Fallout 3

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FO3Phalanx

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Fallout-2-themed mod for Fallout 3, extensive follower overhaul with other (optional) supporting modules.

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MOTHERSHIP ZETA ADVISORY
Until there is a Zeta compatibility module, you should make Phalanx-specific followers
(Malcolm, Deisha, K-9) wait or be dismissed before beginning this DLC's content

****************************************
* UPDATE ADVISORY

If you had Leader's Sense perk as of version 1.04 or earlier, it's now not there any more,
and you may now have "Swift Learner" instead.
To get rid of that, talk to Gary, he can remove it for you
*
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FO3 Phalanx is a comprehensive Fallout 2 - themed mod for Fallout 3. Phalanx' main strength at this time is as follower overhaul mod. It is working toward these goals:

1) Bringing back to Fallout 3 the levels of follower sensibility and control that was offered in Fallout 2. or exceeding it.
2) Adds back some of the content that feels 'missing' from Fallout 3.

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New Followers
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Phalanx introduces 3 new followers at this time:

Malcolm is inspired by Cassidy from Fallout 2. He is voiced by André D. Cox" aka "Mr. CoX" ([email protected]). He's not identical to Cassidy however, and works out with characters of any karma (Cassidy was good karma only). Malcolm is intended to be picked up in Megaton when the player's character is young. He is is integrated to help the player through the young-player quests.

Deisha is implemented as the flip-side to Clover, and is not voiced at this time. She is hired in Rivet City.

