OLD FOMM) v12.6 Old Fomm as it is called on the download page was the last bugfree version for FO3 use it.
http://www.fallout3nexus.com/downloads/file.php?id=640

CALIBR 1.4 - http://www.fallout3nexus.com/downloads/file.php?id=3447

==========

My Utility World - MUW - v2
V2.0 Info

Added:
2 new worldspaces.

Swampland Combat Arena with goal of getting key and instructions for the submarine,
Big as the PL BOG area.
Calvert Mansion Players Home with quest and submarine transportation to and from the
CommonWealth. The house is haunted now.- oooooh Ghosts !
Baels Amalgamation WasteLand Weapons and Quest to find the "Lost Unique Weapons"
he made. Plus reworked his bunker. Added Bael's abandoned swampland store.
Many tweaks.

Added Arming Swords and Weapons of the Shogunate to Redesigned Old DOJO, -
from Some Katanas. Lots of swords to use now 18 total. Tweaked Interior also.
Sewer entrance near old house behind TPtower.

Added a Nuka Cola Clear Quest with Sudden Death Overtime.
"I like these guys, they let me play with their pucks". Main Fix from prensa.
Some new reworked scripts from Unofficial Fallout 3 Patch. They now hangout
and Produce NukaCola Clear at the Nuka Cola plant after a successful quest.
(new navmesh inside) To start this one go into Red Racer Factory and explore.

Arlix Vertibird with redesigned interior and some stability fixes, New messages
"Napalm Online" "Rocket Pod Online" "Vulcan Cannon Online". Fairly stable now.
Arlix and J3x did a very good job on this one.
(complicated controls read my downloadable readme.)

Scavenger Hut, A new path with roving Scavengers they are capable traders now.
Point Zero entrance in Megaton Mens restroom to find those lost NPC's.
Ion Strike weapon and Artillery Marker Gun. (Moria & Flak sell em)
Soviet Flak Cannon 25mm and a wasteland junkie who has it in his bunker.
Reillys Rangers fixes (theo's armor and tie in for little moonbeam quest NewGuns) (from Ogramirad)
Alot of tweaks and beautification plus more I forgot :) this is 4 more months work/play !
100% navmeshed inside and out.

You do not need v1.0 however if you have it just install OVERwrite those files alot of
meshes and textures are updated.
You may need a new save game without the old v1 in it, may not.


Quest Notes: (they are ingame in Rotunda on table and below)

Whaaat ? Where am I and why am I in this handbasket :) My Utility World is
well.. I needed storage, Megaton house was to small - cluttered. So I started
modding, using others MOD'S to get the things I felt were missing. After many
many mod's I began to have loadorder problems and conflicts, so
I began to learn to fix them.

Then I learned to Merge them after the conflicts were fixed to shorten
loadorder. This MOD was started in Jan 2011. It grew to about 30 total
mod's all working together, with all the Homes, Guns, Storage, Sorters,
WorkShops, Robots, Followers, Worldspace, Interiors and general must
haves for Fallout 3.

Now with this on a new game (it will need GOTY) you can add more MOD'S
to personal tastes, with fewer problems.

Guide:

Start off by going to Springvale in area around Silvers House (only house with
a door still working) before Springvale school on left you will see a sewer
silo door marked Utility take it to Rotunda. these notes are there on a table.

Now you are in the Rotunda - Right ? First off you should foot travel to
Ez0n3's My Mansion the quest should be running now (A House to Die For)
and do what you need to get the key. The door to it from here is locked
with it. - Double Office doors turn left in "Enclave Alley" and gothru
single metal door at end.(locked) So go do the quest.
Next would be DantheGeek's Underground Hideout, go outside up the hill to the
cave entrances to the right is Springvale, straight ahead is exit to Rivet City
access, goto Rivet City area behind Aircraft Carrier to parking lot and gain
entrance to UnderGround Hideout and do DantheGeeks key quest (Finding Johnathan).
Now you will be able to use the Alien teleporter from Workshop & Armory
(building outside MUW) lower level to go back and forth. It is locked with
his key. He has built all the sorters for Fallout 3 & the DLC's. Nice place.
Continued...

Next would be Tenpenny Towers I am using "Tenpenny Suite after Saving
Megaton" by Wyverex So you can,
1. In the Tenpenny Tower Quest Kill Roy and his gang and Gustavo will give you
the suite.
2. In the Tenpenny Tower Quest convince the residents to let the ghouls move in
and Mr. Tenpenny will give you the suite.
3. I heard Tenpenny likes to hide things in his garden gnome. In his own suite..
**This is the easy way, put here so those who have completed the quest can get
it. ** Or just like leaving that particular quest unfinished, IE: Tenpenny Towers
still has all Occupants.
I never liked the outcome either way you complete this quest. So find the Gnome!
and get both homes :) and Tenpenny's 2 bore Elephant gun... All of the
themes and items for the suite can be bought the normal way. Even if the ghouls
have taken over. Wyverex created new theme and item refs so you can have
different house themes between Megaton and Tenpenny. Bobblehead stand is
linked together.. just activate it so it will update.
Items for the Suite now start with Suite: and not House:
Everything worked okay, even if you MUST blow up megaton. When you do get the
suite check out the roof ladder, yes TPtowers has a roof patio with some
sniper goodies now. Also a sewer door in Suite to a secret robot factory by
"Wilm0chimp" Continued...

Now Wilm0chimp created BuildableBots which is included here, originally he had
a hidden robot factory which could only be reached by TCLing thru the suite
balcony door to see the door to it. It is still there but I also put in a sewer
door for easier access. It is a nice interior. However you need to go to
Canterbury Commons anyway, so go there to do some quests and learn how to build
bots, use his teleporter (his quests) ect. The other quests are talk to Uncle
Roe and get the caravan merchants upgraded, they are essential now (guards and
brahmin also) so they will not die off and disappear anymore as you level up.
but you do need to reset them by dialog with Roe. It is "Revive Caravan" by
Kaw.
Oh ya, solve the mechanist - antagonizer quest to your liking, buildable
bots is across the hall from him. You can shortcut to there from the main
rotunda by going thru the red corrugated door and the puzzle door to the ladder
to his compound.
However Go to Canterbury the hard way the first time, so you do not break the
superhero quest.

Outside the Rotunda "My Utility Worldspace" there is a workshop - armory
(sandbags out front). A food storage area with food sorter, and enough food for
all. There is a Robot workshop close to the cave doors to/from SpringVale &
Rivet City. The main gun is firing on enclave positions and it has a magazine
to enter for maintenance. There is a combat area with ghouls and behemoth's
that respawn. Turrets protecting the Rotunda entrance. This worldspace will
work for RTS if you want.Continued...

