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My Utility World - MUW for short
Version 3.0 .esm
Version 1.4 .esp
Author: freddy_farnsworth
V3.0 is here:
http://fallout3.nexusmods.com/downloads/file.php?id=17478
5 months time modding
My Utility World - MUW - v3
Added:
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 somthing to do.
If Lucas is dead Harden will be alone and you must help him now. Talk to him.
The shops do not appear till After dialog and 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. 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 extra light.
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 http://fallout3.nexusmods.com/downloads/file.php?id=17200
*Kicken Kittens Muffy by REZ http://fallout3.nexusmods.com/downloads/file.php?id=17223
*Kicken Kittens Sparky by REZ http://fallout3.nexusmods.com/downloads/file.php?id=17245
*Kicken Kittens Rachael V2 by REZ http://fallout3.nexusmods.com/downloads/file.php?id=17269
*Kicken Kittens SALOON by REZ http://fallout3.nexusmods.com/downloads/file.php?id=17289
*Kicken Kitten Demi and Her DC Apartment by REZ http://fallout3.nexusmods.com/downloads/file.php?id=17377
*DC Subway by REZ01 http://fallout3.nexusmods.com/downloads/file.php?id=17464
*Did I mention I like REZ mods :)
FOOK2 v1.2 Open Beta - Fook Team, xporc, LinkesAuge, Ban, many more...
http://fallout3.nexusmods.com/mods/4448
Apocalypse Armory v2.0 - Thogun http://fallout3.nexusmods.com/mods/14773
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
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_beta2 or v1_2_beta3 - 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
==========
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
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.
Version 1.3.FIXIT is now released! this update should fix
all the animation issues that people encountered in the
previous versions.
Version 1.3.FIXIT is the latest update and should cover
all of the known bugs from v1_3.
This is the full list of stuff that is in v 1.3.FIXIT:
Fixed the vanishing vertibird mesh( hopefully, tested
it over and over so it should work)
First person view is brought up much faster to not
break immersion.
Animations added and now everything should work
( no more wobbling).
Created new meshes and textures for the jumpsuit
to be more personalized.
controls :
Now you can retract your landing gear with R
When you have your landing gear out, you move twice
as slow as you would without them!
FIXED the descend button! now to descend come to a
full stop, and PRESS C![/color].
When exiting the vertibird, the player is equipped
with a helmet and jumpsuit instead of being naked.
When exiting the vertibird, the player runs at normal
speed the interior has been enlarged.
The original "elasticky" controls by j3x have been
changed to be more tight and fun!
The 1st person view has been changed to provide a
larger view area.
How to use this mod? keep reading.
Note: this mod uses the original j3x's vertibird mod
controls and refines them for a more enjoyable experience,
and J3x created animations and collision.
Check it out at:
http://www.fallout3nexus.com/downloads/file.php?id=13955
Requirements :
You must have the latest FOSE installed, download it at
http://fose.silverlock.org/
You need Broken steel Addon installed to play this mod or
it will not even load!!! IT IS NECESSARY ! Without the
Broken steel addon you will not have the:
Interior ( will be functional but some meshes and
textures will be missing)
The first person cockpit (textures go nuts)
The flamethrower weapon (leaves ! on the ground)
About this mod
This mod creates a pilot-able vertibird for the player to
fly around in. with this mod the player can fly anywhere,
and shoot anything with an array of weaponry from useful
to exotic (read below).
Also the vertibird acts as a player home, where he/she
can sleep and store items.
Instructions :
When you first enter the game, you receive a remote control.
Use the remote control to call the vertibird to your
position, have room available.
when you activate the vertibird, you have three choices:
Drive
Interior
Dismiss
controls :
To exit the vertibird Press SPACE then E (or your activate)
Key make sure to be at ground level first!
To retract or deploy your landing gear PRESS R.
YOU NEED TO HAVE LANDING GEAR OUT TO DESCEND!
ALSO YOU MOVE FASTER WITHOUT THE GEAR!
Movement in third person
to go forward press W
to go backward press S
to go Up press Space while moving forward
to go Down press C
NOTE: To go up, press space while moving forward,
you can not go up directly!
To go DOWN, come to a complete stop, deploy
landing gear and press C must have your gear out!
Movement in first person
Everything above still applies, but in first person you
can strafe too
to go Right press D
to go Left press A
Weapons
Select your weapon using 1 2 3
Fire with the left mouse button
Weapons ONLY WORK IN 1st PERSON and must be reselected
each time you go to 1st person.
1. Vulcan Cannon
description: shoots regular bullets at a very high frequency,
good against everything.
accuracy: average/good
power: great
rate of fire: excellent
area of effect: low
2. Rocket Pods
description: shoots large rockets at a target that explode on
impact destroying everything.
accuracy: good/excellent
power: excellent
rate of fire: low
area of effect: high
3. Napalm
Description: shoots compressed balls of fire great distances,
that engulf the surrounding area and burn anything in their path.
accuracy: good/excellent
power: great
rate of fire: average
area of effect: medium
bonus: leaves a burn on the area that harms people
general instructions :
to enter the interior, select interior on the menu.
Broken steel is needed for this to work, if you don't
have it I suggest not pressing it.
Always back up your saves, and save constantly!
crashes and glitches can happen! Do NOT quit
the GAME without "dismissing the Vertibird by menu.
You will be stuck with Keys remapped on your next load.
Not good - goto a earlier save if this happens to you...
Please give me feedback and rate this mod.
Issues/Disclaimers
1. when Driving the 3rd person camera shifts to a center
point of view, when exiting the camera changes back
to default vanilla settings if you are using a mod
that changes the camera view point I am sorry and I am
working on making a compatibility patch for you.
2. Sometimes glitches happen! please tell me all the bugs
you encounter. right now it seems that the biggest
one is when you die in the vertibird, or reload a save,
the camera viewpoint stays centered. there is one way
to fix it and that is to enter and exit the vertibird once.
3. Must use F key for change view, should use E key for
activate.
4. Even with 3xsli when running willy nilly all over I have
to stop and park it, cause the Vidcards are HOT ! cant imagine
what it is doing to low end video, ie: fly a little give it a
break. I have no stutter tho. game on ultrahigh, grass off.
5. Fly it in 3rd smooth and no foot sound, 1st is for combat,
must choose gun each time you change view, cannot fire or
pick gun in 3rd, 1st can fly and shoot but it makes foot
noise.. game engine ..no fix yet cept you can turn off
footsteps in audio settings.
6. You can fast travel when piloting in first person
inside the chopper.
7. Will NOT fly at all in GOD mode !!!
Turn off TGM Before you enter vertibird.
8. The summoner is under AID section in pipboy top of list.
9. Dismiss vertibird, before you exit game or your keyboard
settings will be WHACK on next game start. You will have to
go to a earlier save to fix it !
10. Sometimes when you exit you will fly straight UP ! And land
on the invisible "VertibirdPlane" about a half mile up. console
TGM before walking off edge, it along way down :) script of some
sort, have not figured it out yet.
Edit:
E and space sends you flying, space and E does not.
So hold space and hit E to exit.
YOU HAVE BEEN WARNED!!!
======================================
-----------UPDATES----------- \
AUGUST 5 2010: version 1.3 released Total rewrite on the mod.
JULY 25 2010: NEW VERSION IS RELEASED!!!! yay!!!
NEW IN THIS VERSION: WEAPONS!!!!
AND NEW CONTROLS! KEEP READING TO FIND OUT MORE!!!
July 22 2010: Fixed a problem with the female character model,
and combined the optional file and main one into one folder.
July 22 2010: Hi everybody I'm Back to work, and expect some
new versions coming soon, so check back once in a while.
=======================================
LEGAL/LICENSING
If you would like to use this or any other part of this mod
please contact me first. EDIT:
Upload permission :
You can upload this file to other sites but you must credit
me as the creator of the file.
Conversion permission :
You can convert this file to work with other games as long
as you credit me as the creator of the file.
Modification permission :
You are allowed to modify my files and release bug fixes or
improve on the features so long as you credit me as the
original creator.
Asset use permission :
You are allowed to use the assets in this file without
permission as long as you credit me.
Author notes 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.
=======================================
IF ANYONE WANTS TO HELP OUT SEND ME AN EMAIL TO:
[email protected] or notify me on fallout3nexus.com
CREDITS:
I would like to thank a few people that helped me out:
Credits to SaidenStorm for his Akatosh Mount mod.
(http://www.tesnexus.com/downloads/file.php?id=10819)
to Oblivion.
The reset.kf animation is from Drayk_Cannon's The Groovatron
(http://www.fallout3nexus.com/downloads/file.php?id=3284)
mod, I'm not sure who have created it.
Credits to Backsteppo for creating driving animation for my
Motorcycle mod, this mod shares the same driving animation.
J3x - the brilliant mind behind the motorcycle mod, gave me
a good foundation for this mod.
Illyism- for his broom mod, and his wonderful code,
(couldn?t have done it without him)
calumm96 - for acting as a recruiter on my behalf,
thanks for your hard work!
Anyone else I forget to mention here, I'm sorry,
but thanks' anyways!
Credits:
Arlix and J3X
==========
Artillery Marker Gun
Phitt
http://www.fallout3nexus.com/downloads/file.php?id=1449
== Artillery Gun ==
This mod adds a BBgun that shoots target markers (BBtins) for artillery. Once
you hit a target (living or dead NPC or creature) the marker will transmit the
coordinates to the artillery.
A few seconds later all hell will break loose. Better keep your distance. You
can buy the gun and markers from Flak & Shrapnel in Rivet City (no conflicts
new merchant crate.) Does not work in interiors for obvious reasons.
= Permission =
Do whatever you want with it.
Credit:
Phitt
===========
Automat_-_Both_Ways_v1-0-14164
Author: Ez0n3
Modders Resource: Automat Both Ways
Version: 1.0
Files:
AutomatBothWays01.nif
Description:
The stock default "Automat01" only goes one way, "Open".
Then it gets set to "Destroyed" in its script which means it can no longer be activated.
Even if it could, the "Close" animation is missing (it's only 1 frame).
The included Automat with both "Open" and "Close" when interacted with.
- Default Automat Path: Meshes-Architecture-Urban-StreetDressing
- You may use and-or modify and-or redistribute the included file(s) any way you choose*
- credit would be nice. ;)
* So long as it does not violate Bethesda Softworks copyright.
Only used 1 of these so far - freddy - more later...
Credit:
Ez0n3
==========
Bobbleheads v2
Author: Arnold - MythicDawnAssassin UL
Uploaded 05:51, 24 July 2009, last updated 02:01, 2 August 2009
Link: http://www.fallout3nexus.com/downloads/file.php?id=7990
Don\'t be so lame to use \'movetoqt\' :)
So you want to collect all bobbleheads, but you don't want to use any
'put-all-the-bobbleheads-at-an-easy-location-mod'. This half-cheat mod
will point all original locations of the bobbleheads, except for the
medicine one in V101, on your map in the form of a quest. Now you don't
have to endlessly wander the wastes!
It may take about 30 secs for the quest to appear. Bobbleheads that are
already collected will not be marked anymore and if you collected all 20,
the quest will disappear again.
Now get out there and collect!
Version 2:
On request in the comments I have found a way to filter the map markers.
You can now find 4 'Bobble-Radars', which will act as terminals. Here you
can choose which bobblehead you want to view on the map. Already found
bobbleheads cannot be selected. As before the medicine bobblehead will
not participate. The locations of the radars are:
* 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
It may take another 30 seconds for them to appear. They will all disappear
once all bobbleheads are found.
I hope this will speed up your search.
Thanks to MythicDawnAssassin - Permission to use mod via PM.
Credit:
MythisDawnAssassin
==========
Name: Bonds Animated Flag
Author: Bond123
Link: http://www.fallout3nexus.com/downloads/file.php?id=12927
This makes an animated version of the games American flag available as a modders
resource.
No permissions are required for use of this resource.
Credit:
Bond123
==========
Booze_v1_1-10689
Name: Booze!
Version: 1.0
Date: 1/5/09
Category: Quest/Buildings/Player House
Author(s): RideTheCatfish
http://fallout3nexus.com/downloads/file.php?id=10689
Description:
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 shit 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 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. While the Point Lookout DLC is required, it is only for a few models.
You will never have to travel to Point Lookout.
Thanks -Dynastia for pointing out the flaw in the Distillery script. :) FIXED
Start this during the Wasteland survival guide quest when Moira sends you to
rivet city, and following in his footsteps sends you there also (do it all at once)
replicated man quest is there also. (but it starts with the tape at moira's and talk
to megaton clinic doctor).
Credit:
RideTheCatfish
==========
Brahmin Dairy Products v2.2
Author: Smosh
Link: http://www.fallout3nexus.com/downloads/file.php?id=3809
Description:
Have you ever thought it strange that we had cow type creatures in Fallout 3 along
with empty milkbottles and Brahmin Steak but no actual Brahmin dairy products?
Well I did and it bugged me so much that I made this mod :)
Brahmnin have 8 stomach compartments, twice as many as the cows of yesteryear.
Because of the extra digestive processes, Brahmin milk is a yellow/green colour.
Everyone knows that!
Stories of mutant one-headed Brahmin surface from time to time and are always good for a
story in bar rooms around the wasteland. Everyone knows that's crazy talk, though.
Dairy Products:
Milk:
Brahmin are a source of milk that is like modern day milk, yet terrifyingly different.
The milk is a yellowy green colour and can help heal radiation poisoning.
Cheese:
Brahmin milk is often used to make Brahmin cheese which also carries the same health
benefits as the milk although to a lesser extent because of the processes it goes through.
Smoothies:
Brahmin Milk mixed with fruit or other products to make a delicious drink.
Cheesecake:
A scrumptious rich and creamy dessert dish.
Details
=======
Brahmin Milk:
Restore Health 20
Restore Rads 40
Cost:20
Brahmin Cheese:
Restore Health 20
Restore Rads 20
Cost:15
Brahmin Smoothies:
Restore Health 30
Restore Rads 5
Cost 10
Brahmin Cheesecake:
Restore Health 15
Restore Rads 15
Cost:10
Behind the Scenes
=================
Products can be bought from Jenny Stahl in Megaton or Vera Weatherly and
Angela Staley in Rivet City. Angela Staly does not sell milk or cheese.
[edit freddy] I have gone ahead and built the Brahmin Dairy for Smosh it is in My Utility World
main worldspace and a merchant - farmer to sell products to you.
ToDo:
Lessen the glow effect on objects
Fix bottle meshes so that they don't look empty.
Some of these mods may appear red in the GECK. This has something to do with Mipmaps which
i don't fully understand. They will work OK in game though. -working on this myself...freddy-
Update: textures are now dxt5 with mipmaps supersampling enabled. freddy
-Done- Brahmin Farms - A small settlement producing all Brahmin products. -Done-
Credit:
A huge debt of thanks to neunan for his cheese mesh and texture
- http://fallout3nexus.com/downloads/file.php?id=3884
Permission:
Smosh OK guys.
I'm just letting you know that I have removed Fallout from my HD and so this
mod won't be updated in the near future.
This was my first ever mod and I had a blast trying to figure out what went
where and how things were done. Thanks for all your help.
You don't need to ask my permission to use this mod but I'd appreciate a mention in any credits.
If any one wants to look into the Brahmin Farms idea that would be cool. :) donedeal...freddy
The vendors have a random chance of stocking any or all of the items so one day
you might not find what you're looking for and a few days later they might have
it.
Your best bet for the cheesecake is to visit Vera Weatherly or Margaret
Primrose & Moira Has a slice for you on the counter :)
Credit:
Smosh
==========
Buildable Bots
VERSION----> 0.3a
CREATED BY-> Wilm0chimp
This mod 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.
Find robotic parts on robots you kill during your travels, and use them to create new ones. The
equipment has its own documentation, and in the latest version I've included an audio readout that
actually tells you what parts you are missing in order to build a new robot.
Also, there is a teleportation facility, one unit is located in the robot workshop at the repair
center, the other is located in a hidden section of the RobCo robot facility near Tenpenny tower.
Its outside, near the main entrance - Ill leave it up to you to find it (protip:
teleport to the area from the workshop, then find your way outside)
Also there is a upscale robot workshop accessable from inside TPenny Suite and
a quest to get it without blowing up megaton included with My Utility World.
There is one new mesh for the coffee cups :)
When spawning a robot, the robot pod door should open automatically.
However sometimes it does not open at all until the player 'uses' the
robot pod, opening its inventory. After this the door should function fine.
Removing perks - Any mod that adds a perk (this mod autoadds a benign perk that
runs in the background, "Robot Scavenger" you don't choose it as a level up
option) it will cause your saves to crash if you try and remove it. The
solution is to use the console to remove the perk. The console codes you need
to put in are:-
StopQuest xx000EBE
player.removeperk xx0038D5
xx is your loadorder viewable in fomm this is in MY Utility World ESM.
CREDITS & USAGE:
Wilm0chimp. Feel free to do what you like with this. Credit is nice.
A huge thank you to my voice actors. You did an excellent job.
Robobrain - Greenwarden
Protectron - vurt
Sentrybot - Tyana Rie
Mr Gutsy - Rao
Also a big thank you to everyone who sent me voice samples, but they didn't get used.
Even if they weren't used, I was still helped a lot by the various interpretations,
ideas and effects.
Credit:
Wilm0chimp
==========
Cheytac m200 intervention sniper rifle by enroger
http://fallout3.nexusmods.com/downloads/file.php?id=15268
Uploaded 02:55, 6 November 2010, last updated 07:21, 23 November 2010
Incorporated into xCal Munitions Shop - by Request - freddy
Update3:
Optional esp adds the gun in game without the need to type the code via
console,the suppressed and nonsuppressed,both wornout,does replace enroger's
file when installed with fomm,don't use unless you don't want to use the
console.Where is it?near the mall,mirelurks nesting hole,if you can't find just
see the spoiler pics,in user section.I'm new to the geck and just put it in real
quick.If you don't like the texture add any of the optional files or the texture
from the main file.
Update2:
There is now a suppressed version of the rifle in the new file for your sneaky
type, type "player.additem XX000ea8 1".
The sound is mixed with real suppressed M200 firing footage found by Arthenon,
thanks again mate. I've also beefed up teh suppressed fire muzzle flash, love at
first sight/shoot guaranteed.
Update1:
The Cheytac M200 intervention now has a Desert Camo thanks to hallowedking's
awesome work, big kudos to him! Just copy the content of the optional file into
the M200's texture directory.Now with a stealth and digital desert camo.Stealth
version has a forest green body,suppressor,and slightly darker scope,digital
desert is for the body,scope,and suppressor.Check user images.
Nice high poly M200 for your sniping pleasure, it fires .416 rounds, damage set
a bit high but don't give me the "G" word. I made this with MMM increased
increased spawn in mind, ever enter a area so thick with super mutants like they
are attending some time square premier events.....