K-9, a cybernetic dog follower, is inspired by K-9 from Fallout 2. K-9's mesh and texture were made by Drag0ntamer <dracotamer> with thanks to Andrew Gardiner <simba> and TheDamned ([email protected]). K-9 represents a later version of the same K-9 unit that existed in Fallout 2. He is your dad's follower in the vault, and then you get to have K-9 for yourself later in the game.<br><br>There are more new followers coming in the future.<br><br>---------------------------------------------------<br>Follower characteristics and changes:<br>---------------------------------------------------<br><br><br>- - - Like in Fallout 2, you get to work with a group of followers. Follower maximum number in Phalanx is not, however, based upon "Charisma", because Fallout 3's game balance does not use the SPECIAL points the way that Fallout 2 did and it does not work properly as a game balancer.<br><br>- - - Like in Fallout 2, you can apply stimpacks to all followers.<br><br>- - - Like Fallout 2, you can see followers' approximate health by looking at them ("Wounded", "Severely Wounded", etc).<br><br>- - - Followers apply stimpacks to YOU if you are in trouble, as long as they themselves are not in trouble (no Fallout 2 equivalent).<br><br>- - - "Make a hole" group command exists to ask them to get out of your way if they are trapping you (this exists in Fallout 2 as an individual command).<br><br>- - - Like in Fallout 2, you can accumulate a squad with any karma. The karma requirements for followers are:<br><br>* No karma restrictions: K-9, Charon, Jericho, Malcolm, RL3, Butch, Dogmeat<br>* Neutral or Positive karma for hire, re-hire at any karma: Deisha<br>* Negative karma for hire, re-hire at any karma: Clover<br>* Positive karma for hire and re-hire: Fawkes, Star Paladin Cross<br><br>- - - Like in Fallout 2, follower deaths in combat do not sneak up out of nowhere. The turn-based nature of Fallout 2 automatically prevented this. In Phalanx, you get advance warning when one of your followers is losing HP and drops below two pre-defined thresholds.<br><br>- - - There are powerful group-at-once combat commands that do not have a Fallout 2 equivalent, and exist because Fallout 3 has an FPS element that Fallout 2 does not have. Currently, those commands are:<br><br>- Retreat to my position!<br>- Fall back to my position!<br>- Push to my position!<br><br>Four special, strategic attack modes:<br><br>- Wait, then charge when I enter combat.<br>- Follow at a long distance, then charge when I enter combat.<br>- Hold position here, and shoot at any enemies you can see.<br>- Hide here, and try to stay out of the fight.<br><br>- - - Like in Fallout 2, you control what weapons your followers use. There are three aspects to this.<br><br>- - - 1) You get to choose the weapons and give them to the follower, without the interference of Fallout 3's invisible, "default" weapon being there.<br><br>- - - 2) Like in Fallout 2, followers switch between the weapons based upon target distance sensibilities. They don't waste all of your good ammo for dumb reasons, but instead, they make an effort to use their weapons the same way that you would. For this to work, it requires you to not use mods that change which ammo the followers' weapons use. This weapon selection mechanism can be turned off within each follower's tactics dialogue menu, if desired.<br><br>- - - 3) Like in Fallout 2, you have to manage your team's ammo. The only one who gets a free ride on this is the robot (RL-3).<br><br>- - - If a follower runs out of stims during a fight, the game lets you know. This has a Fallout 2 equivalent because you were able to see when followers were out during fights due to the turn-based nature, but normally in Fallout 3 you can't notice this, generally.<br><br>- - - Like in Fallout 2, a follower's death THEORETICALLY gets a similar treatment to the player's death.<br><br>In regular Fallout 3, when the player dies, the game immedietely reloads to the last save, which has no Fallout 2 equivalent. But then, regular Fallout 3 lets the followers 'die' with no consideration at all. This is the difference that we Fallout 2 players feel as being wrong.<br><br>With Phalanx, both the player and the followers are considered 'essential'. Followers who take too much damage in combat are not allowed to simply die. Instead, they survive the fight but become useless for a while. For low-level player characters, the useless period only lasts until the fight is over and the player discusses the fight with the follower afterward. For high-level characters (14 and up), the follower stays unusable for longer, and must be given recovery time at the player's owned camp site or military base.