Outdoors:
There is a Brahmin farm with Farmer/Merchant to sell you products, and
a Swampland door over by the ghoul cage, which leads to the swamp training
area and a gunshop which was run by Bael till his demise. If you make to the end
of the swamp there is a key to the ENS Liberty sub hidden there and then you
can use the Submarine to go to Calvert Mansion the Enclave secret retreat
in a area of the Commonwealth. The sub is in the potomac by Project Purity.

The main Secret Presidential Rotunda which survived the war almost intact.
Inside the rotunda is the main room, with four exits. North leads to the
Presidential vault and a exit to Springvale East. South leads to a cave exit to
Springvale North close to Silver's House. East leads to Mechanist Door and
through a room to Wilm0chimp's Buildable Bot's robot factory, in the Mechanist
Robot Repair Facility near Canterbury Commons. West leads to "Enclave Alley" to
your left is a door to Ez0n3's My Mansion Trophy Room (locked, do his quest
"A House to Die For" for the key). To your right is a drainage grate which
leads to Rebel28's Sniper Hideout in the Mall DC.

This MOD with all the doors here to there can break some quests by getting you
to places to early ie: Rivet City and such. Use your noggin and it will be of
great assistance to your experience of the game. Also I have seen Caravans and
Scavengers using them for shortcuts at times heheh :)

Speaking of Rivet City: Booze! By RideTheCatfish This mod adds a small, locked
shack in a far corner of the Capital Wasteland.
Shortly before the bombs fell and wrecked radioactive hell upon the populous,
it belonged to a rather shady fellow by the name of Frank.
It is said that Frank just about had the city's alcohol trade under his thumb,
and that the swill he brewed was legendary the world over. To learn what
became of him, and, more importantly, to gain access to his house of wonders,
the player is prompted to follow a series of basic, unscripted note type clues.
Your quest begins with a Note in the Muddy Rudder...on the bar.
This quest requires basic knowledge of the Wasteland, and demands some
patience.
The payoff is a player house with a few unique utilities inside, including your
own brewery.

Start this during the Wasteland survival guide quest when Moira sends you to
Rivet City, and the Main Quest Scientific Pursuits sends you there also
(do it all at once) Replicated Man quest is there also. (but RM starts with
the tape at moira's and talk to the megaton clinic doctor).
You should be busy :)Continued...

There are guns to find at Megaton Church of Atom, outside Megaton in bathtub,
Tenpenny's suite, Tenpenny Roof, Tenpenny side patio, Germantown police station
basement, Minefield (look in superduper mart during Wasteland Survival Guide
for a note clue), outside Lamplite Caverns (vault 87 quest), Swampland, Bael's
Hideout over by megaton overpass right next to Kikais Equipment. Zoe's has a
roof access only now, Go up the right side rock to roof.
The wasteland survival guide quest will take you to most areas :)
Added a modified Soviet Flak Cannon to the MOD. 25mm cannon shells.
(seek the wasteland Junkie by the Brahmin Farm)
Swords of all types 18 in all (in the Old Dojo, Some Katanas Mod.
Buy/find Portable distillerys. Portable Turrets (at robco area) crouch/sneak to
pick em up in inventory, stand to drop, place -green side up-, "E" to
activate. More guns at Sniper Hideout ! Bank with Gold Loot, Bobble Head quest
markers (with controllers to pick one at a time to goto) controllers are at
players house above bed, TP suite above bed, V101exit, Outside VaultTec ruins
office door in Vernon Square.
30mm Vladimir Cannon - The Family - Karl sells them - vampire guns ya no.
.600 Cal Nitro Express Defender pistols - mailbox behind megaton sign.
Taurus Walker Revolver - Pool table Rivet City Marketplace.
My world doors are around the outskirts of Springvale.
(close to watertower, next to silvers house, on road out of SV east).
Much more!

Hope you like it.

freddy_farnsworth

Includes:

Three custom merchants, one is a companion if you wish.
Custom Guard, Turrets, Junkies, Ghouls, Behemoths, many
Many new interiors, New Worldspace, Tinkerer Joe is now
a real robot supply merchant. Joe and his bots are essential.
Roving Scavengers, much much more.

25mm Dismounted AA Cannon
Can be bought at Flak n Shrapnel's including ammo...
Free crate located in the shack in front of the Little Lamplight cave.

2 Bore Big Game Rifles
Long Gun , Coach Gun, Sawed Off + "Number 3" Elephant Gun.
2 Bore Double rifles located outside megaton in the bath tub,
and "Number 3" enhanced 2bore in TenPennys apartment.

.600 Nitro Express .600 Caliber Pistols - Defenders -
Eight of them and ammo. Inside a respawning mailbox behind the
'MEGATON -->' sign in Springvale.

AC MRE Resource
U.S. military MRE (Meal, Ready to Eat)
In Food Storage Cave, and sold by Mr Rocket in Megaton Church of Atom.

4 M82a 50cal Barrett sniper rifles, 3 PP-2000 9x19mm AP SMG's also.
It is located in Germantown Police HQ in the basement at the
shooting range W/ammo. you can buy Ammo from Moira in Megaton ,
Flak and Shrapnel in Rivet City and Tulip in Underworld.

Alien Aroxy - Repairs Armor. Like, Alien Epoxy repairs Guns (if you are equiping it).
MUW armory has it, outside main rotunda (building w/sandbags).

Ammo Box Respawn, Enclave Ammo Box Respawn, Health kit and toolbox
respawn. (only the 20 or so flagged LOOT in GECK) all over FO3.

Bobbleheads Quest
4 'Bobble-Radars', which will act as terminals. Here you can choose
which one you want to view on the map. (instead of all 20 at once).
* Outside V101 on the rock with 'scenic overlook'.
* Inside Megaton house upsidedown above your bed.
* Inside Tenpenny suite upsidedown above your bed.
* Outside Vault-tec HQ.

Booze! Quest
Your quest begins with a note in the Muddy Rudder...on the bar.
The payoff is a player house with a few unique utilities inside,
including your own brewery.

Brahmin Dairy Products
Milk, Cheese, Smoothies, Cheesecake.
MUW Brahmin Farms - A small settlement producing all
Brahmin products, outside rotunda and Food Storage Cave.

Buildable Bots Quest
Adds a new room to the Robot repair center near
Canterbury Commons. Inside is the equipment you can use
to create your own robotic companions, from scratch.
Hydroponics, Nuka theme player home with amenities, SentryBot
will make you coffee, Mr Gutsy can heal, DukeNuka Companions, more.

