does anybody know how to get around the crashing I want to use this mod but the crashing part feels like a big f*#@ you in the face you know what I mean....anyways any help would be useful!!
I never had any crashing issues with it, so unless you tell me more than simply that your games are crashing, I can't help you. First and foremost, are you playing on windows 7? Fallout 3 is highly incompatible with the OS, and you need to find 3rd party support to make it run properly. Are you using the Unofficial Fallout 3 Patch? It's known to have some conflict with the base MZC mod. If neither of these are the problem, there's nothing more I can tell you without more information.
Hello there.First of all,I wanted to apologize for being so stupid.I know this was 2 years ago,but I already found the solution to the problem.I did not have the TSC mod installed,because I did not know what TSC was back then...I just wanted a mod that restores Vault 87 at that time. Second,I am VERY late,I know,but somehow I just never got notified of your answer... I searched "Vault 87" and stumbled across your mod...this is when I saw your answer.
This mod is not working for me little lamp light and vault 87 are exactly the same and murder pass has no kids running in it or brotherhood soldiers fighting supermutants. Can someone help me? Where those big rooms in the images?
I liked this mod and decided to install it,but ... the game crashes at the loading screen.I already tried disabling every single mod I have,but with no result.I have the GOTY edition of the game(I mean,the last version).Is it the version that is causing the crash?(Sorry for my bad english...)
I think expansion has issues, I had to download everything individually, it just works better. By the way i love your mods Archer1. Endorsed 100%; A little more on-topic i'm having the same problem.
Thanks for the reply. I'm looking forward to your future updates for Vaults 101 and 112.
Is Vault 101 still going to require Vault 101 Revisited? If so, I've got a small request - a door lock on my vault 101 apartment. Always found a TSC officer or technician sleeping in my bed and I was hoping to find a way to keep them out.
If you're looking for any ideas I thought that Vault 101 should have a teleporter pad if it is now part of the TSC. For Vault 112 I was thinking of a virtual reality think tank as an idea. I get the feeling that Braun would want his own lab space in the virtual facility.
I suppose I could set all objects in the room as the sole property of the player, including the door. This should effectively ax it from sandbox packages, since they can't use any of it.
Yes, it will still require 101 Revisited. It's really due to the fact that the vault has so much history to the player that it'd require its own quest line anyway.
I'm a bit reluctant to add a teleporter, or rather, a functioning one, because teleporters use up a lot of resources, even when disabled, meaning that it'd only worsen the performance around the area. I was planning on giving them a personal room for their operations this time around though, instead of just a bunch of guy's wandering around, so I could put in one being installed.
I'm also planning to add in a few new features. The ability to turn in a couple of items from the mod, like in scientific discovery (Alice's laser pistol, the stun pistol, and the logs from Theta, maybe Pirate's brain if I could think up some logical way to work his ghost as being a result of him being a psyker or something instead of mysticism crap). I'm open to suggestions for items I haven't thought of.
I'm also thinking of adding Vault-Tec headquarters for a little extra incentive for keeping the mod, especially since 101 revisited adds a new level.
There will also be a couple of fixes and changes. The player will have to confirm their acceptance with Tanaka before the troops show up, rather than the player having the ability to just hand wave them in, and the Blue Queen will no longer mention Takoma artillery operations.
I've found a mod by Arewesailingblind that restores all the vaults in the game which I think can be used as a modder's resource if you're thinking of doing something with the other vaults - www.nexusmods.com/fallout3/mods/19975
I don't know if anything is planned with Vault 108 (vault with Gary clones) but I thought that it would make a decent wasteland hospital. Maybe we can have a Gary clone in a stasis tube and the opportunity to let the player use a few Gary clones as followers for laughs.
I planned on 108 having a lot of traders, due to it's being so close to Canterbury.
Looked at the mod, and it's very nice. Thank you, this'll save me plenty of time, especially since I don't see any mods that add clean versions of the tilesets to the game.
Since it seemed people want that, would claiming support drones scrubbed it down extremely fast pass as an explanation?
Just finished Vault 101 Revisited again and I wanted to share a few suggestions for the Vault 101 update while they're still fresh in my head.