I haven't placed this anywhere so you'll have to console player.additem XX000EA6 1 to get it
Thanks to Earache42 and Alexscorpion for the M82a resources (clip, scope lens,
sound file) I used in my M200.
Thanks cloak174 for his intervention mesh that I modeled with reference to.
Installation
just copy everything into place, activate the mod in FOMM
Prerequisite
Calibr and xCalibr
xCal Munitions Shop highly recommended as you'll need loads of .416 for this baby.
This is my first mod, still not happy with the texture, if anyone knows how to
make convincing wear-ed look please contact me, I'm a complete noob at it. Will
try to make FWE calculate weight for some xCal rounds, wait for updates.
Credit:
AlexScorpion
Earache42
enroger
==========
CheyTac M200 Icon by STraNnIK
http://fallout3.nexusmods.com/downloads/file.php?id=15732
Last updated at 01:57, 11 February 2011 Uploaded at 01:50, 11 February 2011
Its icon for sniper rifle CheyTac M200.
This a first version and soon I made new version with normal hand.
The icon in .dds, you can use it in your mods with my permission.
I made it when download this mod http://fallout3nexus.com/downloads/file.php?id=15268
because I dislike standard icon for this rifle. OK by PM Thanks ! freddy
Credit:
STraNnIK
==========
Colby East by sabat9
http://fallout3.nexusmods.com/mods/11106
Hey everyone, Sabat9 has given me permissions to continue Colby East - Movin on Up !
Working on some last minute details, I forgot to nav the inside silo stairs, removing
some floatin LOD trees, and working on some bugs that were found by users. Also went
thru the Mods that conflict with this area, received permissions on those also.
So we can all just getalong :)
Colby is the best canon FO3 structure I have seen, Thousands of parts meticulously
pieced together in geck, must have taken a year ! Puts Megaton to shame.
It is Large 4 cells in base area, uses alot of texture memory, so if you bring your
private army wearing Hi Rez armor and weapons, expect the engine under the hood
to overheat and blow...
I will release as a updated addon, while I am working to get it ready to merge to muw.
Colby East v3.5 - modified for MUW
I will need feedback, on this one please, what it needs.
And a BIG Thank You Sabat9 - Kudos
VVVVVVVVVVVVVVVVVVVVVVVVVVVVVV
Original Info - Beta and Final and Credits
VVVVVVVVVVVVVVVVVVVVVVVVVVVVVV
Colby East by sabat9
http://fallout3.nexusmods.com/mods/11106
Last updated at 12:28, 13 Aug 2010 Uploaded at 22:00, 3 Feb 2010
Some twenty years ago, a few of the survivors settling at what would become
Canterbury Commons broke off and set out on their own. They did not get very far.
Claiming a nearby derelict industrial compound as their own, this group of
strong-willed individuals struggled to gain a foothold in the unforgiving
wasteland. Through the years, the settlers fought and died, scavenged and
traded for what they could use, and Colby East (a name randomly picked by
a short black man named George) took shape and began to thrive.
Mechanical ingenuity and hard work paid off, the people of Colby East would
enjoy the self-sufficiency of their own power plant. Operation of the monstrous
bellows allowed for the production of energy cells and various types of portable
power packs. Industrious and thirsty members of the group fabricated a brewery,
while others ventured out and staged bold raids on Enclave patrols,
Talon Company Mercs, and whoever else got in their way.
As you trek north across the wasteland, you look forward to finding this place,
this impossible tower fortress rising out of the wasteland, dwarfing the gates of Megaton,
offering shelter beyond the capabilities of Tenpenny Tower
...and you heard they have a shitton of beer.
WELCOME TO COLBY EAST, A FULLY FUNCTIONAL, VASTLY EXPANDED,
FLESHED OUT, POPULATED AND POLISHED FINAL RELEASE
OF MOVIN ON UP: BETA.
To directly quote the one and only Einherjar, author of 20th century weapons:
Endorsements/Votes = Advertising!
You most certainly never would have found this mod without endorsements (or votes);
If you like what I'm doing and want to help others discover and enjoy this mod
please remember to come visit us again and use the endorse button!
~This mod is supported by community feedback
Thanks to everyone who has voted so far, you've helped keep Colby East in the spotlight!
PLEASE LEAVE DETAILED COMMENTS IF YOU HAVE ANY ISSUES
AT ALL, OR NO ISSUES AT ALL...I WILL BE PAYING ATTENTION
AND FIXING ANYTHING THAT NEEDS FIXING...HELP ME HELP YOU HELP ME!
------------------------------------------------------------
For information on the progress of the original beta, more screenshots,
and to read all the positive comments this mod has received so far,
please cut and paste this link:
http://fallout3nexus.com/downloads/file.php?id=5507
------------------------------------------------------------
BREWERY FIX!!!
Grab the Brewery Textures/Meshes Update file for the missing objects in the brewery.
extract the data folder into your Fallout3 directory as per usual. This will fix
the problem with the missing textures and meshes and allow you to fully operate the brewery!
------------------------------------------------------------
Part two of the 70's TV Classics line of Fallout 3 Mods. (see also Archie's Bunker)........
(Archies Bunker is where the Meathead Dead NPC reference is from)
LOCATION: North of Canterbury Commons, east of The Temple of the Union.
PURPOSE: A new building/location mod: Colby East, the tallest structure in the wasteland,
and a hub of activity in the northeastern region. Travelers will find respite and comfort
high above the strife and conflict of the hardscrabble lands below.
-----------------------------------------------------------
Hello, and thanks for checking out my mod! The original version of this mod,
Movin On Up:Beta, was released almost a year ago, and after a nice long break,
I'm back in full force with what i believe to be one of the most unique locations
on the Nexus.
There are almost too many changes to list, but suffice to say, many hours were spent
fleshing out the location, the NPC's, a new mini-quest, and everything else that goes
along with that stuff.
Here, though is a basic rundown of what you can expect to find at Colby East...
-A fully self-contained community of interactive NPC's
-Lots of player-owned storage and living quarters
-The Hun, a local watering hole
-A drunk asshole
-A drug dealer
-A Vertibird Landing pad, perfect for Enclave Commander
-Automatic Defenses
-An incinerator that burns junk and turns it into power cells
-A Brewery where you can brew your own beer with the proper ingredients
-A New Radio Station
-Well stocked armory and provision stores
-Awesome Views
-A mini quest to help out the bartender
-Vendors selling useful stuff
-Idle Markers for your companions, outside The Hun
-An NPC "area guide" who will tell you all about Colby East
-Multiple Chemistry Sets
-Consoles for Sun Systems Consoles
-----------------------------------------------------------
OF INTEREST IF YOU USE THE EVERGREEN FOLIAGE MOD:
There's a tree growing right in the middle of the ground level. Open up the GECK,
and load Evergreen.esp as your active file. Go to wilderness cell 17,17 and pull
the offending tree below ground level. Do not delete it. It should be pretty easy
to tell which tree it is.
------------------------------------------------------------
Thanks goes to everyone who downloaded and supported my work on the Beta version!
Thanks also to the Nexus team for their continued work on keeping this site running smoothly!
Please do not use any part of this mod for anything else without my express permission.
INSTALL:
almost standard procedure, since I should have put the .esp file
INSIDE the data folder...so you have to extract the .esp into your
existing data folder, then extract the included data folder into
your Fallout3 directory. SORRY BOUT THAT!
%%%%%%%%%%%%%%%%%%%%%%%%%%
Earlier Info
%%%%%%%%%%%%%%%%%%%%%%%%%%
Movin On Up BETA by Sabat9
http://fallout3.nexusmods.com/mods/5507
Last updated at 13:50, 5 Feb 2010 Uploaded at 4:08, 9 Apr 2009
VERSION 3.0 RELEASED 2/2/10
GET IT NOW! Cut and paste the link below!
http://fallout3nexus.com/downloads/file.php?id=11106
Part two of the 70's TV Classics line of Fallout 3 Mods.
(see also Archie's Bunker)..............................
LOCATION: North of Canterbury Commons, east of The Temple of the Union.
PURPOSE: A new building/location mod: Colby East, the tallest structure in the wasteland,
and a hub of activity in the northeastern region. Travelers will find respite and comfort high
above the strife and conflict of the hardscrabble lands below.
-----------------------------------------------------------
GO TO
http://s709.photobucket.com/albums/ww95/sabat9/
FOR MORE SCREENSHOTS!
-----------------------------------------------------------
GRAB THE HOT GRILL FIX FILE, AND UNZIP IT INTO YOUR
FALLOUT DATA DIRECTORY...THIS IS THE MISSING BIT
CAUSING THE RED MARKER AT THE PATIO DINING AREA!
-----------------------------------------------------------
OF INTEREST IF YOU USE THE EVERGREEN FOLIAGE MOD:
There's a tree growing right in the middle of the ground level.
Open up the GECK, and load Evergreen.esp as your active file.
Go to wilderness cell 17,17 and pull the offending tree below ground level.
Do not delete it. It should be pretty easy to tell which tree it is.
------------------------------------------------------------
************************************************************
THE FOLLOWING WAS POSTED ON 4/23/09 AND IS NOT YET LIVE.
I was hoping to get this out by this weekend, but i have way too much stuff going on...
I just gotta put the finishing touches on everything marked below as
FUNCTIONAL WIP, and I'll get this up on the Nexus.
Go ahead and check out the beta if you haven't yet, and please rate/give feedback.
I can make changes for a few more days before 2.0 comes out
In the meantime, here's my update notes for 1.9
Name: Movin' On Up: The Saga of Colby East BETA
Version: 1.9
Date: 4/17/2009
Category: Buildings
Author(s): Sabat9
Source: http://fallout3nexus.com/downloads/file.php?id=5507
VERSION 1.9 UPDATE:
Lots of changes made to the Penthouse Studio
-furnishings
-Clean water sinks
-Radio Station!
-NPC Brother Tavis
-shifted the locker room to the top level of the interior, to better reflect
the outside building structure
Four new NPC's
Stagger Lee (sniper guard)
Billy (sniper guard)
Ralph (sniper guard)
Brother Tavis (Colby East Public Radio Program Director)
Fixed George and Weezy, they shouldn't get stuck in tents anymore
Fine Tuned NPC behavior in The Hun
Fixed a blank space in one of the building models (not my fault, original model is flawed! lol!)
Added an interior to the outbuilding that didn't have one
Added The Brewery on the upper levels (finish beer dispenser) COMPLETE
Implemented a functioning radio station, Colby East Public Radio
FUNCTIONAL WIP (needs more pub domain songs)
Added Meathead's (from the Archie's Bunker quest) corpse to Sick Bay
FUNCTIONAL WIP (finish note-based "quest")
Added a few new random statics
Moved some of the vanilla mob spawns further away from the immediate area
************************************************************
Beta - early release info
************************************************************
Movin' On Up: The Saga Of Colby East (BETA)
I've been sitting on this for far too long, so despite the fact that it's in a
SOMEWHAT UNFINISHED BETA STATE, I feel that the mod would
benefit by getting it out there now. Plus, it'll give you guys something cool
to mess around with.
here's a list of some of the FEATURES
Player owned interior (The Penthouse) with labeled storage
Clean water sink for drinking/refilling bottles
Ample food stores
Hot Grill: respawning container with BBQ'd goodies!
Jerry Rigged Beer Cooler: at least two cases in there..
The Incinerator: turn useless junk into Energy Cells with the power plant's incinerator!
Multiple Workbenches
Sick Bay!
"Local Color" NPC's..a crusty bunch, but they'll repair anything for the right price.
Landing Pad for Enclave Commander flights
Awesome Views
...
please, leave a comment with what you'd like to see, or even better yet, contact me by PM
if you think you'd like to work on this one with me.
-----------------------------------------------------------
Some things to keep in mind:
The basic layout and design of the main structure is pretty complete. I don't feel
the need to change much in this department, other than maybe adding a better way to
get up and down the structure faster. (elevator is an obvious choice for this,
but jumping around is more fun)
Would really like to work on exterior worldspace occlusion planes or portal-like
functions to reduce lag when viewing/screen loading the structure from certain angles
on the ground level.
----------------------------------------------------------
Despite the unfinished state, the tower is pretty functional as a base of
operations/healing/recovery location. I highly recommend placing an Enclave
Commander Radio Beacon on the landing platform. There is also ample local space
to set up your village from The Settler mod, and the Placeable Equipment mods
provide some nice extra defences and enemies.
----------------------------------------------------------
if you'd like to actually work on the nuts and bolts of this mod, send me a PM.
If you just wanna talk shite about it, that's fine too. No part of this mod may
be used without permission.
ENJOY!
OriginOFPain
==========
ENS Liberty Submarine
Author: Titanium 360
http://www.fallout3nexus.com/downloads/file.php?id=11445#fileanchor
Uploaded 09:03, 27 February 2010, last updated 09:22, 11 June 2010
This mod adds an Enclave Sumbarine to the middle of the potomac,
just across the water from project purity.
Please note that this is my first mod and is still a work
in progress so go easy on the criticism.
REQUIRES:-
All DLC (yes I know , Bummer for people who dont have)
Recommended Mods:-
"Friendly Enclave"
http://fallout3nexus.com/downloads/file.php?id=2509
"PureWater"
http://fallout3nexus.com/downloads/file.php?id=2599
These mods are not needed but are recommended.
V2 updated and now available.
You may use this file for whatever just be sure to give
me notice and credit.
Credit:
Titanium 360
==========
Eradicator Heavy Autocannon
Link: http://fallout3nexus.com/downloads/file.php?id=6110
Author: Designed by Mashadar and implemented by metalfreak_42
Eradicator Autocannon built to provide heavy duty saturation and suppression fire for those
large encounter mods when you just need to lay the smackdown. Carries 9 40mm high explosive
shells in a drum magazine. 40mm NUKE version also.
Hint: 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.
http://fallout3nexus.com/downloads/file.php?id=6110
Credits:
Model by: Mashadar
.esp by: Mashadar and Metalfreak_42
Eradicator Autocannon Retexture
Retexture by: Koutetsu - Only autocannonbarrel_n.dds used here.
http://www.fallout3nexus.com/downloads/file.php?id=11503
==========
Fallout Ammo Pack
Author: Gennie
v.1.4
http://www.fallout3nexus.com/downloads/file.php?id=10524
Uploaded 14:48, 24 December 2009, last updated 08:10, 1 November 2010
I did this mode in exchange text CALIBR(Community Ammunition Library)
This mod adds bullets and sleeves for all fire-arms in game.
Also adds the most popular ammunition for other plug-ins.
Now in VATS, shooting for example from 10 mm pistol it will
be visible not a rifle bullet, a bullet corresponding
to the weapon and certainly a sleeve to a bullet.
The list of the added ammo:
For rifles:
4.7x33 mm Caseless
5.45x39 mm
7.62x39 mm
7.62x54R mm
7.92x33 PP Kurz
9x39 SP-5
9x39 SP-6 armor piercing
.300 Winchester Magnum
.303 British
.338 Lapua Magnum
.50 BMG
12.7x108 mm
For pistols and submachine guns:
5.7x28 mm FN
7.62x25 mm
9x18 mm
9x19 mm
9x21 7H29/SP-10
.357 Magnum
.357 SIG
.45 ACP
14 mm (14 mm Pistol)
.50 AE
HN Needler Cartridge (Needler Pistol)
Others:
EMP shotgun shell(from Fallout Tactics)
40mm Grenades
The mod is compatible with CALIBR (Community Ammunition Library)
Also adds some nice Ammo Boxes.
Credits:
Mod Author : Gennie (plugin file, textures)
The basic models of bullets and sleeves
"Shells and Slugs Modders Resource" author ODIN_ml
(Original files http://www.fallout3nexus.com/downloads/file.php?id=4542)
Some textures are borrowed from - GSC Gameworld (S.T.A.L.K.E.R.)
- texture 357 Magnum ammo box from "Dan Wesson PPC 357" - Author Ne$ter
==========
Fallout Food v1.5
By Coleen
Link: http://www.fallout3nexus.com/downloads/file.php?id=6338
Uploaded 21:20, 13 May 2009, last updated 12:47, 8 May 2010
Mutfruit plants have begun sprouting in the Wasteland! They may also yield mutfruit
occasionally when harvested, and should regrow after three days.
There are also urns of Radium Roast coffee located at several locations,
including the player's house in Megaton. Activate an urn with a coffee cup in
the player's inventory to receive a piping hot cup of coffee. Or, if that's not
enough caffien for you, activate the urn with a coffee pot for a larger dose.
Now added: the ability to get a cup of espresso roast, if you can find a can
of espresso to fuel the coffee maker...
Licensing/Legal
This mod is free to modify and use. Please give credit where credit is due when
using assets from this mod in other releases.
Credits
neunen for the cheesewheel, originally used by Smosh in Brahmin Dairy Products
ThomasGideon for the full coffee mug, new coffee urn textures
d_ivanov for his mutfruit plant meshes/textures
CevSteel for his tin of Cup 'A Joe Coffee meshes/textures
I used the full coffee cup meshes/textures and coffee urn &
Mutfruit plants
Credit:
Coleen
neunen
ThomasGideon
d_ivanov
CevSteel
The Fallout 3 community for inspiration as well as help and advice.
==========
FireAxe - neunen's fire axe v1.0
And by that I mean a fireman's axe, not a flame axe ;)
Link:http://www.fallout3nexus.com/downloads/file.php?id=4179
-talkie
hooray, my first ever 3d model AND FO3 mod. I meant to release this a little
while ago but got caught up with some other stuff.
-usage
feel free to use any of my stuff for anything you like whatsoever. credit would
be nice, but its your karma.
cheers,
neunen
Credit: nuenen
Thanks for the Cheese :) freddy, used in brahmin products.
==========
Followers fixer 3-3
hereticus
http://www.fallout3nexus.com/downloads/file.php?id=12274
Uploaded 01:45, 19 April 2010, last updated 02:27, 24 March 2011
FOLLOWERS FIXER v3.3 is released ! (see the new video , it work realy perfect
now due to a complete script modification And the customs followers will be
supported too !!!!)
(NEED FOSE 1.2 to work ).
Log :
3.3: The script can now be triggered manually even if a controller is plugged in
( thanks to Gets Shot ).
Fixing followers issues.
-follower stop wearing sometimes weapon on his wrist.
-follower follow you in every places ( because for some peoples followers don't
follow you in history museum for exemple )
-follower don't get lost , when the follower is far as 30 units ( unfortunatly i
don't know what is a "unit" in metres or feet .. ) , he will respawn next to
you.
-If the follower get lost or have the wrist bug again ( it seems to be completly
fixed but .. in case of .. ) press O to teleport and reset your followers next
to you !
Since the release 3.2 , this mod support also the customs followers that you add
to the game.
How it work :
-When you launch the game for the first time , wait about ~ 5 sec and the mod
will add to you 10 "Follower fixer unit".
-Go in your custom follower inventory and simply add 1 ( AND ONLY 1 ! ) follower
fixer unit.
