Fallout 3

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General Varus II

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General Varus II

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About this mod

My first experience with the GECK; this mod adds a new office near Super-Duper Mart with five areas to explore and a back story about what happened to the original inhabitants during the Great War.

Permissions and credits
Welcome to Muldoon Electronics!

This is my first attempt at creating a mod for Fallout 3; the mod itself adds a new office building which can be found between Wilhelm's Wharf and Super-Duper Mart. Inside, you will traverse five different areas of the office, including a metro station mock-up, while notes and terminals throughout the building document the last messages transmitted between the building's residents during the time of the Great War.

UPDATE: Known bugs (from my own testing):
1. A few lights do not correspond to the right statics; i.e. a static (hanging) light will not be flashing, but the light given off by that light flickers.

2. A wall lamp in the Maintenance floor is blocked by a large machine.

3. There is nothing, and I do mean nothing, inside any of the bathrooms (I always loved how Bethesda would hide little surprises inside the toilet tanks for people who search every nook and cranny for loot). Not a bug per se, more of a personal pet peeve.

4. The entry for Jose Martinez's computerized mail from Grady Becket displays the wrong message. Thankfully, the message can be read on Grady Becket's terminal.

5. The exterior door is larger than the frame around it, thus there is some clipping about 3/4ths of the way up the door.

I plan to work on version 1.1 and hopefully release it after my new mod is completed and uploaded; please check the comments section if you are curious as to how the new mod is coming along. Please let me know if there's anything that I have missed here, or if you have suggestions for my next mod or additions to this mod!

However, I must make a few things known:

Because this is my first mod, I would appreciate any feedback provided. I've been perusing this site for a few years now, and I know that there is tremendous talent among many of the contributors here. Hopefully I can make my mods better and more detailed with tips, notes, and bug reports from all of you.

None of the areas are navmeshed. I realize that this forces you to leave your followers outside, and I apologize for that, but I simply have not gotten the hang of navmeshing yet. If it is any consolation, however, I will note that the only enemies in the entire building are six turrets located in the final area. In later versions, hopefully, I can navmesh the areas to make it follower-friendly.

Also note that the story associated with the building is not a quest. To get the full scope of what transpired on the day of October 23, 2077, you should check every active terminal, read any notes you find, and also pay attention to the personal belongings and locations of any skeletons you happen upon. PM me if you still have unanswered questions, I will respond as soon as I can.

Finally, although you can explore the building fully without a high lockpick and science skill, most of the loot is in locked safes; therefore, I recommend a lockpick skill of at least 50. Science is not required in the building, as all terminals are either unlocked or require a different approach than hacking to unlock.

Installation is simple; drop the Newoffice.esp into your Fallout 3\Data folder. No other files or mods are required outside of the latest version of Fallout 3 to run this mod. Do note, however, that the screenshots which I have uploaded have been taken with texture packs installed; your visual experience may vary, depending on which texture packs (if any) you have installed.

Uninstallation is just as simple; either delete Newoffice.esp from your Fallout 3\Data folder or deactivate it from your mods menu. Just make sure that you save outside the building before deactivating the mod.

Please leave any feedback you can, as it will help me improve this mod and others, and enjoy your venture through Muldoon Electronics!