1. Adding a vendor script to Pepper Gomez in the Vault Diner for food. Thought this was something that she was lacking in the original mod.
2. Adding in a TSC vendor similar to the one in Archer's Embassy mod. It would be good to see some small changes to Vault 101 with a few widescreen televisions added in. I'm sure that some of the vault residents would like a change from their vault jumpsuits with some clothes bought from Poseidonis and that Amata would have a relaxed view on dress code for off duty staff.
3. Adding in a TSC recruitment office. Every TSC settlement has got to have one of these of course.
4. Finding a way to keep TSC staff out of Amata's bed. It's true. Last time I played TSC Vault 101 Revisited some of the TSC staff got ideas above their station and decided to have a nap in the Overseer's room.
5. Giving the Blue Queen an android body that she can use as either an npc or a new follower. If the Daughters of ARES mod gets ported over from the New Vegas nexus it would be the perfect resource to use.
6. Additional dialogue similar to the TSC conversations in Archer's mod but would use the Vault residents instead. Dialogue with Wally Mack could be interesting.
Regarding Pirate's quest in 101 Revisited, I don't mind mysticism in Fallout as long as it's done in small doses and we had it in the original game with Dunwich Building and the Krivbeknih. What I'm saying is I would probably suggest leaving it alone. I like the other ideas for adding items from the original mod for scientific discovery since I hardly use them after finishing the mod. I wouldn't mind seeing the new doctor's non addictive drugs added into the list as long as he and Alice are credited for their work and properly compensated. The stun gun would be a handy item for any TSC security force and it would be nice if it can get added to the Olympus armory along with the ammo.
Are you planning on giving the TSC their own area in the Vault? I've always believed that Vault 101 was bigger than what was shown in the games if it was to support the number of residents that were shown in the game. With the original Overseer's worry about the vault not having enough genetic stock would suggest Vault 101's numbers have dwindled a bit. Since 101 becomes part of the TSC it doesn't have to worry about not having enough skilled workers for certain jobs ever again.
In regards to the idea of drones cleaning the vaults' I'm happy with that as an explanation. If it doesn't work on it's own you could factor in the fact that Vault Tec HQ has plenty of replacement parts and the steel coming in from the Pitt.
Yeah, they're getting their own area this time around. Gonna release a clean 87 first though. Expect some delays though, due to me getting a new computer, finally.
Personally, I hate the mysticism. I even released a mod that removes it from the Dark Heart of Blackhall.
Well, the mysticism was around in Fallout 2, what with Anna's ghost, but I always thought it was out of place. I plan for some weird stuff in the NIR mod but they are meant to be non-canon Easter eggs.
Just installed the cleaned up Vault 87 file and I have to say it looks really good. I admit that I was skeptical before in regards to Vault 87 being too trashed to repair but I'm glad I was wrong. Turning Vault 87 into a TSC refugee camp is a good idea and the additional dialogue from MacCready is spot on. Got lost a few times in this cleaned up Vault 87 when looking for the test labs so I guess that some direction markers would be appreciated.
My only gripe with this mod is that I didn't get to participate in the joint Brotherhood/TSC operation to take over Vault 87 at the beginning. Hopefully a small quest can be set up later on in future updates. Found a few extra sliding doors added in by mistake near atrium but it's nothing worth worrying about.
You can add my endorsement for this file. Looking forward to seeing what you got planned next.
Sorry man, I don't know the first thing about quests, and I can barely scrape by the simple stuff with scripts. I have gotten down navmesh though, so scientific rediscovery made a huge jump today. That town looked so intimidating I kept putting it off.
Those extra doors are actually a vanilla bug. More specifically, they're not extras, but ones on the floors below when opened. The only fix would be a changing the layout a bit.
I agreed at first about it being trashed myself, but try it yourself. Go into the geck and remove the blood, body parts, mutants, paper, and bottles/can. Maybe flip the furniture back. The place is amazingly empty. Bethesda did a great job of creating atmosphere with few resources.
Anyway, thanks. It's always nice to get a compliment. I'd figured that, surely almost everyone coming through that field would end up dead or a ghoul, so why not let em stick around at least until they're not throwing their guts up and peeling off skin. And raiders and slavers surely have children too. They need somewhere to go after purging operations orphan them.