-Now your follower is fixed for all the bugs tolds before ( watch the video ),
and if you press "o" he will spawn and reset next to you !
DON'T USE THE FOLLOWER FIXER UNIT WITH THE VANILLA
FOLLOWERS !!! (they are all already fixed by this mod ^^.)
For next version :
-Control if the follower already have a follower fixer unit (in this case ,
prevent the player to put more than 1 follower unit in the custom follower
inventory ).
-Control if the follower is vanilla follower (in this case , prevent the player
to put 1 follower unit in the vanilla follower inventory )
Please :
Don't be rude but if you see issues , tell me in the comments.
Thanks to endorse my mod if you like it , to give me motivation to keep working
on it.
Credits :
Hereticus : codding and research.
Gets Shot : For good advices and testing / and made my mod usable with
controllers.
}{ellKnight : Autor of garu ( GARU - Gnome Ammo Refill Unit ) , he give me the
idea of using the follower like a container and hollowed me to use a part of his
code.
Credit:
Hereticus
==========
Ghosts
KaylaKaze
http://fallout3nexus.com/downloads/file.php?id=1328
Uploaded 13:13, 12 December 2008, last updated 13:29, 12 December 2008
Description
This is mostly a modder's resource. It provides effects and scripts for ghosts.
Also included are a ghost mole rat, ghost feral ghoul, and ghost NPC ghoul as
examples of how to use the ghosts. When killed, ghosts explode and don't leave
behind a corpse. This is done using the destruction data (for those who want to
make new ghosts). The scripts show that the ghost should drop ectoplasm when
killed, but they don't. It seems the disable from the destruction prevents the
OnDeath script from running.
History
0.1: Initial release
Contact
KaylaKaze on Fallout 3 Nexus
Credits
Thanks to Bethesda for finally getting the GECK out.
Licensing/Legal
You can do whatever you want with this mod but all I ask in return is that
you give me credit if you distribute any part of this mod.
Credit:
KaylaKaze
==========
Ghogiels Necronomicon by Ghogiel
http://fallout3.nexusmods.com/downloads/file.php?id=13435
Last updated at 18:08, 5 July 2010 Uploaded at 18:06, 5 July 2010
Ghogiel Morphed Necronomicon
Model & texture: Ghogiel
Necronomicon Book as seen the evil dead
films. With morph animation
I didn't set it up like I did for oblivion,
There isn't an animation sequence to call,
so it plays as a looping idle no matter what.
I suppose I could make add in the neccessary
blocks and set a animation sequence to be
called on a scipted condition or activation.
But for now it comes "as is".
Permissions:
Free to use in any game mods, under the
condition that credit for creation is given.
Not to used in any commerial projects.
==========
Name: Havok friendly Nif's Modders Resource
Author: Chucksteel
Version: 1.0
Date: 06/18/10
Category: Modders Resource
Various things :) I'm releasing all DCInteriors Havok Friendly nifs and Many more done by request.
There is a total of 186 nif's to date. Added Havok collisions to all 186 in
game Items including Bobbleheads, TV's, Typewriters, picture frames and many
many more. Also, changed the collision on the Vault sink so, now you can put
dishes into them.
Special thanks to Miss Sparkle for retexturing the Tennpenny Vase.
Link:http://www.fallout3nexus.com/downloads/file.php?id=13154
Credit:
Chucksteel
==========
Ion Cannon Beacon
ASAT Defence v1.0
By TheTalkieToaster
http://www.fallout3nexus.com/downloads/file.php?id=1455
-----------
DESCRIPTION
-----------
In 2077, the US Government finished it's ASAT Defence network,
and... Aw screw it. There's no background. There's just 20
Ion Strike Beacons for sale at Craterside Supplies- drop one
to call in an Ion Cannon strike on it's location. Just be sure
to stand well, well back.
Edit- Doubled timer to give you time to get back.
------
USEAGE
------
Drop beacons from inventory outside to trigger. No, you cannot
call Ion Cannon strikes down indoors.
-----
NOTES
-----
Inspired by Phitt's Artillery Marker gun:
http://www.fallout3nexus.com/downloads/file.php?id=1449
Do not reupload without permission.
---------
CHANGELOG
---------
1.0- Initial release.
Credit:
TheTalkieToaster
==========
Kikai's Equipment v2.0(3.24.2009)
Author: Kikaimegami
Link: http://www.fallout3nexus.com/downloads/file.php?id=4616
Contents:
- Description
- Special Instructions
- Location
- Installation
- Known Issues/Bugs
- Credits
- Contact
- Permissions/Legal/Etc.
Description:
Zoe's Fabulous Fashions is just west of Megaton and should be marked on your
map as a discovered location that you may fast-travel to. A map is included in
this archive to help you locate it if you're having trouble.
New clothing, armor, and accessories are sold by Zoe. She stocks a few new
clothing pieces, a new set of Power Armor, Night Vision Goggles along with
other new headgear, and other accessories. There is also a tankless, gloveless
Shishkebab for sale.
Improvised junk weaponry is sold by Rachael. Included are clutter items that
can be used as weapons, such as rakes, spatulas, mailboxes, and many more. A
wearable Traffic Cone hat is also available.
Dhev sells jewelry, collars and necklaces. The necklaces he has for sale cover
the neck seam.
Special Instructions:
The Night Vision Goggles and UV Night Vision Goggles can be turned on and off.
When equipped, they will add a consumable item (NVG Toggle On/Off) or (UNVG
Toggle On/Off). Using this item will turn the goggles on or off, depending on
their current state. This adds two of the item, so you may hotkey it. Note that
unequipping them will remove the hotkey as well.
There's a variety of glasses for sale which are basically copies of those that
can be found in the vanilla game. This was done to make it so you can wear
these with other items (such as masks or the eye patch). Since this is an
equipment mod, the vanilla glasses
remain un-edited.
Location:
West of Megaton, not far outside the city walls, just beyond the overpass.
The location is pre-marked on your map. In this archive you will find a file
called kikaiEquipment-LocationMap.jpg which will show the location.
If you're a filthy cheater, you can also find all of the vendor chests
in testQAitems (coc testQAitems), (coc megatoncommonhouse) to get out.
UF3 Body Patch by SickleYield, available here:
http://www.fallout3nexus.com/downloads/file.php?id=4626
Collar and necklace meshes, by Kikaimegami for Oblivion,
converted for Fallout 3
Unless noted here, all meshes and textures, by Kikaimegami,
in most cases using Bethesda assets.
All scripting, dialogue changes, and other in the esp, by Kikaimegami
The Cigar mesh is adapted from the Wearable Cigarette mesh, by GodofAlcohol,
available in WEARABLE Cigarettes.
http://www.fallout3nexus.com/downloads/file.php?id=1930
Heart pendant and texture for the neckseam necklaces,
by Petrovitch, converted for Fallout 3.
Chain and Collar textures, by AlienSlof.
Awesomefied Plasma Rifle mesh used in Suzaku, by MadCat221
Thanks to the following members of the Official Bethesda Forums for their input,
bug reports, and ideas: Col. Ivan Noble, YX33A, Tyana Rie, Vincent Crimson,
Demoche, Moonmover, PsympleJester, MystykStar, Aquan, SickleYield, Smert,
Aventhorn, Urge, Lucien834, Expersate, GrayeWolf, MadCat221, Mujica.
Thanks to SangRahl for the Bandit Mask idea.
Thanks to my beta testers: AlienSlof, Tyana Rie
If you've contributed to this mod in any way and have not been included
in these credits, please contact me!
This mod lovingly created with:
Blender 2.47
Blender NIF Scripts v2.4.3
Nifskope v1.0.18
Adobe Photoshop CS2
Contact
Kikaimegami ([email protected])
You may reach me via PM at Fallout3Nexus or the official Bethesda forums.
I use the name Kikaimegami.
Permissions/Legal/Etc. :
You may use any art assets contained within this mod save for the esp file
itself as long as credit is given to myself as the original author of this content.
If you wish to include this weapon within your own mod, either compilation or
the like, I ask you to please copy the data over from my esp. This includes
merging.. I only wish for the esp itself to not be replicated and
redistributed, but you are free to copy the information contained within. I do
ask that if you wish to use any of my resources that you contact me. Permission
will most likely be granted, as I allow free usage of my mods as long as credit
is given, but I do like to know what projects my work is going into.
Credit:
Kikaimegami
Thanks !
freddy
==========
Name of plugin: Lady Li - Can resource 01
Version: 1.0
Release Date: 2010-02-02
Category: Modding-resource
Authors: Lady Li - A project by Kagrenacs Gilde
Adds 5 different new Food Cans (rusty container) available as Modder resources.
Link:http://www.fallout3nexus.com/downloads/file.php?id=11091
Name of plugin: Food in a can
Version: 1.0
Release Date: 02/10/2010
Category: Modding-resource
Author: Lady Li
Size: approx 18 MB
Source: www.ei-der-zeit.com
Link:http://www.fallout3nexus.com/downloads/file.php?id=11183
Description:
32 new cans: each sort of food got a separate one as container styled with typical
patterns of the 50's (high res textures). Also includes a sorter script.
Credits:
My / Our thanks are due to:
- Bethesda for the Fallout 3 game and the GECK Construction Set
- Nfckitten for the bullet.nif which I overworked as a base for this resource
- The Ei der Zeit community for their enthusiasm, their shared joy in our common hobby and the
great perpetual mutual support.
Lady Li - A project by Kagrenacs Gilde - I thank you...
Credit:
Lady Li
==========
Landscape Texture Pack 1
Author: Harry Luck - Link:http://www.fallout3nexus.com/modules/members/index.php?id=1285368
Landscape textures i've created for a mod i am currently working on
includes Base (some have alpha)/ Normal (with spec alpha channel)
(_n) / Height (_p)
all in ready to use DDS format :)
Link:http://www.fallout3nexus.com/downloads/file.php?id=6906
Credit:
Harry Luck
==========
Legendary Pimp Pals - Formerly George The Pimp
Link:http://www.fallout3nexus.com/downloads/file.php?id=13038
Author: Chaos Theory and Jamo12
V 1.45a
Ever wanted to have a Pimp companion? Ever wanted to have a friend
in a cool suit fighting by your side?
Well here's your chance with George "The Pimp" Gravarno!
But where would a pimp be without Ho's? Krystal and Misty
will never leave his side and will fight to protect him.
They are in Megaton Player House and will travel to Moriarty's Bar
on your first entrance and wait there if not Interacted with.
Permission to mod granted by Jamo12 via PM.
Used his follower script and quest as reference on my followers I made also. THANKS!
His character is special - unique.
Please Endorse this MOD on his page.
http://www.fallout3nexus.com/downloads/file.php?id=13038
Credit:
Chaos Theory and Jamo12
==========
Liberty Dollar Silver NEW Currency plus Gold Bars Bullion
Author: Mark N and sparky84
Link:http://www.fallout3nexus.com/downloads/file.php?id=5476
This mod adds the liberty dollar to the wasteland. Also gold coins and bullion.
There is a safe now in the megaton player house with some silver eagles. Also in the Megaton Men's
restroom there is some bullion to be found.I have added two safes at behemoth locations one in
capitol building the other at evergreen mills. you are going to have to earn the rest of your gold
by fighting and hunting for it.
You have 20-30% chances to find them :
Enclave coins : Enclave npcs, Enclave chests.
Gold bars : Enclave chest, safes
US Indian coins : Talon npc's, safes
Julius Caesar coins : Safes
Silver Dollars : here and there
Rumors of a federal reserve bank in the DC area... also
MUW Government emergency supply crates about.
please watch the video
http://www.youtube.com/watch?v=FywT-txGuss
Permission to mod given by sparky84 via PM.
Thanks !
Credit:
Mark N and sparky84
thanks to MJY - Mighty Joe Young
Link:http://www.fallout3nexus.com/downloads/file.php?id=7242
used his gold bars and coins in this mod
credits
xoovermindox
==========
LOD Generation Essentials Pack-13676
Name: Chucks LOD Generation Essentials
Author: Chucksteel
Version: 1.0
Date: 07/20/10
Category: Modders Resource
Link:http://www.fallout3nexus.com/downloads/file.php?id=13676
This Modders resource is made in an attempt to relieve some of the frustration
many modders have when trying to generate LOD. I've packed up all of the
necessary files into there correct file paths and, formats for LOD to work .
I'm also going to try to give an easily understandable explanation on how to run
through the LOD Process. Starting with where to install these files on to how to
run through the process itself. Explaining errors and, how to translate
them, explaining one very important step, many people overlook. Finally telling
you what files need to be included with your mod for your new worldspace to work
properly once you've distributed your mods.
Credit:
Chucksteel
===============
License/Legal:
===============
Free use,
This file is provided as is and the author holds no responsibility for anything
that may come to happen from using this file.
==========
LOD_Markers_v1-0-14164
Author: Ez0n3
Modders Resource: LOD Markers Ez0n3s Modding Resources
Version: 1.0
Link:http://www.fallout3nexus.com/downloads/file.php?id=14164
Description:
Some markers that help in making worldspaces without generation LOD (level of detail).
These can be used to determine in-GECK, what will be visible to the player at any given point.
- You may use and/or modify and/or redistribute the included file(s) any way you choose
* - credit would be nice. ;)
* So long as it does not violate Bethesda Softworks copyright.
Credit:
Ez0n3
==========
Log Fort Resource
Author: cpocurtis
http://www.fallout3nexus.com/downloads/file.php?id=13849
This is a modder's resource, Log Forts built and turned to SCOL's.
Credit:
cpocurtis
==========
Mancers Talon Armor by Mancer
http://fallout3.nexusmods.com/downloads/file.php?id=16980
Last updated at 16:07, 2 November 2011 Uploaded at 16:02, 2 November 2011
Talon Armor v1.0 By Mancer
First, I would like to thank Bethesda for making the game and
Fallout 3 Nexus for it's existence.
Time for Talon Company to change their look from that dull black. So
what I did is making 3 headgears, Backpack and an armor using dragonskin armor
pieces from antistar:
DragonSkin Tactical Armor
http://www.fallout3nexus.com/downloads/file.php?id=10183
Excellent work from him so many thanks allowing me to use his work.
I did not add any other pieces to the armor because if you enter a place
crawling with talon mercs the hardware has already much to do. More
detailed armor would mean higher pc load resulting maybe in crashes.
You will not find an esp here, I only give you mesh and texture files
adding them to the game is your job. The 1 and only reason is that I
will not make a mod that conflicts with others. I provided helper
images for you that show my setup of the armor. How you do it is up
to you doing as replacer or not. It is easy.
Note: I used a leveled item to give a random headgear with these
3 pieces and a chance-to-none of 30%.
Meshes are a bit corrected also UV maps where needed.
If you use this in your own mods give credit for the people who made
all this. Textures and fonts used here are game content and free
downloadables from the internet.
Any comment is welcome tho i do not visit the site every day I will
look back ;p Have much fun!
Credit:
Mancer
antistar
==========
Metal Crate Mod
Author: Zalpha
Link:http://www.fallout3nexus.com/downloads/file.php?id=10399
Meant as a modders resource and created for the FOOK2 Site computation.
I turned big Metal Crates into usable boxes (containers).
Rather than replacing the games already placed boxes. I created a new "crate" object,
using the empty metal box as reference, and then changing the mesh to the big metal crate.
I then named it, add a crate opening sound, placed it and tested it out. It works perfectly,
I then went back and removed the test object. I created 3 unique textures for them and used
nifscope to change the textures and saved the new crate variants.
This is more of a modders resource, they can take the defaults games crates and attach or change
them to being the new crate type. I noticed that boxes have packages attached to them which will
spawn the contents, I didn't create any package, but any of the games or other mods packages could
be attached onto them.
Credit:
Zalpha
==========
More Shells
HeroinZero
http://www.fallout3nexus.com/downloads/file.php?id=2097
Extreme - 5 min and 400 shells...
Standard - 3 min and 100 shells...
Uploaded 19:12, 23 December 2008, last updated 19:45, 1 May 2009
-
Shell Life Time - 5 sec. > 180 sec.
Shell Max Count - 25 > 100
-
---------------------------------
YOU CAN DO WITH IT MOD EVERYTHING, UNDER THE CONDITION
THE MENTION OF MY AUTHORSHIP IN THE DOCUMENTATION
---------------------------------
Credit:
HeroinZero
==========
Last updated at 08:53, 5 September 2011 Uploaded at 08:49, 5 September 2011
Megaton World 00 Point (ver1.1)
Author : hdela
http://www.fallout3nexus.com/downloads/file.php?id=16742
This is MOD to go to coordinates "0,0" of Megaton World.
NPC which disappeared from Megaton Town is collected there.
Please return to the town after talking to Missing NPC. (You must wait until
Missing NPC begins to move to the south.)
Missing NPC is returned to the town through the underpass. (While you don't
notice)
---memo---
When I went to meet "Missing NPC" over the wall of Megaton, they were standing
on the edge of "Cell 0,0".
(WIKI :
http://fallout.wikia.com/wiki/Recovering_missing_non-player_character_in_Fallout_3)
However, when I landed on "Cell 0,0" using command "coe 0,0 (point 0,0 x2000
y2000)", they had gathered around me.
Also when a door is set to the arbitrary places of "Cell 0,0" and Player uses
it, the same thing happens.
I do not know why it becomes so.
However, I thought that I would use this phenomenon.
---caution---
When you have gone to already meet them over the wall of Megaton, their
coordinates will be decided at the time.
Therefore, they cannot be gathered in "Point 0,0" using this MOD.
Next when they disappeared, you'd be able to use it.
Author : hdela
This mod was built with GOTY edition, however I believes the mod will work
without DLC.
Location : The entrance to this place is in Megaton Town edit: Mens Restroom now
freddy.
v1.1B : Open type. A surrounding situation is intelligible.
When rescue of "Missing NPC" goes wrong, there is also the method of jumping
over a low wall and going to meet them.
v1.1 : Dome type. Finalized the Navmesh.
v1.0 : Dome type. First MOD.
Enjoy!
by hdela
Credit:
hdela
==========
My Mansion
Author: Ez0n3
Modification: MyMansion
Version: 0.3 (Beta)
Development Time: 8 Months
Link:URL: http://www.fallout3nexus.com/downloads/file.php?id=11852
Description:
Best House MOD on the Planet :) freddy
This is a large player house / home with tons of elbow room, containers and clean water.
This is my first mod for Fallout 3 and the first time I've modded for the Gamebryo engine.
First time working with Blender and NifSkope as well.
I have modded some stuff for id Software games (Radiant) and FarCry - so I have a decent
understanding of the mechanics behind editors.
I really didn't think this out as well as I should have, although I like where it is. SE of Dunwich it is.
Fix this, fix that. Realize 6 months just passed on a project I thought would take a few days.
To summarize it into a single sentence: This is what you would get if you combined Dukov's
place with Oasis on Tenpenny's budget.