Eradicator Heavy Autocannon 40mm HE and NUKE.
A note clue in the Super Duper market will lead you to a place
in minefield where you can find the autocannon and manufacture
more shells for it.

Fallout Food
Mutfruit plants have begun sprouting in the Wasteland!
They may also yield mutfruit occasionally when harvested,
and should regrow after three days. Full cups of Coffee here
and there thruout the game.

FireAxe neunen's fire axe.
fireman's axe, not a flame axe ;)
All Firehose Boxes have them.

Food in a Can
32 new cans: 1 for each sort of food, containers styled with typical
patterns of the 50's (high res textures). Also includes a sorter script.
Located in Food Storage Cave.

Kikai's Equipment ZOE's Clothing.
New clothing, armor, and accessories, improvised junk weaponry,
jewelry, collars and necklaces that cover the neck seam.
West of Megaton and should be marked on your map as a
discovered location. Roof entrance only now, Plus a interior door
to My Mansion suite lounge.

Legendary Pimp Pals - Formerly George The Pimp Companion
Ever wanted to have a Pimp companion ? George "The Pimp" Gravarno.
Krystal and Misty will never leave his side and will fight to
protect him.
Inside Megaton Player House (after first visit he will goto Moriarty's.)

Liberty Dollar Silver NEW Currency plus Gold Bars Bullion
Gold and Silver coins, thruout world. (megaton men+women bathroom)
in bathtub and a safe in your Megaton house to get you started.

Metal Crates
Metal Crates into usable boxes (containers).
MUW Armory has one.

My Mansion Quest, Player Home on a grand scale.
80 women and 80 men if you want. total 160 NPC's. Think AP :)
Thousands of clutter items, food, ammo. cigaretts, all of it
neatly arranged thruout the home. 80 mannequins W/poses.
Vertibirds, Caves, Sewer system, Outdoor areas, Armory, Suite,
Lobby, Basement, Foyer, Tropy rooms, Fresh Water, Antiques, more...
Do the "A house to die for" Quest in your pipboy.

Origin Bank - Federal Reserve
Gold Bars and loot.
Mason District W/map marker (good luck, entrance is locked and
guarded) read the note on ground, and bring locksmith skill.

Portable Distilling Lab
Lab Kits can be found at Moira Brown's or Lydia Montenegro's
shops. Origin Bank has one, Vodka, Whiskey, Scotch, Beer,
Scumble, Nuka-Cola Quantum and Purified Water can be made.
Note: To make Purified Water you will need to complete the quest
"The Waters Of Life"

Portable_Turrets_and_Barricades
portable turrets that will attack anything hostile to
the player faction and portable sandbag barricades.
Out front of ROBCO and Emergency Supply Crate in MUW Armory.

Revive_Caravan
Never worry about your caravans getting killed while you
level up again :) affects crow, harith, wolfgang, hoff and
the guards and brahmin.

RPG-7 Rocket - Propelled Grenade Launcher
Adds an RPG to the game, the RPG is found in the Megaton
Children of Atom. Talk to a guy named Mr. Rocket who has a
huge nose. He is now a repairman, merchant, doctor, and Follower.
Set essential he will give you a RPG7 and some ammo thru some
extra dialog, You do not have to kill him to get it !!!
He is also a master Big Guns, and Explosive class warrior
and is good with the RPG7. He also uses Fisto! in tight areas
(melee) now. So he keeps fighting. He will give you a teleporter
device thru dialog so you can call him if he gets lost somewhere.
This is a special dude... A powerful weapon...

Sniper Equipment - Barrett M82A1
There are 2 Variations of the M82A1: A .416 Caliber Barrett
and a .50 Caliber BMG. Each of these comes in 3 colors:
Black/Gray (Original) Woodland Camo Sand (Light Tan).
A great set of Textured gunlockers and ammoboxes (barrett).
Weapons can be found on the left side of the Tenpenny Tower,
when facing the front of the building. They are on the inside
area of the complex, although NOT inside the building.
Just go through the gates after talking on the intercom
and veer to your left and down a ways... Sniper Hideout in the
Mall has some also. I scattered them around a bit in FO3, you
will find em.

Sniper Hideout
Adds sniper post to "The Mall", W/mapmarker, home, workshop.
SuperMutants have been found inside on occasion. Great Location.
Barrett 50cals available there.

Tenpenny Suite After Saving Megaton - Quest
Allows you to have both homes. With linked Bobblehead stands.
Separate Themes. So find the Gnome ! and get both homes :) and
Tenpenny's 2 bore Elephant gun. I added a teleport marker to
TP Suite balcony also.

The Good The Bad The Ugly Outfit "GBU"
Blondie's Outfit from "The Good, the Bad and the Ugly"
Big dumpster right outside Silver's house in Springvale.

Underground Hideout Quest.
Bedroom, Bobble-head Display, Laboratory, Bathroom, Armory,
Workbenches, Light Switches, Garden, Water Purifier, Wonder
Meat Maker. De-Tox(Rads), Chems Sorter, Ammo/Explosives Sorter,
Materials Sorter, Mannequins, Fish tank, Weapon Sorters, Katanas.
USP, Silenced Glock, M4 EOtech, Marksmans Dream - Snipers Bliss.
Outside Area, with Vertibird Drop, Guard Houses, Towers, Fences,
Tents, Automated Cleanup and a New Guard for the Entrance, Food
for them, all accessable thru the defence terminal. (build it)
The new guard is quiet and just hangs around the Guarded
Entrance once it is built, he has a PP-2000 and will not let
the Enclave Enemies in, even if they breach the defenses, and
kill off everyone else :) and fixed the pear tree I did.

Vault 77 Vaultboy Puppet
adds another Vault 77 item that can be found at the Barracks
at Paradise Falls. On the shelf above the Vault 77 suit you'll
now find the Vault 77 Vaultboy Puppet. All three included.
They repair with BubbleGum now :) or Epoxy.

Whitefang Grand Piano
Used as the Centerpiece for the Presidential Rotunda,
it is nice.
Presidential Vault door and seal used for the Vault Exit of
the Rotunda.
Wooden Shelf reskin used on so dressers here and there.
Spare Parts, Lockpicks, Pliers, Soldering Irons, switches.
Used here and there.

Recommended hardware:

3ghz+ Core2 E8400 - E8600 (fallout 3 does not like quad cores
- nor can it use them!)

Nvidia GTS250 SLI or newer (fallout 3 does not seem to like TRI-SLI
or Crossfire 3870x2 duals in Crossfire X mode (4 gpu's), to many Gpu's)
So stick with SingleNewer or sli crosfire the older stuff
(make sure you have x16bandwidth pcie both slots, if it drops to x8 on duals
you lost the benefit of sli...so go single in that case.)