I hope you get the chance to learn how to create quests or find somebody who can help you. I think that having small quests that has the player participating in the occupation of the vaults would be great. Wouldn't need to worry about Vault 101 since it already uses 101 Revisited.
Are there any plans in mind regarding TSC Vault 106? The settlements I know that are close to it are Big Town and Arefu. I usually run my game with Archer's mod that adds outposts to those settlements. Only problem I see in the area would be the raider camp near 106.
I know I should post this on the Mini's page but I like the idea to add vanilla perks in Scientific Rediscovery. Would it be possible to add the Explorer perk? Due to using TSC satellites, the player can receive the perk but would still have to travel to these locations on foot first.
Archer's doing Rockland I think. Seems like the appropriate mod to add explorer. I also planned the ability to get lawbringer in the next rediscovery, along with barkskin, solar powered, and nerves of steel.
As for 106, I'm not sure. Maybe some kind of huge drug production deal? The vault had to have some automatic production systems to keep that stuff flowing for 200 years. Some modifications, you've got medicine and licensed recreational chems flowing cheap in the area.
I mean, prohibition absolutely does not work, and people wouldn't take too well to some government stepping in to tell them what to do with their own bodies after all this time. Just regulate it to safety standards and such. I think NCR does that too, though they're probably more heavy handed than what I'm imagining.
I agree it does need to be replaced. As painstakingly long task as it may be it will be much better. Meo3000 has provided excellent resources to accomplish the said task, why not take it as an undertaking?
I figured that it would take a long time to scrub down a vault to remove all the rust, and I try to be somewhat realistic in my time line, and say it hasn't been done yet, but will be.
If everyone thinks it's a good idea though, I might go back and replace it with clean stuff. Especially if you can give a explanation how they got it so clean so fast.
@Zaroth: I agree with the others. I believe it would be better to make the vault clean. As for the explanation: The TSC has alien technology and plenty of robot drones: I don't think it would be hard for cleaner bots to make the place clean in a few days.
37 comments
First and foremost, are you playing on windows 7? Fallout 3 is highly incompatible with the OS, and you need to find 3rd party support to make it run properly.
Are you using the Unofficial Fallout 3 Patch? It's known to have some conflict with the base MZC mod. If neither of these are the problem, there's nothing more I can tell you without more information.
Second,I am VERY late,I know,but somehow I just never got notified of your answer... I searched "Vault 87" and stumbled across your mod...this is when I saw your answer.
Got a question to ask. Does this mod change the area outside Vault 87?
It mentions snipers, but that's kind of an assumption of the player having the town camps mod. I think it was Archer's.
Is Vault 101 still going to require Vault 101 Revisited? If so, I've got a small request - a door lock on my vault 101 apartment. Always found a TSC officer or technician sleeping in my bed and I was hoping to find a way to keep them out.
If you're looking for any ideas I thought that Vault 101 should have a teleporter pad if it is now part of the TSC. For Vault 112 I was thinking of a virtual reality think tank as an idea. I get the feeling that Braun would want his own lab space in the virtual facility.
Yes, it will still require 101 Revisited. It's really due to the fact that the vault has so much history to the player that it'd require its own quest line anyway.
I'm a bit reluctant to add a teleporter, or rather, a functioning one, because teleporters use up a lot of resources, even when disabled, meaning that it'd only worsen the performance around the area.
I was planning on giving them a personal room for their operations this time around though, instead of just a bunch of guy's wandering around, so I could put in one being installed.
I'm also planning to add in a few new features. The ability to turn in a couple of items from the mod, like in scientific discovery (Alice's laser pistol, the stun pistol, and the logs from Theta, maybe Pirate's brain if I could think up some logical way to work his ghost as being a result of him being a psyker or something instead of mysticism crap).
I'm open to suggestions for items I haven't thought of.
I'm also thinking of adding Vault-Tec headquarters for a little extra incentive for keeping the mod, especially since 101 revisited adds a new level.