The acquire quest is pretty simple and short, it's my 1st quest - what can I say :P. If you buy your
way in a full price, it's super short - not really worthy of the "quest" title (helps with debugging
though, or if you've done the other parts over, and over, and over... :P).
I recommend NOT trying to get in for free if you want something to actually do during the quest.
As it stands, if you kill the guard - you're pretty much screwed. Load a previous save.
Permission: To use Mod OK by Ez0n3 via PM.
Can I use the files included with My Mansion in different mods?
Yes, you can use any part of this mod* for any thing so long as you are NOT charging people to use
what you make with it. If you DO charge them, then some kind of royalties would apply (contact me).
Credit would be nice :)
* The voice files (.LIP & .OGG) included with this mod can only be used in other Fallout 3 mods!
If you use them for any other purpose, Beth has the right to sue your a$$ off!
* You must get permission from the respective author to redistribute any resources provided by anyone
listed in the credits. Credit where credits due.
Credits:
Bethesda for Fallout 3
Ez0n3 for My Mansion best house ever made.
Malo for the animated fish from his aquarium: http://www.fallout3nexus.com/downloads/file.php?id=6263
Umpa for the dance and pose animations: http://www.fallout3nexus.com/downloads/file.php?id=634
Backsteppo for the "Some Poses" animations: http://www.fallout3nexus.com/downloads/file.php?id=1391
guerrerodelyermo the "Action Poses" animations: http://www.fallout3nexus.com/downloads/file.php?id=9857
AndyW1384 for the "Mannequins" mod: http://www.fallout3nexus.com/downloads/file.php?id=2060
Credit:
Ez0n3
==========
Name: Portable Distilling Lab
Version: 1.0
Date: 8/1/9
Category: Gameplay Effects/Changes
Game: Fallout 3
Requirements: Win-Zip, Win-Rar e.t.c
Author: Stewb
Source: http://www.fallout3nexus.com/downloads/file.php?id=4822
Description:
Portable Distilling Lab to makes most alcohol available in-game, Nuka-Quantum and Purified Water
Details
Lab Kits can be found at Moira Brown's or Lydia Montenegro's shops. 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"
Contact
You can find me on Fallout3Nexus as 'Stewb', alternatively you can email at: [email protected]
Credits:
Thanks to LHammonds for making this Readme Generator.
Jerethi50 for making the Havoked GECK.
Tools Used
Readme Generator - http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp
Licensing/Legal:
You can do whatever you want with this mod, just remember to credit me
if you put it in one of your own mods.
Credit:
Stewb
==========
Portable_Turrets_and_Barricades-2791
Uploaded 18:16, 7 January 2009, last updated 12:09, 27 January 2009
Author: Diernayr
Link: http://www.fallout3nexus.com/downloads/file.php?id=2791
Description:
Adds portable Turrets and Barricades to the wasteland
Features:
4 portable turrets that will attack anything hostile to the player faction
4 portable sandbag barricades
Location:
The Items can be found in the RobCo factory parking lot (north-east of Tenpenny tower)
Also in the Emergency Government Supply Crate in Armory/Workshop MyUtilityWorld - outside
Rotunda.
Instructions:
Activate while sneaking to pick up the items,a misc item will be added to players inventory,
portable turrets and portable sandbags.(these are the activators)
Place Activator on the ground looks like a book (green band up,red band down) in desired
location with arrow pointing in the direction you want the item to face.
While standing Activate (E)
(note)-items will spawn in the same position as the activators were placed,if the activator
is upside-down (red side up) the item will be upside-down, etc.
(activators can be picked up when activated while sneaking)
Credits:
Thanks to williesea for the ammunition script
Thanks to Bethesda for creating Fallout 3.
Thanks to Fallout3Nexus.com 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 the Nifskope and Bsa unpacker teams
Thanks to God for creating us all.
Thanks to Diernayr for this MOD -freddy
Licensing/Legal
You can do whatever you want with this mod
Credit:
Diernayr
==========
Revive_Caravan_ver10-10067
Author: Kaw - foxey
Link: http://www.fallout3nexus.com/downloads/file.php?id=10067
Description:
This mod is revive fallen caravan, give essential status to caravan members, and most
important of all, give dialog to Uncle Roe to reset caravan investment status.
Mod details:
*Uncle Roe
1.Change dialog conditions from "Dead Count" of caravan merchants to "Dead Status"
to fix the problem from preventing investment after caravan revived.
2.Add new dialog options to allow "reset" of investment status if caravan member died
and invested before. (No refund of course) Thus you can invest again and gain the full
advantage of better goodies line-up and trading funds from investment again.
*Caravan members
1.Merchants, guards, Brahmin's could now respawn, and set to essential.
Already dead members may respawn within a few days (game time).
2.Change caravan guards and Brahmin's AI package from "Dead Count" of caravan merchants
to "Dead Status", thus they may follow the merchants again after merchants revived.
Notice: Player may have to "approach" the run-away caravan guard to make the correct
AI take effect again.
3.Merchants level scaling raised form "level 5~15" to "level 15~30" to prevent
possibility to get stuck or trapped fighting tough enemies.
Known bugs:
Caravan guards may already disabled from the game.
This may happen if the trader got killed, but guard successfully escaped to Uncle Roe's
house before this mod applied. In such case the guard just can't respawn.
To address this issue, you must manually use console command to enable the guard
before he/she can be respawned.
within console(~) type as following: (you must use the hex value on the list below
instead of "[ref id]")
prid [ref id]
enable
[ref id] Caravan Guard
xx052bc2 Crazy Wolfgang's Guard
xx052bc3 Crow's Guard
xx052bbf Doc Hoff's Guard
xx052bc1 Luck Harith's Guard
kaw 2009/11/20
Credit:
KAW
==========
Reillys Ranger Combat Armor and Little Moonbeam
Author: Ogramirad
Date: 09 Jul 11
Category: Armor and Weapon
Requirements: Fallout 3
http://www.fallout3nexus.com/downloads/file.php?id=16411
Uploaded 05:07, 9 July 2011, last updated 17:00, 9 July 2011
Description
Adds Reilly's backup set of Reilly's Ranger Armor
to the Reilly's Ranger HQ in a foot locker under
the bunk that she usually sleeps in.
Also adds a Unique SMG to the Statesman Hotel,
called Mr. Miyagi's "Little Moonbeam" .32 SMG.
It is an option that Reilly gives you to go to the
Ranger HQ and get any supplies you need to go and
get the ammo from Theo, so while you are there get
her spare Armor set. (She is found recovering at the
Chop Shop, in Underworld, wounded and she gives you info
and the all Important THEO quest) Only way to get it.
(ammobox combination) Now you know what GOB is really
talking about when he mentions Underworld.
This does not replace the set you get for completing
the Reilly's Ranger's Quest, it is in addition to the
set you can take there instead of the Eugene Mini-Gun.
This Armor set actually has a little better object
effects on it anyway, so now you can take this set
when you go and get Eugene when you get back from
Reilly herself.
Also adds a Unique SMG to the Statesman Hotel,
called Mr. Miyagi's "Little Moonbeam" .32 SMG.
A note from Little Moonbeam's father, is found next
to his skeleton in the Statesman Hotel, telling you
in fact that Sydney is his "Little Moonbeam".
Well that just happens to be the name of his
Personal SMG also.
And the one that he passed the knowledge down
to Sydney to make her Ultra model she gives the
player at the end of the Stealing Independence Quest.
Also, added by this mod is a little bit of lore made
by myself that gives Sydney and her Father the last
name of Miyagi, and some of you might know where I got
that from.. lol
Mr. Miyagi, loved both of his Little Moonbeam's
and he taught Sydney how to make hers.
It is based off of the Ultra version that you get,
but chambered in .32 caliber, so now you will have
something to burn through all of that .32 caliber
ammo you find laying around. lol
It fires just a little bit quicker than the Ultra
because of the smaller ammo allows a faster rate,
and that puts more bullets on target for better damage.
Maximum range has been shortend a little bit as well
do to a less powerful round, but you never shoot very
far with this kind of weapon anyway, so it should fit nicely.
The clip size is 40 instead of 50, that you find on
the Ultra, 40 should do you fine with the amount of
bullets you can put on target.
Also added to Theo, is a set of Vanilla Combat Armor,
he was on a temporary contract to the Rangers and should
wear at least that.
You find him dead in the stairwell of the Statesman Hotel
on the way to taking the Ammo to the roof.
I never liked finding him in that Merc charmer outfit,
Reilly is pretty upset at losing him, so I don't think
she would have had him running around with something as
important as the Rangers spare ammo in that Dandy Boy
garbage Merc charmer armor.
He was a member of the team, probationary or not his
position was important, so he now is dressed in vanilla
combat armor and helmet and has his default Laser Pistol
as well is in his inventory.
History
1.0 9 Jul 2011
Contact
My contact name is Ogramirad, on the Nexus Forums
and the Bethesda Game Studios Forums.
Credits
Bethesda, for a Awesome Game
Tools Used
The Garden of Eden Creation Kit? (GECK) wiki ?
http://geck.bethsoft.com/index.php/Main_Page
Readme Format: Lhammonds
Licensing/Legal
You can do whatever you want with *The Work*
in this mod - credit would be nice.
Credit:
Ogramirad
==========
RPG-7 Replacer and Non-Replacer v2.0
Author: Dude719 + Toxa
Link:http://www.fallout3nexus.com/downloads/file.php?id=11887
Description*
This mod is adds an RPG to the game, compatible with all mods.
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 anymore.
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...
Also one other thing:
RPG-7 - xx000ea6
Rocket Propelled Grenades (ammo) - xx000eaa
Credits:
Dude719 for retexturing and making the mod compatible and tweaking it
Toxa01 for his awesome FO3 port from S.T.A.L.K.E.R. GSC Game World &
published by THQ Games.
NewInfo:
It is from S.T.A.L.K.E.R. I have no problem with you using it,
you just need to give me credit in the credits section and put
Toxa for porting the model, it is not his property nor mine its
GSC Game World's & published by THQ Games. Just give Toxa credits
for porting the model and Dude719 for the retexture.
Permission to mod by Dude719 via PM.
Freddy here: I have purchased S.T.A.L.K.E.R. SOC Retail and I am
reverifing model and texture at this time.
Results:
Same model, Has added handle and tweaked animations to fallout 3.
Texture's same just much better detail and tweaks.
==========
RR Companions Vault by NosRhyfelwr - ttomwv v5.65
http://fallout3.nexusmods.com/downloads/file.php?id=3644
<Heavily Modified for MUW> freddy_farnsworth see MUW v3 Readme
Load RRoverride.esp last (Do Not Masterupdate)
Table of Contents:
I. General
II. Rooms
III. NPCs
IV. Features
V. Plugins
VI. Bugs
VII. Installation
VIII. Uninstallation
----------------------
Please refer to RR Companions Vault Changelog.txt for specific information on
updates.
----------------------
I. *General:
The RR Companions Vault is a combination house mod AND fully functional
companion system.
The house portion consists of Vault 1. The entrance to Vault 1 is located just
south of Springvale, towards Megaton. There is a map marker that begins the game
fast-travel enabled.
Once inside the entrance, you'll find yourself in the service tunnels that lead
to the vault proper. These tunnels contain access points leading to two hatches
in the wastes, and can be used for quick access to places you would normally
have to walk overland - and through very dangerous places - to get to, but are
especially useful for people who don't use fast travel.
Access points lead to: Underneath the Anacostia Crossing side of the Rivet City
access bridge; Outside the western wall of Tenpenny Tower. Wasteland-side of the
access points have map markers, as well, though they have to be discovered
normally.
Access to the Vault itself may be gained (starting from the Springvale entrance)
by going straight down the hall, and hanging a left in the main tunnel. The
large door at the end leads into Vault 1. It's hard to miss. The others are
simple enough to find; just explore. The access tunnel cell is decent sized, but
easy to navigate, and decently well lit. There is also a secondary Vault 1
access door, towards the Rivet City exit. It's a small utility door that leads
to a tunnel underneath the Vault 1 Overseer's office.
II. *Rooms:
Vault 1, proper is a large underground area, bearing a passing similarity to
other Vaults that you'll find around the wasteland. Unlike the other vaults,
though, Vault 1 is not a run-down, dreary and depressing place filled with the
poorly-dressed. Vault 1 is modern, well stocked, and bearing all the comforts of
home - and then some.
It has, in fact, more to do than nearby Megaton.
Vault 1 has dozens of rooms, including:
-Large Player's bedroom, containing pristine Nuka Cola machine, Bobblehead
stand, My First Infirmary, My First Laboratory, Workbench, two safes, several
lockers, a pair of dressers, couches, and a desk with an Overseer's terminal.
-Museum, with pedestals to place sixteen mannequins for display of your trophy
armors and weapons. (Note, the mannequins to go on said pedestals are NOT part
of this mod, and must be downloaded separately from:
http://www.fallout3nexus.com/downloads/file.php?id=2060) There are also several
glass-fronted weapons cases along one wall, that you may use to display weapons
or other small items.
-Armory, with a sorting system to automatically remove items from your inventory
and sort them into proper containers. Sorted items include: weapons, armor,
workbench components, ammunition, food and medical supplies. Note however that
the sorter works only with vanilla Fallout 3 items. Sorting is as follows: Ammo
goes into the caliber specific ammo cans in the armory; armor goes into lockers
in the armory; workbench components go into toolboxes in the armory; food and
drinks go into the labeled non-respawning fridge in the mess hall; meds & chems
go into the med-kit up in the guard house.
-A large central area, containing a swimming pool, lounging rugs, and numerous
couches. By default, NPCs will undress when they go swimming. Note here: some
mod-added weapons don't like to unequip when the NPC swims. I'm not entirely
sure why this happens, yet.
-A bar/lounge, containing a bar, pool table, stools, and several booths. NPcs
often eat dinner here, or stop in for drinks. The bar is well stocked with
booze, if you're so inclined.
-A mess hall/kitchen, seating a few dozen people. Also has a small bar to sit
at. One of the refrigerators respawns and should not be used for storage. The
other does not, and is safe to store your hoard 'o goodies in. The fridges are
appropriately named, and you should have no trouble telling which is which.
-A common room, with another pool table, several couches, and the lockers for
the in-vault vendors. Also provides access to...
-A set of dormitory apartments. Thirty rooms, each containing a bed, desk,
chair, and wardrobe. Wardrobes have their own random list of clothing items, and
will each spawn something different. These wardrobes do NOT respawn. These are
the default NPC sleeping quarters, but rooms are NOT assigned to any specific
NPC, so they tend to sleep in different places on a regular basis.
-Overseer's office, with desk, monitors, two couches, another Overseer's
terminal. Activate the Overseer's Desk to cause it to raise, giving access to a
tunnel that leads out into the south-east end of the Vault 1 Access Tunnels.
-Bathroom, with several showers and tubs. NPCs come here to bathe. Note: unless
you have some form of nude body installed, the NPCs will shower or take a bath
in their underwear.
-Jail, with one large and three small cells. At present, the jail is decorative
only.
-A large laboratory, complete with test subjects, and a Mirelurk tank. The human
test subject can be selected (male or female) as well as enabled and disabled
totally from the Overseer's terminal, in either the Overseer's office or the
Player's bedroom.
-An infirmary, containing several beds. This is where the in-Vault doctor works.
-A guard station, just inside the main entrance. This room contains the terminal
that accesses the companion tracking system, as well as several protectron pods.
Protectrons can be activated and used as guards, although they are less than
amazingly reliable. Also contains the ammo can, weapons locker, and med-kit that
go with the Vault 1 supply system.
-The Vault 1 Access Tunnels cell includes a set of roving guards with full
on/off duty packages and living habits. It also includes a guard equipment
storage room, living, bathing, and eating facilities. There is a merchant, who
brings along her own guards. The merchant and her staff have their own living
and bathing facilities, although the merchant's guards share the mess with the
V1 tunnel guards.
III. *NPCs:
Vault 1 comes with a few NPCs of its own.
-Sunny is the bartender. She buys and sells food and alocohol. She is also your
contact for the Vault supply system (more on that later).
-Trish works in the Lab, and buys and sells Misc items, chems and stimpaks.
-Sylvie wanders the vault and looks pretty. She offers you the ability to change
your haircut and facial details.
-Beth wanders the vault, trading in weapons and armor.
-Jason is the cook, and hangs around the mess hall. He buys and sells food.
-Doc Smith sells chems and stims, as well as being a doctor. She has the same
abilities as most other wasteland doctors; healing, curing rads, fixing crippled
limbs.
-Chloe Boucher is a general merchant, who resides in the access tunnels, and
sells nearly anything you want. Chloe's inventory is sorted by category.
-Alice, Anni, Claire, Diana, Serena, and Zoe are the roving guards in the access
tunnels. Unlike the guards from the RRGuards plugin, these can NOT be recruited
as companions.
-Isabella, Nikola, and Rebecca are Chloe's personal guards. They are not
recruitable, and have little to say at the present time.
IIIA. *Companions:
RRCompanionVault.esm includes not only the companion SYSTEM, but five
companions. These are half proof of concept, and half generic followers. They
include no backstories or custom quests, but do utilize all the functions and
features of the system outlined below.
-Jill can be found in Moriarty's Saloon, in Megaton.
-Joan and Michael can be found in the Lobby of Tenpenny Tower.
-Sandra and Rick can be found in the Clubhouse, in Bigtown.
Sandra and Michael default to melee class, the others are standard ranged class.
They can, of course, have their class switched at your whim via the dialog
options.
They have been placed in what were hoped to be easy-to-find locations, but if
you have trouble finding them to recruit, remember the tracking system.
Iv. *Features:
The RR Companions vault comes with several advanced and downright spiffy
features.
-Supply system. This system allows you to buy weapons, ammunition, stimpaks and
meds. Speak to Sunny to access the system. Each option has several packages,
varying in cost. Options only appear if you have the caps in your inventory to
afford the purchase. You always have the option to change your mind, and back
out without a purchase. Upon purchase, caps are automatically removed from your
inventory, and items added to the proper container in the guard house. Weapons,
ammunition, and meds are all randomly generated. Stims are bought by quantity.
Note: don't leave anything in the supply system containers that you don't want
to be communal property - the guards and companions who are NOT in your party
WILL take weapons and ammuntion from the containers, if they see something they
like. Thus far, they have only been observed taking one weapon each, and the
accompanying ammunition for it.
-Sandboxing. The Vault 1 cell contains dozens (perhaps over a hundred - I've
never actually sat down and counted) of idle markers. Rather than standing
around doing nothing, NPCs - and companions left in the vault - will engage in
any of a myriad of activities. From sitting next to the pool relaxing, to taking
a shower, to sleeping in a bed, to eating, sitting at the bar, peering through
the glass at the captive Mirelurks. They even swim, and admire your displayed
trophies in the museum.