W7 64bit
8 gigs ram
4 gigs on 32bit OS

Minimal:
E4700 C2D @2.6ghz
Nvidia 9600gt -(gets a little warm :)
2 or 4 gigs ram
runs fine

Requirements:
==========
New Install of Fallout 3 to custom folder C:\GAMES\Bethesda Softworks\Fallout 3

Fallout 3 and ALL the DLC's Game of the Year CDset is best. (GOTY)

Bethesda 1.7 patch (even if GOTY is v1.7 run the patch)
- http://www.fallout3nexus.com/downloads/file.php?id=8216

ArchiveInvalidation Invalidated - http://www.fallout3nexus.com/downloads/file.php?id=944

FOSE - Fallout Script Extender v1.2 or 1.3 - http://fose.silverlock.org

FOMM - Fallout Mod Manager v12.6 or newer - http://www.fallout3nexus.com/downloads/file.php?id=640

CALIBR 1.4 - http://www.fallout3nexus.com/downloads/file.php?id=3447

If you downloaded the DLCs, move them from:
C:\Documents and Settings\Your User Name\Local Settings\Application Data\Microsoft\Xlive\DLC (Windows XP)
or C:\Users\Your User Name\AppData\Local\Microsoft\XLive\DLC (Windows Vista & Windows 7)
to C:\GAMES\Bethesda Softworks\Fallout 3 folder. you need to install FO3 here for best results...
You can use Disable Live:
Link: http://www.fallout3nexus.com/downloads/file.php?id=1086 to move the content.

One way or another get it out of the Program files folder !

This mod can not be run thru windows live, GFWL must not run. Polly wont make MS very happy...
It must be started with FOSE from the FOMM window.

Install Game to:
C:\GAMES\Bethesda Softworks\Fallout 3
(Game) If CD 2 gives you trouble (slow) run it from safe mode, disables
windows encryption checking and installs fast.
Install Patch to 1.7.
Install FOSE.
Install FOMM. (ArchiveInvalidation Invalidated) built in.
Install CALIBR.
Run the game to menu, and set your options, bail out do not start new game yet.

(MUW)
Unpack archive to folder of your choice.

Pro - Copy the files and folders IN the My Utility World folder.

Beginner - (NOT the whole folder. In the explorer window pick
"My Utility World" folder then on menubar open "Organize" pick
"select all" go back to folder hover mouse on blue highlighted
items "RIGHT" mousebutton for menu choose COPY goto F3 DATA folder
click on DATA folder. In right window you should see all the ESM
and BSA files for fallout. Right mousebutton for menu in there,
pick PASTE say yes to any and all overwrites. Phew...Done.)

Pro - Paste it on top of the games DATA folder.

OR - Use FOMM package manager "create from folder" top button dropdown
choice, pick the My Utility World folder of extracted MOD.
OK, Let it build the FOMOD, then highlight the My Utility World item
and hit Activate.
Yes to all the folder merges.
Yes to any overwrite questions.
Set up load order in FOMM.

Load Order:
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
CALIBR.esm
My Utility World.esm
RRCompanionVault.esm (optional)
MyUtilityWorld.esp
RRoverride.esp (optional)<load last after all other mod's esp's.

I have tried this with a few odd save games and it worked, but
I cannot tell what it will do with yours, should be OK. I know
it works fine if you start out new and add your other mods as
you play, to be able to tell which one is causing problems.


==========
*CREDITS*
*MODS Used*
*INFO*
==========

+ Special thanks for the NEXUS for being here and hosting our mods. +
+ Not since the days of Yor' have I had so much fun... +
Dark0ne - LHammonds - Buddah - Bben46 - Myrmaad - Vagrant0
- DarkeWolf - The Vampire Dante - AlienSlof
Yeaaaaaa !

Cipscis
http://www.cipscis.com/fallout/utilities/validator.aspx
For the Invaluable scripting utility and help.

hairylegs222 for his help and repairs on this MOD and FO3 in general...
He is the FO3edit Master
Error Corrections - Reduce CTD by Tommy
http://www.fallout3nexus.com/downloads/file.php?id=16490
Thanks Buddy :)

REZ for his never ending help...

==========

CALIBR v1.4
Thanks to Tubal for his Community Ammunition Library - CALIBR mod
Link: http://www.fallout3nexus.com/downloads/file.php?id=3447

Credit:
Tubal

==========

25mm Dismounted AA Cannon
Author: brothershogo
http://www.fallout3nexus.com/downloads/file.php?id=6974

Uploaded 00:03, 10 June 2009, last updated 09:40, 20 September 2010
***NOTE FROM AUTHOR***
This Mod is officially dead. I'm not working on it anymore.
Anyone who wants to improve on it, go ahead and knock yourself out.
I give Full permission to anyone who wants to use elements of my Mod.
Best, brothershogo
Uses some parts from the Eradicator Autocannon Mod by Mashadar.
Can be bought at Flak n Shrapnel's including ammo...

Free crate located in the shack in front of the Little Lamplight cave.

If you want the armor its here:
http://www.fallout3nexus.com/downloads/file.php?id=5757

Credit:
brothershogo

===========

2_Bore_Updated_Shorter_and_Sawn_Included-12559
Link: http://www.fallout3nexus.com/downloads/file.php?id=12559
Uploaded 22:38, 9 May 2010, last updated 03:09, 9 June 2010
Author: Bael

**Requires Point Lookout.

**Update. Adds a Sawed off version and a version with a shorter barrel.
Realize that if you were to fire a 2 bore Sawed off rifle like a pistol
you wouldn't have an arm after that. Working on compilation of my mods
at moment. Irritating to no end.

2 Bore Double rifles located outside megaton in the bath tub,
and "Number 3" enhanced 2bore in TenPennys apartment.

The largest commercially available caliber, 2 bore. Ludicrously
oversized and unnecessary for most situations. So of course I
made a weapon for it. Uses custom ammo, projectile, muzzle flash,
and mesh. The gun can be found, with ammo, at the bathtub outside
Megaton. The ammo container respawns.

Finally made a compilation;
http://fallout3nexus.com/downloads/file.php?id=13003

Uploaded 01:05, 9 June 2010, last updated 21:14, 27 September 2010
Author: Bael
http://fallout3nexus.com/downloads/file.php?id=13003

The compilation of my horrid patchwork weapons plus new additions.
All of these are found in a new interior. West of Megaton there are
the remnants of a highway, there is a sewer grate on one of the pillars
that leads there. I want your screenshots of these weapons in action.
If I get 50 downloads I expect 50 screens at least.