<br><br>- - - Like in Fallout 2, followers do not tend to wander off without you realizing that they wandered away. <br><br>There are two automatic follow modes to followers. One of them exists only during fights and for 60 seconds after a fight. While in that "Follow-Combat" mode, they are eager to investigate nearby enemies and are following you in an attack formation with weapons drawn. Regular Fallout 3 followers are always in this mode but without the attack formation and drawn weapons. With Phalanx, once that 60 seconds are up or you holster your weapon, they switch to "Regular Follow" mode, and are much less likely to break out of your group and wander off in search of enemies. You can also speak to them and tell them "The fight's over, take it easy" and cause them to stop combat-follow and resume regular follow.<br><br>- - - Some followers can have different weapons skills based upon your choice when you hire them. This has no Fallout 2 equivalent.<br><br>- - - Like Fallout 2, you can view all followers skills and stats on demand and observe them leveling with you.<br><br>- - - Like in Fallout 2, there is no magical auto-heal to non-robotic followers after combat. During combat, stimpacks heal followers for the regular amount, and if not in combat, a single stimpack will bring a follower back up to full health.<br><br>- - - Like in Fallout 2, the robot (RL-3) is able to repair itself after combat, but is not repairable during combat.<br><br>- - - Like in Fallout 2, an equivalent of "Rest until party is healed" exists. When you sleep at one of your player-owned campsites or your military base, followers auto-heal with you.<br><br>- - - Like in Fallout 2, your Super Mutant follower (Fawkes) is talented at unarmed skill and uses it well, achieving occasional knockdowns and doing good damage. He can also equip and use all the expected weapons for a Super Mutant from Fallout 2, with the exception of the power fist. Fawkes cannot equip a power fist due to animation limitations in Fallout 3, so his unarmed damage amounts have been adjusted upward to match what you would expect him to do if he had a "Super Power Fist". Fawkes has been statistically tuned to have the same success rate against Deathclaws with his fists that Fallout 2's Marcus does with a Super Power Fist.<br><br>---------------------------------------<br>Miscellaneous features:<br><br>---------------------------------------<br><br>Followers have two inventories of items they can carry - one that they will use gear/weapons from, and one they will not.<br><br>Followers don't let the Evergreen Mills Behemoth out of his pen by opening the gate.<br><br>Followers do not auto-fire to their hire locations when Vault 87 deal happens, they instead do something much more sensible.<br><br>RL-3, Star Paladin Cross, and Butch now have a different, very short verbal response to the "let's trade equipment" option.<br><br>RL-3 has two storage compartments, and can carry about 3x as much weight as before.<br><br>RL-3 sucks less, handles itself more sensibly in fights.<br><br>Butch, Charon, and Jericho are 99% voiced within their Phalanx-specific commands. The remaining followers will be finished up later.<br><br>Integration with Broken Steel is good (unless you screw up the load order of the broken steel related .esp. It goes last, m'kay).<br><br>Powerful follower-problem-solving NPC "Gary" lives in a trailer outside of megaton. He helps you work out various emergency situations with your followers, such as if one got lost or is broken by another mod scrambling its variables. Gary can also adjust some of Phalanx' gamsettings if you don't like them, such as, he can enable "take a break" behavior in any area you ask for it, turn back on the post-combat auto heal, etc. Gary can help you resolve mod conflicts by reporting which items are being overwritten by another mod.<br><br>Followers come to you on-command and ask for the ammo they need, which you can supply within the same dialogue.<br><br>Human/ghoul/mutant followers can cause fingers/ears to spawn on dead enemies if you have the Lawbringer/Contract Killer perk.<br><br>Player comes to own 2 campsites, and eventually a military base (THE BASE REQUIRES FO3MasterUpdate (included) as of Fallout version 1.7). <br><br>Obtaining the base requires the "Main Quest" to have been completed (with either Broken Steel or Free-Play-After-MQ loaded). Then, there is a mini-quest that involves combat with the Enclave. The mini-quest is in a first-release form and the characters for it have not yet been voiced.<br><br>After obtaining the military base described above, it is possible to have your followers become equipped with radio-enabled Pip Boys. This means that you can issue commands to them at a distance.<br><br>Dogmeat is much more sensible.<br><br>The robot-dog follower K-9 has two sensibility settings.<br><br>Stimpacks heal more damage than usual, to balance for the fact that you use them on followers (And Fallout 2 did not scale stims to medicine skill). This is an optional change that can be left out by not loading the Perks-and-Stims .esp file.<br><br>Group command exists for telling your followers to take-a-break, and they will unequip their helments and wander around. This is limited to pre-set areas that are configured to be safe from follower malfunctions, but, it can be enabled to work anywhere by talking to "Gary" as mentioned above.