-Companion system. An entire document could be devoted to the RR companion
system. Companions from the RR system are - in my admittedly biased opinion -
some of the most versatile and fully featured available for Fallout 3 today. The
companions will follow you, fight alongside you and protect you. Nothing special
there, right? They also keep full time track of your health, and theirs, and
will use stimpaks in their inventory to heal you or themselves when the need
arises. The companions will tell you their stats, attributes, current health and
DR rating on command. They'll allow you access to their inventory, and are more
than happy to mule loot for you. Companion classes can be changed on the fly, by
dialog commands. Combat style is automatically changed to match the new class.
Companions can use virtually any weapon you put into their hands. Companions can
use any armor, including power armor. Companions can be ordered to follow, stay,
guard their current location, go home (to vault 1), or sleep in any of the
thirty-one beds in Vault 1, or sleep anywhere they choose in a non-Vault 1 cell
(including outdoors).
-Tracking system. Accessible from the Guards' terminal in the guardhouse in the
Vault 1 entryway, the tracking system allows real time monitoring of the
whereabouts of any of the RR companions included in the RRCompanionVault.esm
master file. Simply select the companion tracking menu, and then choose which
companion(s) you wish to track. You may select multiple single entries, or track
all at once. Each entry selected adds an entry to the Quests tab of your
Pip-Boy. Selecting this entry will display a map marker, showing the location of
the indicated companion(s). The marker is set to ignore locked doors, where
pathfinding is concerned. If you wish to no longer track a companion, return to
the Guards' terminal, again select the tracking menu, and choose "End All
Tracking". This will remove all tracker quests, and their accompanying markers.
Tracking quests can be removed and re-added as many times as you like; there is
no limit. Note: Because of the nature of quest generation in Fallout 3, this
system will NOT work directly for your custom companions. However, if you'd like
to create a tracking entry for your custom companion plugin, post a comment or
PM me, and I can give you instructions on how to do so.
-Chloe Boucher. Chloe is a merchant, who has moved herself and her crew into the
access tunnels. She'll sell you a WIDE variety of equipment and supplies;
including, but not limited to: Weapons, armor, chems, a full set of schematics,
a custom .44 Magnum revolver, and ammunition. She will also sometimes carry
power armor. Chloe always stocks scrap metal and lockpicks. Chloe's inventory is
categorized. When speaking to her, choose a category to view that type of item
in her inventory.
Chloe has a substantial stock of caps. Though only 25000 will show in the barter
window because of a bug in the Fallout 3 engine, she has a reserve of bartering
currency that's moved to and from her main inventory via script. Closing the
barter window and opening it again will allow the script to work, and replenish
her stash.
Because of the nature of the multi-container setup she has for buying and
selling, items that you sell to Chloe will be available to purchase back in all
category optiions, until you leave the cell. Once you leave and reenter the
cell, her "general" container is emptied, and your sold items will no longer be
available for repurchase.
As well, Chloe sells limited edition Vault-Tec bobbleheads. She has one complete
set, and will be willing to part with them for low, low prices. Don't forget to
bring along your first born, and possibly extra arms and legs. Bobbleheads are
not purchased from a barter window, and are instead bought via dialog. Once your
purchase is made, the appropriate safe will open on the shelves next to Chloe's
desk. You can then retrieve the bobblehead within. Because the bobblehead is
collected normally, acquiring them in this way is fully compatible with any mods
your run that change the points or effects a bobblehead gives.
V. *Plugins:
One of the great strengths of the RR system is its modular nature. With a simple
plugin addition, you change any number of things: NPCs, weapons, armor, contents
of the supply system, attacks on the vault, even the furniture and decorum.
Included in the same archive as the main master are a number of these.
-RR5MoreFemales.esm - This plugin does what it says, and adds five new female
NPCs to vault 1. Useful only as a means of populating the vault.
-RR5MoreMales.esm - Same thing, except this one adds five men. RR5MoreFemales
and RR5MoreMales can be run simultaneously.
-RRGuards.esm - Adds several male and female guards to the Vault 1 cell, who
will patrol, guard, watch, and use their combat shotguns to lay the smack down
on anyone hostile who comes into the vault.
-RRWastelandPosters.esp - This one adds several posters to the walls around the
Vault. It uses the standard game posters, so if you have a poster replacer
installed, it'll show on these, too. I personally use one full of the works of
Luis Royo.
Other plugins:
There are numerous other plugins for the RR system.
-RRQuests, by ttomwv - this one adds a quest to Vault 1, requiring you to obtain
some deuterium to power the vault reactors. It was intended to be the first
stage in a MUCH larger quest, but alas ttomwv decided to retire from modding FO3
before he had the chance to take it any further.
Can be downloaded from the RR Companions Vault main file entry, under "Optional
Files"
-RRUMPA, by ttomwv - "This one adds support for Umpas Animation Plugin. To use
it Download and install Umpas Mod. Download this plugin and load it last. Turn
on the music from the office terminal. Then go to the party menu on the terminal
and start the party. This will enable several areas in the upper floor as dance
zones. Give the actors some time and soon you'll have them dancing all over.
Quite fun. When done go to the terminal and choose stop party. If anyone gets
stuck just talk to them and they will go to normal." Works fine, as far as I
know, but I was never a fan.
-RR Companion Vault 20thCW Supply, by me - this one adds 20th Century weapons
and CALIBR ammo to the Vault 1 supply system, as well as to Chloe's inventory.
-RR Companions Vault Follow Distance Plugins, by me - Contains four plugins that
reset the companions to follow at a distance of 100, 200, 250, or 300; rather
than their normal 150. 150 has proven to be the best combination of keeping the
companions close, but not overcrowding you. If you want more or less distance,
though, here you go.
As of v5.64 these are included in the master archive.
-RR Companion Vault Attackers, by me - this one adds a set of Raider and Feral
Ghoul spawns to the Vault 1 access tunnels.
-RR Vanilla Companion Integration, by me - This one is similar to the vanilla
companion firing fix listed below, except that it also modifies the vanilla
followers' wait packages, to allow them to sandbox when told to wait. Intended
mostly around Vault 1, but they should sandbox in the vast majority of cells.
-RR Vault 1 No Automatic Doors, by me - This was made mostly for my own personal
game, but I figured others might find it useful, too. It removes the activators
that trigger the automatic opening and closing of the sliding doors in Vault 1.
Changes nothing else. Note: Refurbished reportedly adds some extra door
activators to the vault. This plugin does not affect those, and because
Refurbished is not a master file, a version of the plugin cannot be written to
do so.
-RR No Vault 1 Protectrons, by me - This plugin removes those every annoying and
unreliable Protectrons from the Vault 1 guard house. Also disabled their
terminals. Does not affect standard game protectrons in any way.
External files:
-RR_Refurbished, by Fry1969: This one is a huge mod. A complete re-envisioning
of Vault 1's interior, into a warmer and more contemporary style. I always
thought it looked like a hunting lodge from one of the British Colonies, circa
early 20th century. Popular, and with good reason.
http://www.fallout3nexus.com/downloads/file.php?id=6686
-RR Residents Refurbished-Lings Edition, by Fry1969: A beautification of the
default inhabitants of Vault 1, using clothing and other resources from Ling's
Finer Things.
http://www.fallout3nexus.com/downloads/file.php?id=14939
-RR Guards Refurbished-Lings Edition, by Fry1969: Similar to the above mod,
except this one alters the vault guards from the RRGuards plugin.
http://www.fallout3nexus.com/downloads/file.php?id=14980
-NosCo Vault 1 Remodel, by me - this one came about because I thought the base
Vault 1 decor was too drab, but Refurbished didn't suit me. Not yet as extensive
as Refurbished, but it's a pretty hefty overhaul. Remodels the vault to use lots
of marble tile and pillars. Also adds lights that can be turned on and off.
http://www.fallout3nexus.com/downloads/file.php?id=8457
-RR Companions Vault Alternate Guards, by me - This one adds eight new guards to
the Vault. While they are not necessarily stone hotties, they are in my opion
VAST improvements over the ones in RRGuards. This plugin and RRGuards CAN be run
simultaneously, but don't blame me if your computer tries to murder you in your
sleep for making it render too many NPCs at once.
http://www.fallout3nexus.com/downloads/file.php?id=8458
-Nos' RR Companions, by me (duh) - This one is my baby. What got me modding FO3
in the first place, and really brought me to ttomwv's attention. It adds ten new
companions using the RR system to various places in the wasteland. Companions
are somewhat diverse, and have personalized comments, armors, and responses.
http://www.fallout3nexus.com/downloads/file.php?id=8090
-RR Vanilla Companions, by me - In my usual overreaching style, this one is a
biggie. This is a series of plugins, rather than a single mod, and creates
copies of various and sundry wasteland NPCs for you to take as companions, make
live in the vault, or whatever. I'm not here to judge. Best part is that because
they're copies, and not the original NPCs, sending them to live off in Vaultlund
won't break any quests, and the originals are still there to be merchants or
keep quests together or whatever it is they do.
http://www.fallout3nexus.com/downloads/file.php?id=11315
-Bernie Companion, by NeilUK02 - The first non-NosCo companion for the RR system
to be uploaded to the Nexus (so far as I know). Bernie is a sniper-girl, and a
redhead. What more need be said?
http://www.fallout3nexus.com/downloads/file.php?id=11043
-Brooke Companion, by NeilUK02 - Another companion from the talented NeilUK02.
Not a redhead this time, but still a cutie. Again, recommended.
http://www.fallout3nexus.com/downloads/file.php?id=11078
-Ariana Companion, by NeilUK02 - Number three from the talented mister UK02.
Ariana is a 'sister' to Amata, and comes with a quest, even.
http://www.fallout3nexus.com/downloads/file.php?id=11276
-'Offer You Can't Refuse' Companion, by NeilUK02 - Male companion. I think it's
a Godfather thing, but I'm a heathen and never watched it, so I have no idea.
http://www.fallout3nexus.com/downloads/file.php?id=11516
-More Residents for RR Companion Vault/Taking Over Vault 1, by NeilUK02 - This
adds eleven new NPC residents to Vault 1, and includes a quest to explain how
you took possession of the vault.
http://www.fallout3nexus.com/downloads/file.php?id=12077
ElrawielRRCompanions, by Elrawiel - Adds two new companions, weapons, and a
backstory. Seems like one heck of a 'first effort', to me.
http://www.fallout3nexus.com/downloads/file.php?id=11360
Vault 101 Security Companion, by Elrawiel - Adds a companion to Vault 101. Has
the slight downside of requiring you to play the tutorial to get him, but in the
process plugs one of the rather large plot holes Bethesda left in the main
quest.
http://www.fallout3nexus.com/downloads/file.php?id=11483
Shojo Companions, by Herculine - Adds fourteen anime-styled companions, that use
the 'Shojo' (young girl) race. Expect heavy cuteness, and no realism. Also
includes a fun feature; a radio that allows you to call all fourteen into the
vault without having to go recruit them manually. You see, Herculine loves you
people more than I do - I make you go recruit companions yourselves.
http://www.fallout3nexus.com/downloads/file.php?id=12574
Chespeake Companion, by Ladydesire - Adds a new female companion for you to
Megaton outdoors.
http://www.fallout3nexus.com/downloads/file.php?id=12748
Little Sister Robyn, by Polarbearcub777 - Adds a cute little girl type
companion. She can be found inside Vault 1, itself; starting out inside the
dormitory rooms.
http://www.fallout3nexus.com/downloads/file.php?id=12701
Toad's People, by Toadlet - Adds several new companions to various places. These
are apparently specifically designed to be 'normal' companions, and not the
unrealistic hotties some of us prefer to unleash upon the world. Strange people,
eh?
http://www.fallout3nexus.com/downloads/file.php?id=12761
Toad's People Pack 2, by Toadlet - Some more from the talented Toadlet. If you
like your companions realistic, these are certainly the packs for you.
http://www.fallout3nexus.com/downloads/file.php?id=12786
Toad's People Pack 3, by Toadlet - Entry #3 in what's apparently a series.
Surely, you know the drill by now.
http://www.fallout3nexus.com/downloads/file.php?id=12940
Smith and Jones, by Toadlet - These are apparently Toadlet's personal
companions.
http://www.fallout3nexus.com/downloads/file.php?id=12966
Toad's Many Men, by Toadlet - It is what it sounds like.
http://www.fallout3nexus.com/downloads/file.php?id=13075
Toad's Minions, by Toadlet - "A pack of 30 RR Companions Vault Followers placed
throughout the wastelands."
http://www.fallout3nexus.com/downloads/file.php?id=13256
Herculine's RR Scout Companions, by Herculine - Excuse me a moment, I need to
wave goodbye to my top companion monger title. There are two files to this set,
one for the base game, and one for DLC owners. Between the two, they add A
HUNDRED AND THIRTY individual companions. If I wasn't already an artist at
self-deprecation... this one would push me into learning. A massive, and
outstandingly done setup - all 130 companions have their own teleporting device
to be summoned to your side, no less! - I fully encourage everyone to check this
one out.
http://www.fallout3nexus.com/downloads/file.php?id=12899
Polarbearcub777's Kid Companions, by Polarbearcub777 - A second release from
Polarbearcub777, this package apparently incorporates the earlier Little Sister
Robyn release, and places new, child companions for you in the Muddy Rudder.
http://www.fallout3nexus.com/downloads/file.php?id=12902
VI. *Bugs:
Despite much effort, there are some still floating about.
Companions still stop following occasionally. These "stops" are mostly coded in
by Bethesda, and can not be fixed. Areas that do this include: The Washington
Monument, Vault 112, and Vault 87. Problems may also be observed in places in
the DLC areas. This happens to all followers, so far as I know, and there's
little to be done about it.
While not strictly speaking a bug, you should be aware that the Vault 1 cell -
especially when loaded down with plugin-added NPCs - can eat a LOT of system
resources. This tends to cause problems from low framerates all the way up to
CTDs. It is being worked on, but it's simply the nature of the beast, and there
will ALWAYS be some issue with it if your PC isn't up to the task.
Running the RR Companions Vault or any of its plugins with FO3Edit's
Masterupdate running is VERY HIGHLY RECOMMENDED AGAINST. In testing, it has
shown to play havoc with any modular set like this one, and will cause numerous
problems with doors, furniture, and sometimes even NPCs.
VII. *Installation:
Extract the files to Fallout 3\Data\
Everything should end up in the proper place on its own.
If it doesn't, meshes go into Data\Meshes\RR Vault 1\
Textures go into Data\Textures\RR Vault 1\
Once extracted, apply archiveinvalidation in whatever method you prefer. Open
your mod manager of choice, and tick the pretty little box next to
RRCompanionVault.esm. Do the same for any others from the archive you've decided
to run.
Load order: RRCompanionVault.esm needs to come after any DLC,
weapon/armor/clothing masters, or beauty packs you may be running. RR plugins
should come after RRCompanionVault.esm, but are otherwise fairly load order
insensitive. Refer to individual plugin readmes for more detailed information.
Apparently, there is a bit of a SNAFU surrounding two of the plugins and
Refurbished. As I understand it, RRSorters must be run BEFORE RR_Refurbished,
with RRQuest loaded AFTER RR_Refurbished. To do otherwise will cause a hole to
open in the fabric of space time and doom us all.
Okay, maybe not. It actually has to do with the placement of some items moved by
the sorter, and the door that leads to the reactor room in RRQuests. Don't look
at me - I just work here.
VIII. *Uninstallaton:
Collect up any items from Vault 1 that you want to save. Collect any items from
Guards, Companions, or NPCs inside Vault 1 that you want to save. LEAVE THE
VAULT 1 AND VAULT 1 ACCESS TUNNELS CELLS.
Save and exit.
Delete RRCompanionVault.esm, as well as Meshes\RR Vault 1 and Textures\RR Vault
1
Be aware, that once the master is gone, no RR plugins will function, and all
your RR companions will be gone. All prisoners will be gone. All items in the
vault will be gone.
Attempting to run any RR plugin without the master will result in an instant CTD
on game load.
Thanks go out to:
-Bethsoft, for leaving such huge, gaping holes in their games that give modders
like me a reason to write this stuff.
-ttomwv for writing the base of this mod, asking me to join the team, and
ultimately trusting me enough to leave the vault in my care.
-Sgt Ovakil, for not only helping me track down many bugs now, but also for
being kind enough to let me bounce insane modding ideas off him regularly.
-NeilUK02 for being the first person to be kind enough to go to the trouble of
sharing his RR system companions with the world.
-Herculine, for continually giving me new modding ideas, and also prodding me
with a sharp stick to get me to actually work on them. Although I still hold her
responsible for my unleashing my cosmetic pack upon the world.
-Last, but pretty much the opposite of least: my own personal Guardian Angel,
for being not only a neverending source of inspiration, but as a talented
scripter in her own right.
You can reach me, or view a list of my other mods here:
http://www.fallout3nexus.com/modules/members/index.php?id=956857
Credit:
ttomwv
NosRhyfelwr
RidgeRunner
==========
SCC Companion Tutorial
Version: 2.0
Date: 03/18/09
Category: NPC/Companions
Author: wogz187
Link: http://www.fallout3nexus.com/downloads/file.php?id=2399
This is how I learned companion and quest making :) Great Resource !
The BDU armor meshes and textures they wear are from it.
You are not allowed to upload this Guide or associated images without permission.
The texture files contained in the download may be used with your Character but
NOT as an Armor Mod. If you would like to create a new Armor using the DPAT pattern
please PM me and I'll send you the base texture.
Special thanks to: ZableBlaze, LHammonds, Jaysus, Ar13, Loxy and everyone else
who helped make this guide possible!
Credit:
wogz187
ZableBlaze
==========
Shells Slugs Ammo Modders Resource by odin_ml
http://fallout3.nexusmods.com/downloads/file.php?id=4542
Last updated at 18:43, 26 December 2009 Uploaded at 23:39, 2 March 2009
"Shells Slugs Ammo" a modders resource
Working on a personal project, i decided to make a shell casing, and projectile
for every ammo in my game, the included meshes are to scale with each other.
other meshes may follow as they are needed or requested. Now includes new ammo
box meshes.
plz give credit if used in a public mod, also plz link mod via comments, i would
like to see the mods that its used in, happy modding.
Photoshop .psd files also available.
Meshes included are as follows, includes casing, projectile, ammo box, and pipboy icon.
9x18mm Makarov
9x19mm luger
10mm auto
14mm ap
32 acp
44 mag
45 acp
.50 BMG
.300 Win Mag
545x39mm
556x45mm NATO, .223
762x25mm Tokarev
762x39mm
762x51mm NATO, .308
762x54mm Russian
792x33mm Kurz
.30-06 Springfield
12Ga Buckshot
meshes and textures by "odin_ml"
History
1.0 Initial Release
1.1 updated collision meshs on all casings
1.2 Textures Improved added, .50 BMG Casing and 3 Projectiles added
1.3 Updated lighting on all casing/projectile meshes to better suit the environment.
1.4 Added 3 new casing/projectile meshes 545x39mm, 762x25mm Tokarev, 792x33mm Kurz
Credit:
odin_ml
==========
Skykappa 3000 by Skykappa (custom meshes and textures)
http://www.fallout3nexus.com/downloads/file.php?id=12978
Last updated at 01:54, 9 June 2010 Uploaded at 06:12, 7 June 2010
I can`t support them anymore, but I was wrong to remove them so apologies all round.