**Requires Anchorage, The Pitt, Point Lookout, and Broken Steel.

New Atrocities;

Tesla Rail Cannon. The tesla cannon was cool, this beefs it up into
a nuclear blast inducing lazer cannon thing. Same damage as mini nuke,
uses 100 electron charge packs, so it's balanced. I figured that many
is about as rare as a mini nuke.

Broken Chinese Sword. Honestly I've forgotten what the stats are
exactly. If I remember correctly I made it so it's about on par
with the shishkebab, so it's actually worth using.

Bonesaw. A bonesaw about on par with combat knife.
Slightly higher crits though.

Sawn-Off Shotgun with Long Buttstock. Similar stats to sawed off
shotgun. Has long buttstock.

Bael. It's a hat!

American Special Forces Rifle. Made as a request, Assault Rifle
parts on a Submachine Gun. Balanced as Chinese Assault rifle.
Has own repair list, scoped and silenced, and silenced versions
as well. Now with Bayonet version. Weighs the same so choice
is purely asthetic.

Buffalo pistol. A kind of post-apocalyptic Dueling pistol.
Uses shotgun shells, one projectile, one barrel.

Flame Thrower. Couldn't get reload animation to work, all
apologies. Anyways same stats as flamer, less ammo, longer
reload time, lighter. Uses mostly the "Infiltrator" mesh.

Stetson. Dizzy was my favourite character from "Gears of War."
This hat is modeled after his, with the brim upturned at the
sides. Little else but asthetics.

2 Bore Single. A request, no uber long version or pistol grip yet.

G3/Assault Pistol. Similar stats to Stock Assault Rifle,
fires faster, smaller clip. Inspired by real pistols built
on the m4/m16 frame.

Robbin' Hood. It's also a hat. Note the apostrophy.

Trench Rifles. Scoped and UnScoped, 5.56 ammo, more damage
then hunting rifle, combat knife strapped on the end.
10 clip rounds, higher crit damage.

32 Oversized. Made as per request, Chambered in 5.56 and
named accordingly. Seemingly low damage, albeit well worth
using, as it totes very high and very frequent crits.

.44 Magnum Semi-Auto Pistol With Bayonet. Substantially
higher damage, less accurate, and infinitestimal crits.
As compared to the revolver. Bayonet version slightly
better than combat knife.

Revolver Sniper. New-ish stats. Hybrid of the .308 revolver
and sniper rifle. Two-handed, as I've had numerous requests
for a .308 revolver that could be two-handed.

Footlong .44 Magnums. You know they actually sell revolvers
with foot long barrels? I know this because I'm canadian
and everything short is illegal here, like snubnose revolvers
an subcompacts. Anyways here's scoped and unscoped .44 magnums.
Similar stats, less spread, the unscoped fires faster.

Mauser Carbine/Chinese Pistol Rifle. Tired of weapons that look
as though they were manufactured yesterday? Well I was. So I
decided to make a horrid amalgamation of parts based around
the chinese pistol. As I am a fan of the C-26 Mauser "Broomhandle."
More of a stealth weapon than an assault rifle. Scoped, automatic,
biased towards a lower level character. Uses 10mm rounds, has own
repair list(hunting rifle, chinese pistol, chinese assault rifle,
and .44 Magnum. Because I used parts from all of those.)

Pistol Grip Combat Shotguns. Quite clearly the Sawed-Offs grip
attatched to a combat shotgun. Anyways it works. Less damage,
higher crits. Very substantially higher crits. Higher crit
multiplier. Nobody likes a useless gun. May be featured in
this mod(not made by me.) check it out looks like a good ride.
http://forums.bethsoft.com/index.php?/topic/1086232-wipz-blood-on-the-sand/?quot;

Scoped Chinese Pistol. Just a late in the day addition to
Fallout, adds a(what else) scoped chinese pistol to the game.
Should be balanced somewhat, higher crit multiplier and lower
spread, practically on par with 10mm pistol.

.308 Revolvers. I'm a fan of ludicrously large handguns.
Hence the sniper pistol. Works and looks like a revolver,
uses sniper ammo and stats(except slightly better but still
balanced.)

Every thing here is fair game for the gentile modders of the nexus.
So feel free to use these models in any of your mods, just drop me a pm.

I will consider all requests, and will work it in if I am capable.
Actually if I don't it's usually I'm just being lazy.
I'll get around to moving that scope to the other side of the
mauser eventually. For whoever requested that. I did silence it however.

If you speak German my work may be integrated into this mod
some time in the future.
http://www.fallout3nexus.com/downloads/file.php?id=10605

Mauser Carbine model is featured in this great mod that I
haven't downloaded;
http://www.fallout3nexus.com/downloads/file.php?id=14773

Credit:
Bael

OK by PM - freddy

===========

30mm Vladimir Cannon
Moraelin
http://www.fallout3nexus.com/downloads/file.php?id=16245

WHAT IT DOES

It adds a unique, scoped, single-shot, breech-loaded 30mm/L40 cannon (means: 40
calibres long barrel) using 30x90mm ammo that is used as a sniper rifle. It's
called the 30mm "Vladimir" Cannon.

The gun is very loosely inspired by the Harkonen gun that Seras Victoria uses
in the Hellsing anime, but only very loosely, because the game animations are
totally unfit for that gun. Even having it equipped would plough with the
barrel through the ground when you run. So I've gone for something more
manageable. Basically it's using the same ammo, but that's really where the
similarity ends.

The gun is accurate, has extreme range and has very high damage per shot, but
the need to reload after each shot limits it to about one shot every 3.33
seconds, which cuts down its DPS a lot. I.e., I don't consider it particularly
unbalanced, since even a 10mm SMG beats it for DPS. But if you disagree with my
values, you can always open it in the GECK or FOMM and give it a different
damage value.

Also, this is not a silent gun. It's very loud. Realistically, if a normal
human fired this indoors, he'd flashbang himself with it and shatter both ear
drums. Again, I'm not actually going to do that to you, but don't be surprised
if every super-mutant within a mile hears the shot.

The shell is depleted uranium, with silver plating, as per the anime. The
casing is rolled brass, rimmed, with a center-fire design. Both have been
painstakingly modelled to have exactly the stated size.

NOTE: if you prefer the non-scoped look, a non-scoped mesh is included too. You
can either use the GECK to change the mesh used, OR just delete the
VladimirGunScoped.nif file and renamed the VladimirGun.nif file to
VladimirGunScoped.nif using Windows Explorer.