<br><br>You can tell followers to remove their headgear as a group command (this makes it easier to see who is who if you have them all in the same armor and need to find a certain one).<br><br>There's a new town area in the area of the potential player base. Access to the area generally comes available when the player is around level 16 and if the player is visiting Rivet City regularly. This new town is partially functional in this version, but not yet complete. Requires use of FO3MasterUpdate (included) to use properly.<br><br><br>---------------------------------------------------------<br>Intended future direction:<br>---------------------------------------------------------<br><br>Phalanx will have its own quest lines after the Main Quest is completed (game does not end). Among the things these quest lines will work with are:<br><br>- - Ability to communicate with some followers at a distance will be implemented within the next few versions, but it will not be all-powerful, and will not generally be abusable. The player will generally not be able to use the tool to cover his ass if he made a mistake, but they will be powerful planning tools when used well.<br><br>- - The "Intelligent Deathclaws" from Fallout 2 are to be re-introduced<br><br>- - A race of Super Mutants that are more intelligent, like fallout 2's Marcus, will be re-introduced<br><br>- - Ongoing warfare with the Enclave, with challenging raid and defensive situations, will happen<br><br>- - There will be decisions to be made, new allies to be had, new enemies made, new technology to acquire, and new ways to do business.<br><br><br>************************************************<br>Installation procedure:<br>************************************************<br><br><br>Step 1: FALLOUT.INI FILE PREPARATION<br>------------------------------------<br>For this and many other mods, it's necessary to change a few settings in your<br>"FALLOUT.INI" file for them to work properly. FALLOUT.INI is in a strange location.<br>c:/Documents and Settings/your-username/My Documents/My Games/Fallout 3/ .<br>The two changes you need to make in the file are:<br><br>#1: Find the line that says:<br><br>bInvalidateOlderFiles=0<br><br>and change it to:<br><br>bInvalidateOlderFiles=1<br><br>#2: Add this line below the [General] statement:<br><br>bLoadFaceGenHeadEGTFiles=1<br><br><br>Step 2: File Installation<br>-------------------------------------<br>Put the .esp and .bsa files into your c:/Program Files/Bethesda Softworks/Fallout 3/Data<br>directory.<br><br><br>Step 3: Mod Manager Considerations<br>-------------------------------------<br>If you are running a mod manager, the Phalanx MainFollowerModule must in many<br>cases take priority over other mods if there are conflicts, especially any follower-related<br>mods. BrokenSteelIntegration must always load after MainFollowerModule.<br><br>Step 4: run the game and click the checkboxes<br>-------------------------------------------<br><br>Run your Fallout 3 game and on the square black load screen, click "DATA FILES", and<br>click the checkboxes next to the Phalanx .esp files.<br><br>Only load the Broken Steel Integration module if you are using Broken Steel. If you are using it, it is loaded as the LAST Phalanx module.<br><br>Select only ONE of the perks-and-stims .esp files.<br><br>Do not use the "Uninstall" .esp if you are playing the game using Phalanx. Uninstall is for a different purpose.<br><br>DogmeatEnemyTweaks causes Dogmeat's combat AI to work better, but it may not be usable with some mods which change the stats of Fallout creatures.<br><br>Optional-Weaponchange makes AI-related changes to the game's weapons. It is NOT the entire "weapon selection based upon distance" system, it is just a tweak that makes that system work better than it would otherwise. If this conflicts with your other mods, you can safely leave it out.<br><br>If you edited your FALLOUT.INI file correctly, they won't uncheck once you set them, and things will go smoothly.<br><br><br>Step 5: In-game follower reset procedure<br>--------------------------------------------<br><br>If you are not starting a new game, Phalanx will auto-detect this, and offer to move<br>you and your followers to a helper NPC who will help reset your followers so that<br>they are fully compatible with Phalanx. If you decline to move at that time, the NPC<br>can be visited later, outside of Megaton along the left hand wall.<br>---------------------------------------------<br><br>***************************************************<br><br><br>************************************************<br>* MOD UNINSTALLATION PROCEDURE<br>*<br>* Remove all items from your followers, and save your game.<br>*<br>* Restart the game, and uncheck the boxes in the "DATA FILES" menu that were specified<br>*in the installation procedure.<br>*<br>* Check the Phalanx-Uninstall.esp box, and run the game.<br>*<br>* After that .esp has completed the follower reset, save your game into a new slot, and then<br>* restart the game without any Phalanx .esp files loaded to check that you are happy with<br>* the results.