They belong to the universe now, so I`m reupping all my released mods here. Along with a
few nice bonus farming and weapon meshes/texture as an apologetic offering and final gift for now.
None of these can be used in any commercial endevour of any kind without my permission.
But Modders are free to use any of the resources in their own FREE mods without permission,
but credit my hard work please.
Used the NukaCola Clear bottle and a custom vending machine mesh and texture.
Thanks: freddy
Credit:
Skykappa
==========
Some Katanas
necKros' Weapons mod: Some Katanas
V1.0 (Release) - 15 April 09
Fallout 3 mod
You saw it first at Fallout 3 Nexus
http://www.fallout3nexus.com/downloads/file.php?id=5660
What is it?
--------------------------
I'm a japanese sword lover, a Fallout freak, and recently a 3D modeler.
That's the main reason for this mod. This includes three katanas:
Fine Katana:
A fabulous blade mounted on a very well conserved tsuka (handle) and tsuba (guard).
Scrap Katana:
The blade of this sword is antique, but the mounting was presumably lost and was
mounted on a quite rudimentary lead piece. It was done with strange care though.
The author was unable to mount a tsuba though, watch your fingers!
Rusted Katana:
This sword was once a great one, but looks like the humidity of the place ruined it.
The kissaki (tip) is broken, but it still cuts. Good for a more challenging gameplay.
The swords can be repaired with scrap metal (nothing to do with the blades, but more
than the chinese swords) and with the other katanas except the rusted one.
You will find them east of Tempeny Tower, in an abandoned house that was previously
sealed (see images for a map). I recreated the house and the basement where you can
find them. I like to create atmospheres : D
Now, I started this a self-homework to practise with 3D modeling, and these are my
first complete "from scratch" meshes ever (by complete I mean with geometry, diffuse
map elaboration, UV mapping and normal mapping). I think they turned out quite well,
and that's why they're here now. It's the first time I make a working static with
non-convex collition (the sword stand), so autokudos to me. Yatta!
Can I use them for other mods?
--------------------------
Yeah, everything here is released as modders resources, so either be the katanas or
the sword stand, you can use them and modify them. Tell me though, I'd like to see about it.
Contact data
--------------------------
If anything, or nothing at all, but only if needed, send your love or hatred,
to [email protected]
Credit:
neKros
==========
Soviet Flak Cannon
From Fook 2 open beta v1.2
Author: FOOK Team, LinkesAuge, Toxa & Natan's Russian Arsenal, KRIGos2.
http://www.fallout3nexus.com/downloads/file.php?id=4448
http://www.fallout3nexus.com/downloads/file.php?id=6345
http://www.fallout3nexus.com/downloads/file.php?id=3617
Added a modified Soviet Flak Cannon to the MOD. 25mm cannon shells.
Credit:
FOOK Team, LinkesAuge, Toxa & Natan's Russian Arsenal, KRIGos2.
==========
Sniper Equipment - Barrett M82A1
Author: Nart2007
Version: 1.0.1
Date: 4/10/2010
Category: Items/Weapons/Modder's Resources
Link:http://www.fallout3nexus.com/downloads/file.php?id=12126
Details:
===============
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 and Sand (Light Tan).
Each has data that roughly fit the specs on Barrett's Website:http://www.barrett.net/firearms/model82a1
Includes a great set of Textured gunlockers and ammoboxes (barrett)
NOTE: 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...
Also I scattered them around a bit, you will find em.
Credits:
M82A1 Barrett Sniper Rifle: (Adapted from 19th & 20th Century Weapons)
AlexScorpion - AlexScorpion's Sniper Gear - Entire Model - Genius !
Nart2007
==========
Sniper Hideout v1.0
Author: rebel28
Link: http://www.fallout3nexus.com/downloads/file.php?id=8580
Description:
Now I've seen loads of sniper posts/hideouts, but none of the ones I've seen have
actually had a firing post. So this mods adds a sniper post to "The Mall", it's next
to the Museum of Technology. I suggest getting Mart's Mutant Mod, if you don't have it already.
I made this in about a day, it adds a small hideout, unreachable by NPCs*
(not anymore :) fully navmeshed, repaired and finalized they can follow you in now.
I didn't do lots of work on the interior, but creating the exterior was a bit harder.
I hope you like it.
*Unless they take the same route as you (I haven't encountered this. Edit.. they will now.
SuperMutants have been found inside on occasion.
Permission to mod by rebel28 via PM. and Thanks ! Great location and Idea.
Credit:
rebel28
==========
Taurus Walker Revolver by Andrew - gamerowns
http://fallout3.nexusmods.com/downloads/file.php?id=13789
Description:
Adds a Unique revolver completely created by me with custom sound,
ammo type, texture, reload, and mesh.
It Is a hybrid gun between the Taurus Judge and the Walker Colt (Real Guns) with
a textured engraving (completely unique and designed by me).
The gun fires a .410 Bore Shotgun Slug (yes it exists in real life too, and yes
can be fired from a Taurus Judge Revolver).
A Slug shotgun shell (It fires one lead bullet instead of 9-12 lead pellets)
that utilizes the whole explosive force of one projectile for for massive damage.
To install copy the contents of this folder into yout fallout 3 data directory.
When prompted merge folders if prompted.(You may leave out the Readme)
To find this gun ingame travel to the rivet city market
and you'll find the gun along with 100 ammo on the pool table.
To get more ammo you can buy it from most if not all weapon salesmen.
To aquire through command console type
"player.additem XX00154F 1" for the Taurus Walker and type
"player.additem XX000EA6 #" #=number desired.
Thank you to all who download my mod. Please leave feedback of any kind
good or bad, but please be reasonable if you're going to say improve your mod,
say why. Or don't just say your mod sucks. Leave constructive critism if any.
Credit:
Andrew - gamerowns
==========
Tenpenny Suite After Saving Megaton
Author: Wyverex
Link: http://www.fallout3nexus.com/downloads/file.php?id=2625
You can get the Suite one of 3 ways.
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 residence 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. ** Just have good enuf speech skill to get by the room guard.
All of the themes and items for the suite can be bought the normal way. Even if the
ghouls have taken over. I created new theme and item refs so you can have different
house themes between Megaton and Tenpenny. Bubble head 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 after I blew up megaton.
Permission to use mod by Wyverex via PM
Credit:
Wyverex
==========
Tenpenny Suite Map Marker
Author: Scarecrow
Link: http://www.fallout3nexus.com/downloads/file.php?id=9222
A map marker to the balcony of your Tenpenny Tower Suite.
Couldn't find a mod that added just a map marker and not a bunch of other
unnecessary stuff, so here is one.
Thank You ! simple and elegant...
Credit:
Scarecrow
==========
The Good The Bad The Ugly Outfit "GBU"
Author: wintermuteai1
Link: http://www.fallout3nexus.com/downloads/file.php?id=14764
Uploaded 22:22, 25 September 2010, last updated 08:28, 10 October 2010
My attempt at Blondie's Outfit from "The Good, the Bad and the Ugly"
You MUST have Mothership Zeta Addon to use this as it uses textures from it.
Full credit to Hoodz for his Lone Wanderer Modding Resource
(I used the poncho)
Male only. You can find this outfit plus 2 hats inside the big dumpster right
outside Silver's house in Springvale.
*Edit* made a new Dumpster repawning container and put it next to the Original FO3
container you will no longer find these in every dumpster in FO3 :) hehe. -freddy
Permission - Credit
You CAN use this in any way you wish just give me credit for my part.
Credit:
wintermuteai1
Hoodz for his poncho. Enjoy :)
==========
The Project by OriginOFPain
http://fallout3.nexusmods.com/mods/11203
Last updated at 17:00, 6 Nov 2010 Uploaded at 20:18, 11 Feb 2010
Name: The Project
Author: OriginOFPain
Version: 1.1
Date: 2/14/2010
Category: Quests
ATTENTION: I AM NO LONGER MODDING FALLOUT 3!
The game is way too damn buggy for me to handle anymore.
I went and did a complete uninstall of the game, so..
DON'T EXPECT ANYMORE UPDATES FOR THIS MOD!
I will be modding Fallout: New Vegas though, provided that it isn't unstable.!!!!!!!
!!!!!!!!!!!!
freddy here:
The Project v1.3 modified for MUW
Ok Soldiers ! Debugged and ReNavmeshed. Soldiers, Commandos, Scientists,
Stealth Units, Snipers and Bosses Updated UI. Health Boost.
Fixed some triggers (not persistant and "on local map" checked)
some portals realigned (missing floor and rooms). Floaters, sunk trees,
removed some unneeded landscape changes and Navmesh, in The Pitt train station
and radio tower areas.(FO3 wilderness not in the pitt).
Quests are still linear, if you read the terminal before killing target,
Quest will fail, just follow along the quest targets no matter what.
I used Stealth to penetrate the bases. Read thru all his fans comments
and took care of them all even the regulators campsites as that is next,
All three of these Colby, Project, Regulators will be one big
"I get along with FOOK2 and AArmory and Lings MOD" then merged into MUW
when all is well.
Opposition has SAW's, Pulse Rifles, M16's ect. Thankfully not to many missle launchers tho.
Bring Scoped in the 80-100dmg class, MG's at 70 to 80 or so. Some of Sy's tools will get you thru.
I came in to the Springvale Bunker at level seven finished mod at level 16... looted everything.
About 16hrs of play. 2-3hrs per run no crashes, using the FULL MUW LoadOrder
plus some that are not ready yet.
I need feedback and testing :) Will be merged to MUW.
Have fun this is a Massive Mod By OriginOFPain, so go over there,
check out his screens, give him some Kudos !
===============
Description:
===============
As the Lone Wanderer, you stumble across a bunker under siege by Talon Company.
Inside, you discover that Talon Company has targeted The Project for elimination.
The Project, a consortium of ruthless tech hoarders, possesses many secrets within their
bases across the wasteland. Hunt down the Project's leaders and make your way to Camp David,
their center of operations. Eliminate them as they have eliminated so many innocent lives in their
pursuit of advanced technology.
===============
Details:
===============
Adds a new quest to the game for the player to follow.
Also adds a new technologically advanced faction, called The Project.
New maps to explore and an entirely new world space called Frederick County,
which is situated north of DC. A G36c, M16A1, M249, MP5A4, MP5SD5,
SVD Dragunov, and a M41A pulse rifle have been added to the game.
A few unique weapons of my own creation have been added as well.
To start the quest, simply enter the Springvale Bunker Entrance.
Bring a LOT of stimpacks so you don't die!
===============
NEW IN VERSION 1.1:
===============
�Fixed the M249's 3d firing sound and reduced its damage
�Reduced G36c damage and fire rate
�Springvale Bunker Entrance is now follower friendly
�Reduced M16A1's damage
�Removed the weapons locker on the first level for more balance
�Placed the unique weapon "The People's Dragunov" in the Springvale Bunker Storage
===============
BEFORE UPDATING TO V1.1:
===============
YOU MUST DELETE ALL OF THE VERSION 1.0 FILES FIRST!!!! (Read Uninstall)
ONLY AFTER ALL OF VERSION 1.0 FILES ARE REMOVED CAN YOU INSTALL
VERSION 1.1
===============
Requirements:
===============
Fallout 3 Patch 1.7
ArchiveInvalidationInvalidated!
FOMM ( YOU NEED FOMM TO SET LOADORDER! It is
actually a .7z archive which can be installed with FOMM Package Manager)
Operation Anchorage DLC
The Pitt DLC
Broken Steel DLC
YOU MUST HAVE ALL OF THESE DLC'S IN ORDER FOR THE MOD TO WORK! (SORRY)
===============
Install:
===============
1. Open Fallout Mod Manager.
2. Click on package manager.
3. Click on Add New.
4. Find the directory where you downloaded to and open the .7z file. (It takes a while to load)
5. You should see TheProject on the list, highlight it and click activate
6. You should see TheProject.esp on mod order list with the checkbox filled, so run Fallout 3
7. Enjoy! (If you like my mod, be sure to endorse it as I put a lot of time and effort into it)
===============
Un-Install:
===============
(Fine, if you must)
1. Start FOMM and click on Package Manager.
2. Highlight TheProject and click deactivate.
3. Then go to the FOMM directory and open the mods folder.
4. Delete TheProject.fomod and you're done!
===============
Compatibility:
===============
No compatibility issues so far.
===============
Bugs/Issues:
===============
Crash to desktop when exiting game. (minor) -fixed - freddy
===============
History:
===============
2/11/2010 - Initial Release
2/14/2010 - Version 1.1 Release
===============
Contact:
===============
OriginOFPain @ Fallout 3 Nexus
===============
Credits:
===============
Thanks to Bethesda for creating Fallout 3.
Thanks to Fallout 3 Nexus for just being awesome.
Thanks to InsanitySorrow for the ReadMe Generator this readme is based on.
Thanks to HAL9000 for his G36C mod.
Thanks to xzax for his M16A1 Assault rifle mod.
Thanks to Heroin Zero for his M249 SAW mod.
Thanks to Zealotlee for his MP5 Pack and SVD Dragunov mod.
Thanks to Jab_Bauer for his Aliens M41A Pulse Rifle mod.
Thanks to me OriginOFPain for creating The Project.
If there is anyone else that I forgot, please let me know.
===============
Tools Used:
===============
GECK
Fallout 3 ReadMe Generator
FOMM
FO3Edit
Paint.NET
7 Zip
License/Legal:
Feel free to use or expand this mod to your heart's content, just be sure to credit me
and the others for their work. If you would like to make compatibility patches,
then feel free to do so. Please do not upload this mod to any other site.
Also, please take note that using this mod might kill you, your family, or everyone
you know! I am not responsible for any damage done by this mod in any kind;
it was probably your fault in the first place.
Credit: OriginOFPain
==========
The Regulators by WillieSea
WilliamSea - http://fallout3.nexusmods.com/users/132433
http://fallout3.nexusmods.com/mods/15645
Last updated at 15:22, 24 Jan 2011 Uploaded at 11:56, 17 Jan 2011
The Regulators
==================
Missions for the Lawbringer Perk
by WillieSea
version 1.1 - 01/22/2011
Requirements
============
- Fallout 3
Hello Lawbringers !
The Regulators v 1.3 modified for MUW
This fine mod made by WilliamSea has been modified for MUW and Colby East,
The Project, The Retreat, Broken Satellite Relay, FOOK2 locations and any other
location conflicts I could find. ( Moved cells on a few, made new entrances on a few)
This MOD adds 47 new locations to FO3 with mapmarkers, Quest MOD for the lawbringers Perk.
With FOOK2 you still have the original door (floats a bit :) on the new Cruz Estate.
This Mod is enabled on vanilla by taking the Lawbringer Perk, with FOOK2 it is automatically
given at level 7 with good karma. Works both ways.
Navmeshed everything not finished, made some new door portals. Companion friendly.
If you go there before the perk is given the place will be pretty empty.
To see Sonora you must use the FOOK2 entrance, to use the Quest terminal you must use the
original shack door.
Made bosses Alot tougher, so they will not be killed of by all the random spawns.
they have custom statted armor that you cannot loot, 60+ DR. 500+ health.
SideKicks (gang members) 100+ health and standard DR armor.
(at lvl 36 I had 5 albinos 2 yaoguai and a sentry all at once at one location. Vanilla spawn rates.)
no MMM yet....
When you are at the quest terminal, look up ^^ the Clock is by WilliamSea and Works, Keeps time
perfectly in game - amazing. Now you can see how fast time flys in FO3 as the Hand that looks
like a second hand is actually minutes slippin by...
This is for testing it will change, then if all is well be merged into MUW v4
Permission to mod/merge this into MUW given by WilliamSea A wonderful person ! DoRah !
GoTo his site give him Kudos ! http://fallout3.nexusmods.com/mods/15645 See his screens...
freddy
Future Plans.. well that all depends on you now dont it... Play this thing !
===========
THIS README FILE CONTAINS EVERYTHING YOU NEED TO KNOW ABOUT THE MOD.
Please read it before asking questions...
Story
=====
Having joined the Regulators after getting the Lawbringer perk,
you notice a computer in the downstairs room.
From it, you accept contracts on fugitives and their gangs
all over the wasteland. Its time for some wasteland justice!
The 'Regulators HQ' is part of the original game and can be
found NE of Megaton, West of the Weaton Armory.
Features
===========
- There are 47 new missions at locations all over the wasteland.
- The missions are to take out a fugitive and his gang of outlaws.
- The missions start out easy but they soon become very difficult.
- You will have to use everything at your disposal to win!
- Each contract completed rewards you in Karma and caps.
- Complete all 47 missions without cancelling any of them
and be rewarded with the 'Regulators Speciality' perk.
-- The Perk gives you +10% damage resistance, +10% critical hit chance
and +20% chameleon when you are sneaking.
- Two special weapons which you must search for in the
Regulator HQ if you want them.
-- Sawed off shotgun which has better accuracy and damage
-- Silenced 10mm Submachine Gun for the silent kills.
Has a slower rate of fire but does more damage.
- Purchase Heavy Regulators to patrol the compound
and Gun Emplacements to protect your HQ.
========================
Known Issues and Caution
========================
1) Created and Tested with game patch v1.7 installed.
2) There is a limit to the number of AI that can be active at one time.
Remember this when you are purchasing protective Heavy Regulators and Turrets.
3) CEI - Broken Satelite Facility so I turned the door a bit so you
can access either one. - fixed - new silo entrance - freddy
4) Fook 2 - Reported that the interior cannot be gotten into.
- fixed - enabled original door - freddy
Reported solution was a mod that added a floating door.
http://www.fallout3nexus.com/downloads/file.php?id=9299
INSTALLATION
============
1. Download the 7z file.
2. Unpack the 7z file and copy all the files and folders "as is"
to your game folder \Fallout3\Data\*
3. Activate the mod from FOMM and set Load Order
You must have your game patched to v1.7
4. Play the game. See 'Starting the Mod' below.
*NOTE* If the textures are purple on objects in the game
or have random texture on them:
a) Make sure you have some form of Archive Invalidation installed.
http://www.fallout3nexus.com/downloads/file.php?id=944
FOMM is preferable to set Load Order and Invalidation.
b) And that you placed the textures in the proper folder as defined above.
*NOTE* If you see a red/yellow diamond then you did not install the meshes
to the correct folder path.
Starting the Mod
================
After you get the Lawbringer perk, visit the Regulator HQ and access the terminal.
CREDITS
=====================
WillieSea - Entire mod except resources noted below.
Resources by:
WillieSea - Clock resources and script
Ez0n3 - fixed sky dome
And most importantly to:
Bethesda for the game and construction set.