HOW TO GET IT

The Fallout 3 version of the gun and ammo are sold by Karl in the family
hideout. It seemed like a natural place to find a gun made for a vampire.

Karl keeps it in a crate in his shop, though, and it has a very easy lock. It
has two 30mm rounds and a NukaCola Quantum bottle in front of it, so it's hard
to miss. So if you killed Karl before getting the mod, or just are a sneaky
evil kind of vampire, you can also just lockpick the crate and loot its
contents. Of course, stealing causes loss of karma points, as usual.

CONFLICTS

It shouldn't conflict with anything.

LICENSE

For my work, I release it in the public domain. You can do anything you wish
with it. I would, of course, appreciate it if you give credit, but if not, so
be it, I can live with that too.

Note though that the revolver frame and animations are Bethesda's, so it's not
ok to port those to other games than Fallout 3 and Fallout New Vegas.

VERSION HISTORY

1.05:
Made the barrel and scope smoother (32 segment circles instead of 16)
Made the scope a little longer
Made the scope the same metal as the gun by default, instead of a
separate download

1.04:
Added a scope after all

1.0:
First Fallout 3 Release

Credit:
Moraelin

===========

600 Caliber Pistols- Defenders - .600 Nitro Express
Author: EssGeeDee
Link: http://www.fallout3nexus.com/downloads/file.php?id=9716
Uploaded 21:54, 25 October 2009, last updated 19:55, 20 January 2010

NEWS
====

Notice- Version 1.02 -should- address the strange texture problems. However, if
anything is wrong with the technical side of this mod, you're experiencing
things like missing textures or whatnot, throw in a comment or give me a PM so
I can fix it up.

And ,the weapon doesn't look like complete garbage now, feel free to post some
screenshots! Show me your gunslingers!

**************************************************
UPDATE v1.02!
**************************************************

Features:

-Got around to adding Suppressed versions of all the pistols.

Complete weapon list is as follows:
- .600 pistol.
- .600 pistol, suppressed
- .600 pistol, scoped
- .600 pistol, suppressed and scoped
- .308 pistol.
- .308 pistol, suppressed
- .308 pistol, scoped
- .308 pistol, suppressed and scoped

-Placeholder PipBoy icons, they will probably undergo a bit of cleaning up.

Details
=======
The Defender .600 is a single-shot, break-open-to-reload, large-bore pistol
that fires the fearsome .600 Nitro Express rounds. Basically, you can kill
pretty much anything in the game with one hit. This weapon really shines when
you absolutely, positively have to kill everything, one excrutiatingly long
reload at a time. However, when it comes to group encounters, you'll have to
be very precise and quick on the draw, as a bullet that doesn't hit its target
is worthless.

Each Defender, regardless of scope or caliber, now uses other Defenders as a
repair option.
It's highly accurate, meaning zero spread (like a Sniper Rifle or Laser
weapon), when you have a Small Guns skill of 100. The weapon doesn't appear in
leveled lists, or as loot anywhere, or in trader lists. So you have pretty much
the only Defender pistols in the entire Capital Wasteland.
Note: Mailbox container respawns.

Recommended mods
================
- DK Bullet Time - http://www.fallout3nexus.com/downloads/file.php?id=1193
Lets you really line up those shots! :D

- RH Ironsights Mod - http://www.fallout3nexus.com/downloads/file.php?id=6938
Not perfect, and doesn't support most modded weapons, but great if you love using
an ADS (Aim Down Sight) system.

- Shell Rain - http://www.fallout3nexus.com/downloads/file.php?id=5277
Dramatically increases the maximum number and lifetime of shell casings, doesn't
really affect the Defender pistols but is good for the aftermath of firefights.

- Darnified UI - http://www.bethsoft.com/bgsforums/index.php?showtopic=1063937
Has several customisable options, such as displaying Encumbrance, Rads, Karma,
XP, etc. It also streamlines the HUD and makes it less of an eyesore.

Location
========
There are:

-Four Defender .600's, two scoped and two unscoped, one of each being suppressed,
-Four Defender .308's, two scoped and two unscoped, one of each being suppressed,
-100 rounds of .308 ammo,
-500 rounds of .600 ammo

** Inside a respawning mailbox behind the 'MEGATON -->' sign in Springvale. **

Known Issues or Bugs
====================
This mod uses heavily, very heavily, modified Vanilla assets, such as textures and meshes.
So it's not exactly -new- new, but I think I've altered enough of the assets to make it stand out.

The 'Red Dot' sight doesn't actually have a red dot. It's just a placeholder until I learn Glow Maps properly.

History
=======
0.5 - 10/26/2009 - Initial release.
0.55 - 10/27/2009 - Added an initial texture.
0.65 - 10/27/2009 - Created scoped versions, integrated .308 version into main file
0.95 - 20/01/2010 - Updated meshes, skins, some small details. Better build quailty overall.
1.00 - 20/01-2010 - Added suppressed versions of all pistols.
1.02 - 21/10/2010 - Fixed the texture paths, integrated PipBoy icons.

Contact
=======
You can find me at Fallout 3 Nexus as EssGeeDee, or at this email address: [email protected]
Please, download and test it out. I'm powered by community feedback here, so constructive criticism
is welcome!

Credits
=======
Thanks to:

-neunen
-Zeonic Glory (ZG)
-Five_X
-ecksile
for giving me feedback as I began this project.

and:

-DarthAnubis
-davidriggs
For helping me decide which direction to take the weapon and project.

and:

-NosRhyfelwr
For troubleshooting for me when my models had the wrong texture paths.

Licensing/Legal
===============
You can do whatever you want with this mod, but all I ask in return
is that you give me credit and inform me if you distribute any part
of this mod.

Credit:
EssGeeDee

Permission to MOD by EssGeeDee via PM - Thanks !
freddy

===========

Name: AC MRE Resource
Version: 1.0
Date: 3/29/2011 12:44:31 AM
Author(s): heavywaters
Link: http://www.fallout3nexus.com/downloads/file.php?id=15948

Description:
This is a model of a U.S. military MRE (Meal, Ready to Eat) as requested
on the Nexus Mod Request Forums.

This file consists of the MRE Nif, texture map DDS and normal map DDS.
This is a modders resource, as such nothing is placed "in-game".

Credits:
Mesh converted from vanilla Bloodbag.
Front label found on the Net.
All other aspects were created by me.

Licensing
=======
This is a free to use modders resource.
But PLEASE, if you use this in your mod, give me credit for my work.

That is all I ask.