<br>*<br>* delete the .esp files if you want.<br>*<br>* Unless you used the "Phalanx-Not-Recommended-PerksAndStims" .esp<br>* nothing further is necessary.<br>*<br>* If you did use the nonrecommended version, I don't actually know how to get the perk out of<br>* your savegame. I could not get it out of mine. Hence, the "Not Recommended" name on the file.<br>*<br>**************************************************<br><br>************************************************<br>* KNOWN ISSUES <br>************************************************<br><br>BROKEN STEEL FAWKES/DOGMEAT/RL-3? ISSUE: If you started your game anew with Broken Steel loaded and Phalanx not loaded, your version of Fawkes, Dogmeat, and possibly RL-3 are bugged with excessive hitpoints. Phalanx cannot repair these characters. The only solution at this time is to start a new game with Phalanx loaded, as Phalanx automatically overrides the problem when used this way.<br><br>With Fallout 3 version 1.7 (current version at this time) and earlier, the player-owned base is not usable without using FO3MasterUpdate.exe (included). Additionally, the quest to acquire the base will lock up. The new town area (The Black Hole) also has issues if FO3MasterUpdate is not used.<br><br>If you do not use FO3MasterUpdate, the scene in Broken Steel when you leave the Adams Air Force Base and are headed back toward the Citadel will malfunction.<br><br>If your followers are wearing power armor, their strength and charisma stats will be way off. This is a Fallout bug, not Phalanx.<br><br>Some followers will have bright white body skin if Fo3MasterUpdate.exe is not run against Phalanx-MainFollowerModule.esp. This is a game problem, not a problem with Phalanx.<br><br>When you get your first "Ammo Reload Kit" in Vault 101, you might drop it on the ground and at first it will be invisible. This appears to be a game problem, not a problem with Phalanx. It should start to work properly after a few savegames are settled.<br><br>A follower who is in combat has a small chance of becoming frozen in place and unable to draw a weapon. This is related to a fallout bug with inventory + weapons. If you see this, you can fix the follower by opening trade, noting that the follower has <br>two of the same type of weapon but should only have one, and remove/replacing that doubled-up weapon in the follower's <br>inventory.<br><br>**********************************<br>* General author information<br>***********************************<br><br>Bethesda made Fallout 3<br><br>Super Mutant Animations created by TalkieToaster<br><br>"Malcolm" follower NPC is voiced by André D. Cox" aka "Mr. CoX" , email address: [email protected].<br><br>The Phalanx Headquarters interior cell is dual-authorship by FO3Phalanx and Liath ([email protected]).<br><br>PhalanxK9's texture and eyes mod created by Drag0ntamer (<dracotamer>)<br>with thanks to Andrew Gardiner <simba> and TheDamned ([email protected]).<br><br>Ammo reload boxes originally from ReloadAmmo.esp by "b3w4r3", at <br>http://www.fallout3nexus.com/downloads/file.php?id=1899.<br><br>Follower integration of Lawbringer/Contract Killer perks uses code from "CK LB &amp; EXP partner support." J3X, Rylasasin<br><br>Part of the vendor changes .esp utlilizes "richvendors" by Ravioli (xfire - jackalking12)<br><br>Elminster made FO3edit and FO3MasterUpdate.exe. FO3edit was necessary to make<br>Phalanx viable. FO3MasterUpdate is needed to make it work properly with Fallout3.exe<br>versions 1.7 and earlier (current version at time of release). Elminster also assisted with<br>esp file cleanup and management.<br><br>TGBlank optimized the "caps on" code, and assisted with mod compatibility issues.<br><br>Cipscis provided help with scripting, including code optimization on the weapon-selection system.<br><br>The script on the underworld door was made by QZilla.<br><br>Echonite made the vertibird script.<br><br>Other stuff is by FO3Phalanx<br><br>******************************<br>USE INFORMATION<br>******************************<br><br>Contact the content owners about these resources: <br><br>"Malcolm" follower NPC is voiced by André D. Cox" aka "Mr. CoX" , email address: [email protected].<br><br>PhalanxK9's texture and eyes mod created by Drag0ntamer (<dracotamer>)<br>with thanks to Andrew Gardiner <simba> and TheDamned ([email protected]).<br><br>---------------------------------------------------------<br><br>TalkieToaster is known to have asked people not to redistribute MutantAnimations on the Planet Fallout hosting site.<br>He gave permission for Phalanx to include it in its 1.0 release however, if it's uploaded to Planet Fallout.<br><br>Other than that, to my knowledge, rights to GECK-created content is owned by Bethesda. They are at this time allowing<br>their Fallout 3 game resources to be modified by users and for those mods to be freely distributed. The GECK-created<br>content in this mod would be subject to that. In other words: do whatever, but it would make sense to credit Phalanx if you use a lot.<br><br></simba></dracotamer></simba></dracotamer></simba></dracotamer>