Play Testers
---------------
* WillieSea
* kalixx1
Legal and Permissions
=====================
- You can re-use any of the scripts or ideas from this mod,
as long as you give credit where it is due.
- You may convert it to another language,
but you must keep the original English readme file intact
and point to the download site on Fallout 3 Nexus.
Version History
===============
Version 1.1 - 01/22/2011 Changed caps reward lists,
lessened caps on bosses, new house for Cul-de-sac house,
adjusted door on satellite facility.
Version 1.0 - 01/17/2011 Initial Release
Credit:
WilliamSea
Ez0n3
==========
They let me play with their pucks
Prensa
http://www.fallout3nexus.com/downloads/file.php?id=16582
Uploaded 09:38, 8 August 2011, last updated 09:59, 8 August 2011
Sudden-Death Overtime:
"I like these guys. They let me play with their pucks." - Centre Dubois, 2277 AD
Another small fix for a minor but irritating bug.
Sudden-Death Overtime are a crazy team of would be hockey players encountered
outside the Red Racer Factory during The Nuka-Cola Challenge quest if you find
the Nuka-Cola Clear Formula.
If you sell the Nuka-Cola Clear Formula to them they will run to the Nuka-Cola
Factory & that's where the problem starts.
Once in the Factory all three members will perpetually run on the spot with
weapons drawn.
Rather immersion breaking & a sad end to a comical trio.
This mod allows everything to play out the same, except once Sudden-Death
Overtime reaches the Nuka-Cola Factory they will now chill out & wander about
even sit & relax.
I've tried to alter as little as possible, I have bumped up the team's Base
Health as it seemed pointless for them to move about naturally only to be
slaughtered by a Nuka Cola Robot! They are also much more likey to survive the
run from Red Racer to Nuka Cola.
This mod will work If you haven't encountered Sudden-Death Overtime yet or if
you've already sold the Nuka-Cola Clear Formula to them & they survived the trip
to the Nuka-Cola Factory.
There is also a bug in vanilla Fallout 3 that means Goalie Ledoux will remain at
the Red Racer Factory when his team mates head to The Nuka-Cola Factory.
This bug is fixed by a tweaked script in The Unofficial Fallout 3 Patch.
If you don't use The Unofficial Fallout 3 Patch, don't worry I've included that
tweaked script into this mod.
I quote from The Unofficial Fallout 3 Patch Readme:
"Q: I'd like to use one of the Unofficial Fallout 3 Patch's fixed
meshes\textures ect. & base my changes on it, is that alright?
A: Sure is! credit isn't necessary but always nice."
So a big Thank-You Kindly to Quarn & that monumental work to improve Fallout 3,
The Unofficial Fallout 3 Patch:
http://www.fallout3nexus.com/downloads/file.php?id=3808
It contains tons of fixes to Fallout 3 like this & much, much more. I highly
recommend it.
Tools used: FO3Edit & FOMM
Thanks to Bethesda for a fantastic game!
Credit:
prensa
==========
Unofficial Fallout 3 Patch v1.2.0
Author: Quarn - Quazzy
Link: http://www.fallout3nexus.com/downloads/file.php?id=3808
Uploaded 19:16, 8 February 2009, last updated 21:02, 11 August 2009
I used a few meshes and textures to fix some things in MUW, really good work here
Thank You !
freddy
Disclaimer:
Unofficial Fallout 3 Patch is provided free and "as is" for use at your own
risk; the creator(s) cannot be held responsible/liable for anything that happens
while using it. This product is not created by nor associated with Bethesda Softworks,
Zenimax Media, nor any of their affiliates.
Thanks:
The NifSkope Team - no mesh fixes would of been possible without NifSkope,
invaluable program!
sialivi - for reporting well over 1100+ issues (which I'm still working on fixing).
Crypton - for providing and setting up the Unofficial Fallout 3 Patch bugtracker!
Great in helping the project!
MadCat221 - for fixing the issues with plasmarifle.nif, laserpistol.nif,
laserrifle.nif, the over glossy hair, the enclave\tesla power armor collar,
fixing the nuke imagespace modifier and reporting lots of other bugs!
dr_AllCOM3 - for improving the litter texture fix even more, fixing the incorrect
alpha on 2 textures (neoclassicalmaintile03.dds and neodarkmaintile03.dds) and
also improving the road chunk texture (roadwasteland01.dds).
ElminsterAU - for the wonderful FO3Edit program!
Ryu Doppler - for fixing the Enclave Officer's Uniform glove clipping into the
Pip-Boy if the Pip-Boy glove was unequiped and fixing Elder Lyon's Robe
(\Armor\EnclaveOfficer\glovel.nif, \Armor\EnclaveOfficer\gloveml.nif,
\Armor\ElderLyons\go.nif, \Armor\ElderLyons\outfitm.nif, \Armor\ElderLyons\outfitf.nif,
apperal_Elder_Lyons_Robe.dds).
throttlekitty - for the Head Fixes (HeadChild.nif, HeadChildFemale.nif,
HeadFemale.nif, HeadHuman.nif, HeadOld.nif, HeadOldFemale.nif, headchild.egm,
HeadChild.tri, HeadChildFemale.egm, HeadChildFemale.tri, HeadFemale.egm,
HeadFemale.tri, HeadHuman.egm, HeadHuman.tri, HeadOld.egm, HeadOld.tri,
HeadOldFemale.egm, HeadOldFemale.tri).
Alystin - for the GameDaysPassed fix.
And a big thanks to everyone else for sending in bug reports!
Credit:
Quarn - Quazzy
==========
Underground Hideout v7.2 DLC
Author: DantheGeek
Link: http://www.fallout3nexus.com/downloads/file.php?id=9592
Description:
Best Hideout on the Planet :) freddy
This Mod adds a Player Vault on the South East end of the Wasteland near Rivet City.
The vault includes all the amenities including a stocked Armory, Display areas, Item Sorters,
special Weapons, and is Companion Friendly.
The entrance is located West of the Rivet City Entrance in the Parking lot with the
crashed planes and wrecked cars.
DLC Version - Fallout 3, Anchorage, The Pitt, Broken Steel, Point Lookout, and Mothership Zeta.
All of the DLC must be int he Fallout 3 data folder. You can not use LIVE to load the content.
You can use Disable Live - Link: http://www.fallout3nexus.com/downloads/file.php?id=1086 to move
the content. If you do not do this and still use the DLC version, Fallout 3 will crash on startup.
The Vault includes standard features such as:
Bedroom
Bobble-head Display
Laboratory
Bathroom
Armory
Workbenches
Light Switches
Water Purifier
Wonder Meat Maker
Other Features include:
De-Tox(Rads) area at front door: Removes Radiation while you stand under it,
also sounding a bell when all radiation has been removed.
Chems Sorter in the Lab
Ammo/Explosives Sorter in The Armory
Materials Sorter in the Armory
Mannequins by AndyW1384
Fish tank by Malo
Special Weapons:
Katanas by necKros
USP by HeroinZero
Silenced Glock by HeroinZero
M4 by metallicalec
Silenced Scoped Hunting Rifle by Lostinmymind
-------Credits-------
I DID NOT CREATE THESE SPECIAL WEAPONS-
If you like the Katanas by necKros, please endorse his mod:
http://www.fallout3nexus.com/downloads/file.php?id=5660
If you like the HK USP by HeroinZero, please endorse his mod:
http://www.fallout3nexus.com/downloads/file.php?id=6426
If you like the Glock18c SD by HeroinZero, please endorse his mod:
http://www.fallout3nexus.com/downloads/file.php?id=6088
If you like the M4 EOTech by metallicalec, please endorse his mod:
http://www.fallout3nexus.com/downloads/file.php?id=6264
If you like the Marksman's Dream by Lostinmymind, please endorse his mod:
http://www.fallout3nexus.com/downloads/file.php?id=2334
joefoxx082 for his amazing Scoped Hunting Rifle
http://www.fallout3nexus.com/downloads/file.php?id=1517
Pelinor for his gorgeous scope reticles
http://www.fallout3nexus.com/downloads/file.php?id=2029
Now called Snipers Bliss
-------Credits-------
A Special Thanks to Malo for his wonderful Fish tank mod.
A special thanks to AndyW1384 for his Mannequin Mod. If you like the Mannequins, you can
download his mod giving them more features such as the ability to hold weapons and set poses.
http://www.fallout3nexus.com/downloads/file.php?id=2060
Terms of Use:
Change it, mod it, do what you want. Just make sure the authors get credit for their mods.
Permission to use mod by DantheGeek via PM. Thank You ! Just the best Hideout on the planet :)
Credit:
DantheGeek
All the guys above :)
==========
Vault 77 Vaultboy Puppet
Author: Ryu Doppler
Version: v1.0
Uploaded 14:21, 15 February 2009, last updated 03:12, 16 February 2009
Link: http://www.fallout3nexus.com/downloads/file.php?id=4064
Details :
Do you know the puppet man? The puppet man. The Puppet man.
Do you know the puppet man? Who kills all slavers where he goes...
The Puppet Man didn't kill EVERYONE he met. He only killed Slavers.
After the Slavers captured him and he killed them all, he went wandering,
eventually becoming a ghost story among Slaver groups. That's why his
Vault 77 Jumpsuit is found at Paradise Falls, a Slaver base. And that's
why the Holotape next to it says that it "freaks the boys out",
and that "he might come back for it".
The mod 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.
An unarmed skill weapon perfect for continuing the legacy of the Vault 77 wanderer.
I added:
Weapon repairs with Bubblegum or Epoxy :)
Additional Puppet Texture Options Included:
A Puppet with Bloody texturing
A Puppet with Dirty texturing
A Puppet with Pristine texturing
Permissions and Usage:
My simple request for any modding usage stemming from this mod's contents
is simply the credit for the work I did. Just a single line of recognition
in the credits is all. Although thats all I ask here (at current) I would
definitely be much more appreciative if one would also link back to this
mod as well in credits if they would. You can also contact me to ask or to
let me know you're going to be using the mod too as well if you would want.
History:
v1.0 - vault Puppet created. Includes Meshes for Unarmed weapon,
as well as textures for mesh and Icon.
Credits:
Thanks to Me, Ryu Doppler for creating this Puppet weapon mod.
Thanks to Bethesda for creating Fallout 3.
Thanks to Penny Arcade for the awesome concept.
Thanks to Fallout3Nexus.com, for the a one-stop-shop resource for authors and players.
Credit:
Ryu Doppler
==========
Wasteland Recovery
Author: WillieSea
http://www.fallout3nexus.com/downloads/file.php?id=15468
Edit: Borrowed some Trees and Cacti for MUW freddy
Add some life and green to a Recovering Wasteland. You choose the tree style,
and I add the more diverse grasses.
by WillieSea
version 1.0 - 12/11/2010
History
After 200+ years, some life takes hold in the wasteland.
Requirements
- Fallout 3
- Use only one of the included ESP plugin files*
+ I use a 'Real World Lighting' mod to bring out the colors.
*See the screenshots folder for a view of what each one will make your wasteland look
like.
CREDITS
WillieSea - Grass retexture
One of more of the following tree resources were used:
Siegfried - Modders Resource
Tree Resource: http://www.tesnexus.com/downloads/file.php?id=18586
Disturbed742 - koniption - Modders Resource
KoniptionsKreations resource pack:
Tree Resource Pack:
http://www.tesnexus.com/downloads/file.php?id=25826
Illiana -
Elsweyr the Deserts of Anequina: http://www.tesnexus.com/downloads/file.php?id=25023
Jakhajay -
Elsweyr:
http://www.tesnexus.com/downloads/file.php?id=16657
And most importantly to:
Bethesda for the game and construction set.
Play Testers
* WillieSea
* ghoulsrpeople2
Legal and Permissions:
- You can re-use any of the ideas from this mod, as long as you give credit where it is due.
- You may convert it to another language, but you must keep the original English readme file
- intact and point to the download site on Fallout 3 Nexus.
Version History
Version 1.0 - 12/11/2010 Initial Release
Credit:
WillieSea
==========
Water Beggar Script Fix Broken Steel
Flight24
http://www.fallout3nexus.com/downloads/file.php?id=16545
Version: 1.0
Date: 5-10-09
Author: Flight24
Description:
Aqua Pura no longer kills beggars when you choose not to inject FEV into the purifier.
After MQ and Broken Steel has started.
Edit: great idea. modified the script a little with help from Cipscis Script Validator.
freddy
Credit:
Flight24
==========
Weapons Of The Shogunate - Katanas Resource
Moraelin
http://www.fallout3nexus.com/downloads/file.php?id=16456
Uploaded 06:54, 17 July 2011, last updated 08:34, 17 July 2011
WHAT IT DOES
It adds a few Edo era Japanese weapons, because every game needs a good katana
and derivatives ;) However, funnily enough, it is canon-friendly, as Fallout 2
did have a wakizashi blade as a playable weapon and the Fallout 3 DLC adds a
katana.
Well, ok, so Fallout 3 already had a katana, but I don't have that DLC. And
besides the main weapon I wanted was the Nagamaki, which wasn't already in the
game.
The weapons ARE powerful, but hopefully not over the top by the time you're
level 30 in Broken Steel.
The blades are made in hira-zukuri style, which is to say: flat, without a
raised ridge line. Although this is more common for tanto, there are historical
katanas built in this style.
They are made of folded steel (hence the metal pattern), differentially hardened
(hence the traditional white hamon along the edge), and as shiny and polished as
the art of sword polishing historically got in this period. We're talking whole
dynasties of specialized sword-polisher craftsmen. They do however have their
fair share of nicks in the edge, because we're talking weapons used in battle,
not museum pieces.
The folded or pattern welded steel is sometimes incorrectly called "Damascus
steel", but that's incorrect. The real Damascus steel is Wootz, an alloy where
bands of high-carbon steel precipitate naturally during tempering. Japanese
swords are not real Damascus steel, but really pattern welded steel. You know,
folded and hammered repeatedly.
Note that when discussing the dimesions below 1 shaku is very very close to 1
foot, so you can take the dimensions pretty much 1 to 1 when comparing to
japanese standards.
The weapons are:
1. A katana. It's got an approximately 2.5 shaku long blade, which actually
makes it a fairly long katana. Most are under 2.4 shaku, some significantly
under. There is no fixed length though. To be a proper katana, it can be
anywhere between 2 shaku (under that, it becomes a wakizashi), and 3 shaku (over
3 shaku, it becomes an odachi.) The blade is about 1.35 inch wide and a quarter
of an inch thick, both of which are fairly average. And, of course, it sports a
gentle curve, largely because that's what happens when you differentially harden
a single-edge sword.
The tsuba (guard) is based on a historical Edo era tsuba, made of steel with
inlaid gold. The tsuka (handle) sports the traditional silk wrap that Japanese
swords are well known for.
2. A wakizashi. It's got a blade that's just slightly under 2 shaku in length,
which means it barely misses qualifying as a katana itself. Blade width and
thickness are just like for the katana above.
It has the same tsuba as the katana, and a shorter handle, as was generally the
case for wakizashi, since they were strictly one-hand weapons.
3. A nagamaki. The nagamaki is an interesting polearm, in that it basically has
a long katana grip that is actually wrapped all the way. Even the name means
"long wrap." The blade is also a full sized katana or nodachi blade, and slender
like one, instead of the shorter and wider blade on a naginata.
So, as you'd expect, it sports the same tsuba and tsuka as the katana, only it's
a much longer tsuka.
This is actually one of the shorter nagamaki, but you do have to wield it in
cramped hallways. The more typical longer ones were used on open battlegrounds
against cavalry.
What got me sold on making a nagamaki was basically the animation. The way to
wield it is with the hands not moving around on the hilt much, and never
switching positions. You can't slide your hands as well on a wrapped hilt as on
a naginata pole, so the techniques are made for holding the hilt strongly. It's
also used in wide slashes. Are you thinking what I'm thinking? Yep, it's
practically made for the Fallout two-hander animations.
4. A naginata, the better known Japanese polearm. Until the 15'th century it was
the main polearm on the battlefield. However, it required lots of training and
stamina to use well, and the rise of the cheap ashigaru troops also meant giving
them little training or even no training at all. It was cheaper and more
effective to just give them a yari (straight-tipped spear) and tell them to keep
the pointy end aimed at the enemy. So by the Edo period, the naginata was
completely phased out as a military weapon, and was relegated to the role of
self-defense weapon for samurai women and girls. The rationale being that a
woman could use the extra range and cutting power to keep an attacker at bay.
Anyway, now you too can fight like a girl ;)
This one is a fairly typical naginata, with a slightly less than 2 shaku blade
that starts relatively straight, but curves more towards the tip. It also widens
slightly before starting to tapper towards the tip again. It has a 4 ft pole
which, again, is actually pretty typical for an Edo period woman's naginata.
5. A yoroidoshi, a.k.a., "armour piercer", a style of tanto especially designed
for piercing through armour. I.e., the Japanese idea of a stiletto. It has a
relatively thick blade, some even go all the way to half an inch at the base, a
straight back and a more tappered tip.
This particular one has a 0.3 inch thick blade and 1.2 inch (1 sun) wide, and
almost a shaku long. I.e., it's one of the biggest tanto ever made.
It is made in aikuchi mounting style, which is to say, without a tsuba and with
typically a non-wrapped tsuka. This style got very popular for tanto in the Edo
period, which is to say, the period I'm modelling here. For this one, I gave it
a black lacquered wooden handle.
6. A ninjato, i.e., "ninja blade." This one is actually somewhat ahistorical. As
I've mentioned before, a single-edge differentially hardened sword would curve
because of the different density of the two metal structures. The ninjato would
be straighter or even completely straight by virtue of its being a poor man's
sword, without such fancy forging techniques. Some were really just thin iron
bars with an edge ground into one side. Which wasn't necessarily a bad thing, as
the straight blade and sharp tip also make a sword better at piercing against
armour.
On the other hand, people have come to expect a beautiful hamon and folded steel
in Japanese swords, and I did want a pretty blade myself. So it sports a katana
texture, but it's straight.
It has a blade that's barely under 2 shaku in length, as ninjato were shorter
swords, designed for fighting in close quarters. It also has a square-ish guard,
that's a little larger than a katana's.
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. This is probably less easy to do for the blade, unless you're willing
to lose the hamon, though even there it's possible if you want to end up with a
more simple metal blade.
You can however safely replace similar textures included in the mod with each
other. E.g., if you want a tsuka (handle) with black fittings instead of yellow,
you can just replace the Tsuka.dds file with the NinjatoTsuka.dds, and suddenly
the katana, ninjato and nagamaki will have black at the ends of the tsuka too.
Similarly you can replace the RoundTsuba.dds with the NinjatoTsuba.dds to remove
the yellow star on the guard (though the star-shaped indentation will remain.)
The same can be copied over Habaki.dds to get a steel blade sleeve like the
ninjato has instead of the yellow one.
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.