-heavywaters "AC"

Edit: fixed no mipmaps issue - added supersampling to textures. freddy

Credit:
heavywaters "AC"

===========

Name: Alexscorpions Sniper Gear
Version: 1.2
Date: 2/24/2009
Category: Weapons
Author(s): AlexScorpion
Source: http://www.fallout3nexus.com/downloads/file.php?id=4362

Description
===========
This is the first part of my sniper gear mod. Adding 4 m82a sniper rifles.
v1.2 adds 3 PP-2000 9x19mm AP SMG's also.

Location
========
It is located in Germantown Police HQ in the basement at the shooting range ..
now the main entrance is locked with 100 lockpick skill .. but if you go around
you'll see another entrance on the 2nd floor in the collapsed section of the building .

*** All at GT Police now. ***

Details
=======
Here are 4 sniper rifles that come in two colors and two variants ..
silenced and unsilenced ... light and dark .
Compatible with CALIBR and added ammo to the vendors
.. you can buy it from Moira in Megaton ,
Flak and Shrapnel in Rivet city and Tulip in Underworld.

Enjoy .

A big thanks to Niftools team for the max plugins and the nifskope (Tazpn, Amorilia and Sacarrow )
Thanks to Tubal for his Community Ammunition Library - CALIBR mod
The people at tesnexus for supporting me and giving suggestions .
Thanks to Bethesda for creating Fallout.
Thanks to TESNexus.com for the a one-stop-shop resource for authors and players.
Thanks to LHammonds for the Readme Generator this file was based on.

Credit:
AlexScorpion

===========

Arming Swords by Moraelin
http://www.fallout3nexus.com/downloads/file.php?id=16493

Last updated at 13:59, 28 July 2011 Uploaded at 07:18, 24 July 2011

WHAT IT DOES

It adds a couple of authentic broadswords from the European High Middle Ages,
because if I'm going to play a Paladin Of Steel, I want a weapon fit for a real
Knight Palatine ;)

The weapons ARE powerful, but hopefully not over the top by the time you're
level 30.

All stated types are the Oakeshott sword types, in as much as I can judge what
type a sword is. Bear in mind though that swords were not made identical, and
there was no such thing as buying a "Type X" sword at the time. There were
thousands of smiths across a whole continent and across several centuries, and
pretty much infinite variation in the swords they produced. So if my Type X is
half an inch shorter than your Type X, well, please bear with me.

The blades are made of pattern-welded steel, a.k.a., folded steel, hence the
pattern. A few were even made of imported Damascus steel, but most of the good
swords were just folded steel. It was actually quite popular back then. E.g.,
the mention of a "wave sword" in Beowulf is thought to refer to the wavy pattern
of folded steel.

The hilts are rusty and stained and dull, but the blades are polished and oiled.
No warrior worth his salt would go into battle with a rusty blade. And those who
did, tended to not live long and prosper, if you catch my drift. They do have
their fair share of nicks in the edge though, because they're weapons used in
battle.

The swords are:

1. Type X: Very similar to the earlier Viking swords. It is very broad, with a
wide and shallow fuller. The fuller is in fact about half the width of the
blade, and going almost all the way to the tip. It has a rather mediocre tip,
and historical examples even had rounded tips, as this was primarily a cutting
sword, not a piercing sword.

This particular example has a blade about 30 inches long and a whole 2.4 inches
wide at the base, but tapers to about half that before starting to converge into
a tip. The combination of taper and distal taper makes for a centre of gravity
quite close to the hilt, and a sword which actually allows more swift slashes
than it looks.

The hilt is a rather typical one, including a mushroom or "tea-cozy" pommel,
albeit with a longer grip than historical ones, to acount for the Fallout
animations and the fact that the hand moves back on the hilt in third person. I
am making game swords, after all, not museum pieces, so they have to fit the
game animations.

2. Type XI: It is more slender, with parallel edges, and a better tip. Ok, not
MUCH better, but it's starting to show that fighting styles were starting to use
thrusts too. The fuller still goes almost all the way to the tip, but is much
narrower than Type X fullers. On this particular example, it's only about a
quarter of the blade's width.

This particular example has a blade about 36 inches long (these were cavalry
swords) and 1.8 inches wide for most of its length. The hilt is the same as for
the Type X above, and with the same caveat.

3. Type XII: Another tapering sword, although not as acutely as the later Type
XIV, and with a very good piercing tip. With the increase in armour and
reinforcements, it was obviously becoming necessary to use more thrusts, yet
still be able to deliver a hefty slice against maille. This is probably the most
archetypal "knightly sword", and of a size that made it a good weapon both on
horse and on foot.

This particular example has a blade about 32.5 inches long. It starts 2.1 inch
at the hilt, but it tapers visibly from there. The fuller is long for this type,
but not ahistorical. There are historical examples of such swords with a Type
XII outline and an almost Type XI or even Xa fuller.

The hilt has a straight "spike" cross and disc pommel, a fairly usual pommel for
this type and not an unusual cross either.

4. Type XIII: The Type XIII is not a continuation of Type XII, but a parallel
evolution, with a different philosophy in mind. While the Type XII was evolving
in the direction of becoming better at piercing, the Type XIII essentially
allowed harder hits with the edge, by having a hilt long enough to allow using a
second hand on the pommel if needed. I.e., these are the first hand-and-half
swords. (Subtype XIIIa even allowed normal two-handed use, becoming some of the
first "great swords".) As a consequence of this focus on cutting not thrusting,
Type XIII swords continued to have tips that were mediocre at best and often
even rounded. The edges run parallel for most of the sword's length, which
combined with the fairly wide blade, would allow it to pack a lot of momentum
when swung with both hands.

This is another blade considered nowadays an archetypal "knightly sword",
although, judging by the relatively few specimens left, it seemed to be less
popular than the Type XII swords at the time.

This particular example has a 2.25 wide blade for most of its length, and about
32.5 inch long, and with a fairly typical fuller length for this type. The hilt
has a fairly typical grip for this type, a little over 6 inches long, a disc
pommel, and style 2 cross (a variant of the straight knightly cross where the
quillons narrow down and then flare in width again.)

5. Type XIV: Flat blade that starts broad, but tapers strongly right from the
hilt, to a very sharp tip. This is truly a cut and thrust sword. Some have
shorter and somewhat broad fullers, some have twin narrow fullers that are even
shorter. This particular example is the former type.

This particular example has a blade about 27-2/3 inches long. It starts about 3
inch wide at the base, but it narrows down pretty quickly. The single fuller is
somewhat on the long side for this type, but still in the very historical range.

The hilt is a pretty typical one for this type, with a curved cross and a disc
pommel. This time it's not too long, as for this type there are historical hilts
about this long.

6. Type XVIIId: this is kinda the mean grandson of the Type XIV. It has a
strongly tapering blade, with a nasty tip, and a thicker and stiffer
diamond-section blade, although some still have very slightly convex faces.
Unlike the other Type XVIII variants, the XVIIId has a long fuller, going almost
all the length of the blade.

This particular example has a blade about 35.5 inches long. It starts 2.1 inch
at the hilt, but it tapers visibly from there. The fuller is a typical one for
this type, as described above. The blade is slightly convex, but still mostly a
diamond section blade.

These blades have been mounted on almost any hilt type, though curved or twisted
crosses seem more common than other types, so I gave it a curved cross and a
disc pommel.

You may recognize this blade as a less blinged-up version of the ceremonial
sword from The Tudors. (Though you can get shiny yellow fittings like that one
via the optional download.) Which is another reason why I gave it that
particular hilt. Although no such sword of Henry VIII is actually in any
collection or museum, the sword is nevertheless a historical blade type in use
in that period.

NOTE: According to some modern classifications, "Arming Sword" refers strictly
to the knightly swords of the High Middle Ages (Types XI, XII, and XIII), and
sometimes the term is used to mean all of the Group 1 swords (Type X to Type
XIV) with lenticular blades and whose main goal is to defeat chain, not plate.
However, historically, after the rise and spread of two-handed "longswords" in
the 14'th century, the term "arming sword" was commonly used to mean any
one-handed sword worn hanging from the belt, as opposed to the two-hander
"longswords" which were hanging from the saddle for knights. I'm using this
latter meaning for the name of the mod.

OPTIONAL TEXTURES
An optional download changes the pommels and crosses to shiny (but still dirty
and tarnished) yellow metal. Brass hilts were favoured in the Renaissance in
some places like Scotland because they're much more corrosion resistant than
steel, and it rained lots. From the middle ages, we don't actually have brass
hits, but we do have examples of "fire gilt" gold-plated hilts made for kings
and nobles. There also is evidence in contemporary art of yellow metal on
pommels and crosses, though we don't know if it was supposed to be brass, bronze
or gold-plated steel. Take your pick.
But if you don't want brass/bronze/gold on your hilt, you can just ignore it.
If you do want it, you'll need to install the main file first, then unpack the
optional file in your Data directory and confirm that you want to overwrite the
existing texture files.

RETEXTURING AND MODDING
As most of my mods, it's designed for ease of retexturing, so the textures are
separate pieces, and the mapping such that you can just swap in some other
material. Essentially, if you have any other photo of a metal surface, as long
as it's a power of 2 in pixels for width and height (256, 512, 1024, 2048 or
4096), you can just swap it in and have a blade in the metal of your choice.
Ditto for the cross. So if you want a rusty blade or a brass cross or whatever,
you can help yourself.

The mesh pieces are separate too, somewhat like in Neverwinter Nights 2, so if
you're not affraid to copy nodes around in NifSkope, you can mix and match.
Think of them as Lego swords, basically ;)

HOW TO GET IT

Edit: Swords and their crates are in the Old Dojo from Some Katanas now.

Moira Brown in the Craterside Supply has received a crate of these, God knows
from where or who she sent on some deranged errand for them. You can buy your
swords there.
Or if you're the sneaky and unchivalrous kind, you can look for the crate in her
shop and just steal them. Hint: look up. It'll be locked, but it's a very easy
lock.

A second crate has been placed in the Germantown Police HQ basement, in the
little storeroom where you find a NukaCola Quantum. As you enter the kitchen
where you saved Shorty from the supermutant, keep going forward and then look
UP. It'll be a footlocker balanced precariously on the edge of the top shelf of
some ruined metal shelves. You can't miss it, really.

HOW TO INSTALL IT
Search for "set bInvalidateOlderFiles=0" in your Fallout3.ini file and change it
to "set bInvalidateOlderFiles=1", if you haven't done so already.
Extract the archive, with directories, in your "Fallout3\Data" folder. Select it
in the list of plugin files in the launcher.

HOW TO UNINSTALL IT
Delete the .esp file from your Data directory.
Delete the MArmingSword directory in both the Meshes and Textures directories.

CONFLICTS
It shouldn't conflict with anything.

LICENSE
I release it in the public domain. You can do anything you wish with it. I
would, of course, appreciate it if you give credit, but if not, so be it, I can
live with that too.

VERSION HISTORY

1.02:
Added a second crate, for the unchivalrous types who nuked Megaton ;)
Added a Type XIII sword
Added a Type XVIIId sword

1.01:
First FO3 Release

Credit:
Moraelin

==========

Alien_Aroxy-11486
Alien Aroxy 1.0
Author: BEArbiter
Link: http://www.fallout3nexus.com/downloads/file.php?id=11486

Adds an item (XX000ea8) to Alien loot, the item repair your armor and helmet
by the alien epoxy formula.
I repeat : this item REPAIR any armor like the alien epoxy does for weapons.

Cheat or go to Mothership Zeta to find some (only in loot) or My Utility World armory :)
This is not an Armor, it's an Item that repair armor like Alien Epoxy does for weapons
(Aroxy stands for ARmor epOXY).

Credit:
BEArbiter

==========

Name: Ammo Box Respawn, Enclave Ammo Box Respawn, Health_kit_and_toolbox_respawn (all Three)
Version: 1.0
Date: 2/17/2009
Category: Gameplay Effects and Changes
Author(s): buddah
Source: http://www.fallout3nexus.com/downloads/file.php?id=4144

Description:

Makes all loot ammo boxes respawn.
Makes all loot Enclave ammo boxes respawn.
Makes all loot Health_kit_and_toolbox's respawn.

Details:

While playing Fallout3 with Mart's Mutant Mod - Increased increased Spawns,
I kept running out of ammo. This just makes acquiring more ammo without having to
return to town or find a trader to buy it.

Only the Loot Ammo Boxes are changed and set to respawn.
Only the Enclave Loot Ammo Boxes are changed and set to respawn.
Only the Loot Health_kit_and_toolbox are changed and set to respawn.
(these are the ones bethesda prefixed with "Loot") look in geck.
Thank you buddah, works well.

Credit:
Buddah

==========

Arlix Flyable Pilotable Vertibird BETA
Arlix with help from J3X
http://www.fallout3nexus.com/downloads/file.php?id=13593

Uploaded 18:39, 14 July 2010, last updated 15:58, 22 April 2011

Arlix_s Pilotable, Flyable, totally awesome!

VERTIBIRD!

If anyone wants to use this mod feel free to use it in
your mods. I would like credit where credit is due,
otherwise feel free to go ahead. Also, if you need help
with creating your mod using mine feel free to send
me a message and I will see what I can do.