Katana with square guard? Wakizashi blade on the pole on my Roman Spear? Ninjato
blade on an Epix Dagger hilt? You can do that. It's just copy-and-paste
exercises, in fact.
HOW TO GET IT
They're in a crate on the top shelf near the safe where you found the night gown
and got ambushed by Lug Nut, down the Marigold tunnels. The easiest to get there
is to enter the tunnels from Falls Church and simply follow the wall on your
left. Very soon you'll see a rotating light, it's hard to miss. Go through the
door near it, find the safe inside and look UP. The crate is locked, but it's a
very easy lock, so you can even pick it at 0 skill.
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 WOTS 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
1.04:
First Fallout 3 port.
Credit:
Moraelin
==========
Whitefang Grand Piano model resource
Authors: David Whitefang (original meshes & textures)
HugePinball (conversion/modification of meshes, new textures)
Link: http://www.fallout3nexus.com/downloads/file.php?id=13746
Version: 1.0
Date: 07-25-2010
Description:
This resource is a conversion and modification of David Whitefang's piano resources for Oblivion.
The original work by David Whitefang can be found here:
+ David Whitefang Piano Improved - http://www.tesnexus.com/downloads/file.php?id=18942
+ David Whitefang Piano Lid Open Improved - http://www.tesnexus.com/downloads/file.php?id=18988
I've converted the mesh to Fallout 3 NIF format, and also made some
modifications, namely increasing the height of the legs about 2.5 times,
overall rescale to what seemed a more appropriate size (slightly smaller),
some new UV mapping (on keys and trim), added the manufacturer's name
("Whitefang"), and created new textures for the keys and trim.
Credits:
Primary credit to David Whitefang for his original resources:
+ David Whitefang Piano Improved - http://www.tesnexus.com/downloads/file.php?id=18942
+ David Whitefang Piano Lid Open Improved - http://www.tesnexus.com/downloads/file.php?id=18988
Many thanks to all the developers of these open-source tools:
+ Blender - http://www.blender.org/
+ NifSkope/NifTools - http://niftools.sourceforge.net/wiki/NifTools
Permissions/Modding Usage:
These assets may be used for any non-commercial purposes. If used, please include
an appropriate note of credit to David Whitefang and myself, and let me know so I can
add a link to your project here.
Thanks!
-HugePinball
Credit:
David Whitefang
HugePinball
==========
White House
http://www.fallout3nexus.com/downloads/file.php?id=10173
Author Meyer189
The White House Rebuilt
http://www.fallout3nexus.com/downloads/file.php?id=15228
Author:Meyer189 + Bond123
Credits:
Meyer189 for the initial mod from which this was advanced.
This mod is dedicated to its originator, Meyer189, who expended a massive
effort in bringing the White House to life, and inspired my own efforts in
joining him to complete this mod. Any kudos should be for Meyer189 without
whose initial efforts this mod would not have been made.
freddy-
I used the remesh and retextures for the presidential vault door.
Thank You !
PERMISSIONS
Permission for use of any assets attributed to me may be freely used in your own mods
without further permission of notification. Those assets for which I have credited others
should be attributed as I have.
Freddy, you have my permission, and Meyer189 seems to be out of touch for some time.
I'm fairly certain he wouldn't mind. As I recall the door was his idea, and I created the seal.
Credit:
Bond123
Meyer189
==========
Wooden Shelf Reskin
Author: RustySpannerz
Link: http://www.fallout3nexus.com/downloads/file.php?id=7611
I really Hated the texture for the wooden shelves, it was just so blurry!
So I took it into Photoshop and made this! It's 1024 x 1024 and looks quite
nice if I may say so myself!
No real Legalities of using it in anything, just don't re-upload it because that
will make the magic Paper Clip from MS Office sad :(
Good luck ;D
Credit: RustySpannerz
==========
WorkShop - Spare Parts Modders Resource V1_1
Workshop Switches Modders Resource
Workshop Tools - Lockpicks Modders Resource
Workshop Tools - Pliers Modders Resource
Workshop Tools - Soldering Irons Modders Resource
Workshop Tools - Wrench01 Modders Resource
Analog Meter Modders Resource
Author: Lord Inquisitor
Link: http://www.fallout3nexus.com/modules/members/index.php?id=872676
Use for your mods, but send me a download link to your mod if its released.
So i can see what you did.
Gadgets and Gizmo's for clutter :)
Credit:
Lord Inquisitor for all his modders resources !
==========
eXcalibr Munitions Shop - Earache42
Mod Name:eXcalibr Munitions Shop
Release Version: 2.5 - final
Author: Earache42
Uploaded 19:47, 4 April 2010, last updated 16:09, 12 October 2010
"OMG. Its a Wasteland Candy Store!"
- the Lone Wanderer
"Frack Moira. I buy all my ammo at eXcalibr"
- Jericho (paid endorsement)
"eXcalibr Munitions is the finest weapon shop in all the wasteland"
- Lucky Harith (paid endorsement)
"This place sucks"
- Clover (awaiting a better gun)
eXcalibr Munitions adds a new vendor to Megaton. Featuring a vast array of rare
ammo on full display, and custom weaponry for the small arms enthusiast, this
truly is a Wastleland Candy Store.
eXcalibr Munitions is open 7x24, and is well stocked with a random, moderate
assortment of CALIBR ammunition refreshed daily. The shopkeeper is also a
talented gunsmith whose puts his custom weapons on display from time to time. If
you become a regular customer, he might even sell you some. He'll ask a steep
price for most, so be prepared to shell out caps and more. But hey, what else
are you gonna do with all that loot you've been hording. :)
eXcalibr Munitions is a shop designed to grow with your character. The shop is
difficult to access for lower level players, but develops into a highly detailed
and more rewarding resource as your character advances. Even as your character
grows past the available weapons, previous purchases may become upgradable. The
shop packs even more surprises for the advanced player. Keep your eyes open when
new stuff appears and ask the vendor about them.
The shop lies in plain view somewhere in Megaton, but you need to figure out how
to get to it. So find your way there. Warm yourself by the blast furnace. And
please don't drool on the display cases. The proprietor doesn't take kindly and
he is rather well armed.
Mod Name:eXcalibr Munitions Shop
Release Version: 2.5 - final
Author: Earache42
A Note Regarding Comments: xCalMuni may surprise and delight you, or it may
frustrate and annoy you. Either way, please use discretion in your comments to
avoid posting spoilers that will ruin the mod for others. Thanks.
************* IMPORTANT NOTICES **********
The v2.5 update adds AP ammo capability to the Whispering Death. Upgrade to
xCALIBR Ammo Pack v2.2 is now required. Other new features include 4 stage
adjustable zoom on the HK416 match and burst mode on the PittBull. I could not
get select fire to work with the hotkey Eagle so burst mode is only available on
the static model. Ask Sy to get you sorted.
SP6 AP ammo scores 50% bonus damage against power armor and robots, but has a
50% penalty against soft targets. The Select Key will toggle the Whispering
death between between the ammo types is you have them in inventory. Sy sells
both.
The current Beta release of FOOK2 is not compatible with this mod. The designers
of FOOK2 have removed both vanilla assault weapons from the game, which makes it
impossible for you to collect the requested items and move this mod forward.
************* Special Notice for Noobs **********
If you are new to modding, congratulations on entering this wonderful community.
Loading and running mods is a bit more complicated than playing a console, but
the rewards are well worth the effort. There are things you need to learn before
you can use mods successfully. The learning curve is not too steep, but you are
expected to climb it yourself. People here will be glad to help you ONLY if you
try to help yourself first. The problems you are having are no different than
those we all went through, and the question you are dying to ask has already
been answered a zillion times. SEARCH BEFORE YOU POST! The answers to flickering
textures, red exclamation points and 99% of what ails ya are easily found by
searching the forum.
This page contains all the information you need to successfully install this and
most other mods. Take the time to read it through. Follow the tutorial links.
Become familiar with the Fallout3 directory structure. Learn the term "archive
invalidate" and understand that required files are required because they are
required. No-one can do this for you, but once you master the basics, you will
become master of your own gaming universe and a valuable member of this
community.
Remember, if you are unwilling to invest the time to teach yourself, then don't
expect others to invest their time teaching you.
Requirements and Masters:
The following MUST be installed for xCALIBR munitions to function
Follow the links below to download these files.
Read the instructions CAREFULLY and install.
Fallout v1.7 or GOTY edition
Community Ammunition Library - CALIBR Version 1.3 released 2009/09/13
eXcalibr Ammo Pack v2.2 or higher
Archive Invalidate Invalidated or FOMM (toggle invalidate button)
Fallout Script Extender (FOSE) required for FOSEnhancements weapons scripts.
If xCALIBRmunitions crashes your game on start, it is because YOU did not
install these files properly. Try using the FOMOD install.
The comments thread and my mailbox are NOT the places to seek answers.
Read How to install Fallout 3 Mods and study the FO3edit Web Manual.
Highly Recommended:
FO3edit
GECK
CASM
Installation:
Use FOMM's package manager to install the FOMOD file. Go here for a FOMOD tutorial.
Manual Method:
You can open the FOMOD file with any ziptool and install as you would any other
mod. It is assumed if you do this that you know what you are doing. Use the
package manager if you are unsure. -Done- merged
Recommended Load Order: Edit: No longer applies - merged - freddy
[X] Fallout3.esm
[X] Lings.esm
[X] Anchorage.esm
[X] ThePitt.esm
[X] PointLookout.esm
[X] BrokenSteel.esm
[X] Zeta.esm
[X] LingsDLC.esm
[X] CRAFT.esm
[X] CALIBR.esm
[X] xCALIBR.esm
[X] Streetlights.esm
[X] 20th Century Weapons.esm
[X] Mart's Mutant Mod.esm
...
[X] M14_EBR.esp
[X]xCALIBRmunitions.esp
[X]xCALIBRmunitions_FOSEnhancements.esp
[X] UBMagpulMasada.esp
...
[X]merge01.esp
[X] xCALIBR_override.esp
The mod does not seem effected by load order, so put it where it makes sense.
Must load AFTER CALIBR.ESM and xCALIBR.ESM. If you are having problems running xCALIBRmunitions,
then load the esps last in your list. Edit: No longer applies Merged to MUW - freddy
Uninstall:
Delete the following from your installation
\meshes\xCALIBRshop
\Sound\FX\xCALIBRshop
\Textures\xCALIBRshop
xCALIBRmunitions.esp
xCALIBRmunitions_FOSEnhancements.esp
Known Unknowns:
The shop is quite small and may cause problems with more than 2 companions.
The bolt on the Sako TRG-42 is the best I can make it right now. Edit - fixed by freddy
User Reported Compatibility:
Compatible with Extended Megaton Mod (EMM)
Incompatible with Megaton Walkways
Incompatible with Megaton Tweaks - Sniper Edition
Incompatible with Point Lookout Motel Suite
Q&A:
Q: How can I get to the shop? I blew up megaton.
A: Start a new game and make smarter decisions this time
Q: Where is the damn shop? I can't find it. - Moved outside Megaton - freddy
A: You are not looking very hard. Stop running around looking for doors and take in
the big picture. Try take a smoking break with Colin. Remember, X marks the spot.
Q: I see the shop. Oh very clever. How the hell do I get there?
A: Finding your way to the shop is your first challenge. It gets worse from
there. Frustrating, isn't it, to see it so clearly just out of reach. There IS a
path put in by Bethesda, you need to think about where it might be. Certain NPCs
will even venture there in the course of events. Use your wits and the clues
around you.
Q: Where are those cool weapons in the screenshots? The vendor doesn't sell
them.
A: The weapons are not sold through the usual vendor barter screen. They are
offered only via dialog, are made to order, and take some time to build. If you
prefer free weapons in a crate outside vault 101, there are many great weapon
mods on the nexus. This mod is about immersion.
Q: OK, I'm talking with the vendor, but he still isn't offering me the cool
weapons.
A: The vendor will have more offerings as you develop as a player and become a
regular customer. Availability is tied to player level and number of shop
visits. You must be level 13 and a frequent patron before you see all the
weapons.
Q: I got the weapons, but they are too new to be "LORE". Your mod sucks.
A: These are not rusty old weapons found in some forgotten cache, but heirloom
quality firearms crafted to your specifications by a master gunsmith. How should
they look?
Q: What are these FOSEnhancements you keep running on about?
A: FOSEnhancements are optional scripts that enable the hotkeys and give the
xCALIBR weapons their special abilities. The Readme file has more details on
each of the weapons and how to use them.
Q: What are the default hotkeys with FOSEnhancements?
A: SmokeMonster [G] default changeable to [C]
Taclight [L] key non-configurable
Custom Eagle AE [C] default changeable to [Z]
All others Selector toggle [X] changeable to [Z]
Q: Why is package manager telling me that xCALIBR.ESM is missing?
A: Because it is missing. You MUST install eXcalibr Ammo Pack 2.0 before installing this mod.
Q: Why do I just see <!>?
A: Don't humiliate yourself by posting this question. Search the forum for any
of the 4 zillion answers this question has already generated. Research has shown
that actually reading the installation instructions and file requirements can be
quite helpful. - missing mesh it is.
Credits and Resources:
Custom Eagle Redline_C64
FN-SCAR L Redline_C64
AR Five Seven MunkeeNuts
HK-416 MunkeeNuts
Kriss Vector Clint1337wood
Sako TRG vashts1985
TRG wood texture Azraelsdo
Barrett M82a AlexScorpion
Ahzteks Full Overhaul Mod Compile Ahztek
Dragunov SVD Krigos
Benelli M1014 Toxa01
Forge Resources RegentEagle
DRX Glowing Chems coreoveride
Display Cases grffnhwk
Workbench Retex Konji
Many of the weapons have been significantly tweaked from their original release.
Others were perfect as is or slightly enhanced.
Selective fire scripts are based on work by kerededyh.
Experimental TacLight shamelessly based on Pelinor's groundbreaking work. If it
works, kudos to him. If CTD, my bad.
Additional thanks to Pelinor who tossed out the undocumented ini setting for
reflex sighting in a forum discussion. Where he finds this stuff I'll never know.
Special thanks to Thugan for great discussions and crucial help. This mod would
not have been possible without his assists. The man has mad skills with mesh.
Shout Outs:
Special thanks to einherjrar for generous permission to scavenge his arsenal for parts.
Special thanks to Toxa01 for additional parts and that sleek ,beautiful, oh so
tempting but clearly off limits Intervention that adorns the workbench. -
Belongs to Sy, still there - However added a working consumer model by enroger.
-freddy
Special thanks to coreoveride for inspiring the quantum enhanced drugs.
Special thanks to Thugan for taming the un-tamable M1014 animation.
Special thanks to Chrome Hamster for help de-glossing the Vector.
Special thanks to Skullhunter for capping the havok supervolcano. Best user evah.
Special thanks to Skullhunter, Domanz, and HNCice9 for patiently testing my crappy beta builds.
Special thanks to Jackpack for purchasing a collection of accessory models and
sharing them with the community. Power to the pimpers.
Permission policy and extended credits:
Custom Eagle
-------------
FO3 compile: Redline_C64
Laser beam: MunkeeNuts
Model Edits: earache42
FN-SCAR L(ight)
-----------
Special thanks to lordbelfast
Special thanks to bushmasta101 for giving permission.
Fallout Port and Compile: Redline_C64
Texture and Model Edits: earache42
Credits from original readme.txt:
End Of Days - Scar model
Racer445 - Scar Texture
Milo - Scar Uv edits
Unknown - Normalmaps
Mr. Brightside - Tan edit, Model Hack
TheLama - Acog model
AcidSnake - Acog Texture
Hellspike - ANPEQ-2 model
El Maestro de Graffiti - ANPEQ-2 texture
Unknown - Sounds
Sick420 - Animations
Igor - Compiles, Video , screens, etc...
AR Five Seven
-----------
AR57 model: Sureshot
AR57 textures: Vile
Mag model: Short Fuse
Mag texture: Cyper
Silencer Model: Twinkie Masta
Silencer Texture: AcidSnake
Stock model: Twinkie Masta
Stock texture: El Maestro de Graffiti
Sound: Vunsunta
FO3 Compile and Port: munkeenuts
Texture and Model Edits: munkeenuts, earache42
HK-416
-----------
Model: Anti-Death, Soul-Slayer, Stoke, TheLama and Twinke Masta
Textures: AcidSnake and Thanez
Sounds: Vunsunta and xLongWayHome
ACOG model: TheLama
ACOG Texture: AcidSnake
ANPEQ-2 Model: Hellspike
ANPEQ-2 Texture: El Maestro de Graffiti
FO3 Compile and Port: MunkeeNuts
Model Edits: earache42
Kriss Vector
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MODELS: RedRogueXIII, DeadPixel
TEXTURES: SilentAssassin12
SOUNDS: Greg_Boyington, GOTTCHA
FO3 compile and Port: Clint1337wood
Texture and Model Edits: earache42
SAKO Nightstalker Ahztec
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Darkstorn
dreadus
TheLama
Vunsunta
SilentAssassin12
Model Edits: Earache42
Sako TRG Vashts1985
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Barrett M82a AlexScorpion signed textures
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Dragunov SVD Krigos
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Benelli M1014 Toxa01
Model Edits: earache42
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Permission to Merge to MUW given written permission by Earache42:
Sent 20 January 2012 - 08:24 AM
OK Freddy. You have my permission to incorporate xCal Munitions shop into your
mod. No conditions. Best of luck.
Sent 20 January 2012 - 06:06 PM
BTW - I also grant to permission to incorporate the Ammo Pack resources into
your mod if Nexus does not restore it.
Credit: Earache42
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==========End
I used these tools to develop My Utility World:
CFF Explorer
DDSconverter v2.1
FO3edit v2.5.3 ---- Absolutely Essential
FO3Plugin v1.8
FOMM v12.6
FOSE v1.3
GECK v1.5.0.19
IrfanView v4.27
NifSkope v1.0.22
Notepad
nvDXT v8.31.1127.1645
Paint.NET v3.5.8
UltraEdit v16
MilkShape v1.8.5
ogf3smd v203
blender v257b
7zip v9.20
Gallons and Gallons of Mountain Dew :)
300 .99cent Banquet TV dinners :)
Thank you for this !
If I have missed anyone please tell me, I will add it in
to the Description...
Einherjrar misc textures 20th CW
Permissions:
If you want this sent to another site tell me, I will send it.
If you want to MOD my MOD :) tell me I will let you.
You must obtain permission from others in this mod to use their
resources.
Nexus has some rules to follow also.
Notes:
1) If you go to Project Purity early looking for DAD
Do NOT kill off all the Super Mutants ! Questbreaker
for Project Purity when dad wants you to clear the place
out to make it safe for the scientists.
2) Do not fast travel from V101 exterior to Springvale
School map marker fallout 3 will crash. BUG in FO3, if
you change anything in V101 exterior, I added a QuickBOX
and a Bobblehead Radar.
3)