There will also be a couple of fixes and changes. The player will have to confirm their acceptance with Tanaka before the troops show up, rather than the player having the ability to just hand wave them in, and the Blue Queen will no longer mention Takoma artillery operations.
I don't know if anything is planned with Vault 108 (vault with Gary clones) but I thought that it would make a decent wasteland hospital. Maybe we can have a Gary clone in a stasis tube and the opportunity to let the player use a few Gary clones as followers for laughs.
Looked at the mod, and it's very nice.
Thank you, this'll save me plenty of time, especially since I don't see any mods that add clean versions of the tilesets to the game.
Since it seemed people want that, would claiming support drones scrubbed it down extremely fast pass as an explanation?
Just finished Vault 101 Revisited again and I wanted to share a few suggestions for the Vault 101 update while they're still fresh in my head.
1. Adding a vendor script to Pepper Gomez in the Vault Diner for food. Thought this was something that she was lacking in the original mod.
2. Adding in a TSC vendor similar to the one in Archer's Embassy mod. It would be good to see some small changes to Vault 101 with a few widescreen televisions added in. I'm sure that some of the vault residents would like a change from their vault jumpsuits with some clothes bought from Poseidonis and that Amata would have a relaxed view on dress code for off duty staff.
3. Adding in a TSC recruitment office. Every TSC settlement has got to have one of these of course.
4. Finding a way to keep TSC staff out of Amata's bed. It's true. Last time I played TSC Vault 101 Revisited some of the TSC staff got ideas above their station and decided to have a nap in the Overseer's room.
5. Giving the Blue Queen an android body that she can use as either an npc or a new follower. If the Daughters of ARES mod gets ported over from the New Vegas nexus it would be the perfect resource to use.
6. Additional dialogue similar to the TSC conversations in Archer's mod but would use the Vault residents instead. Dialogue with Wally Mack could be interesting.
Regarding Pirate's quest in 101 Revisited, I don't mind mysticism in Fallout as long as it's done in small doses and we had it in the original game with Dunwich Building and the Krivbeknih. What I'm saying is I would probably suggest leaving it alone. I like the other ideas for adding items from the original mod for scientific discovery since I hardly use them after finishing the mod. I wouldn't mind seeing the new doctor's non addictive drugs added into the list as long as he and Alice are credited for their work and properly compensated. The stun gun would be a handy item for any TSC security force and it would be nice if it can get added to the Olympus armory along with the ammo.
Are you planning on giving the TSC their own area in the Vault? I've always believed that Vault 101 was bigger than what was shown in the games if it was to support the number of residents that were shown in the game. With the original Overseer's worry about the vault not having enough genetic stock would suggest Vault 101's numbers have dwindled a bit. Since 101 becomes part of the TSC it doesn't have to worry about not having enough skilled workers for certain jobs ever again.
In regards to the idea of drones cleaning the vaults' I'm happy with that as an explanation. If it doesn't work on it's own you could factor in the fact that Vault Tec HQ has plenty of replacement parts and the steel coming in from the Pitt.
Gonna release a clean 87 first though.
Expect some delays though, due to me getting a new computer, finally.
Personally, I hate the mysticism. I even released a mod that removes it from the Dark Heart of Blackhall.
My only gripe with this mod is that I didn't get to participate in the joint Brotherhood/TSC operation to take over Vault 87 at the beginning. Hopefully a small quest can be set up later on in future updates. Found a few extra sliding doors added in by mistake near atrium but it's nothing worth worrying about.
You can add my endorsement for this file. Looking forward to seeing what you got planned next.
I have gotten down navmesh though, so scientific rediscovery made a huge jump today. That town looked so intimidating I kept putting it off.
Those extra doors are actually a vanilla bug. More specifically, they're not extras, but ones on the floors below when opened. The only fix would be a changing the layout a bit.
I agreed at first about it being trashed myself, but try it yourself. Go into the geck and remove the blood, body parts, mutants, paper, and bottles/can. Maybe flip the furniture back. The place is amazingly empty. Bethesda did a great job of creating atmosphere with few resources.
Anyway, thanks. It's always nice to get a compliment.
I'd figured that, surely almost everyone coming through that field would end up dead or a ghoul, so why not let em stick around at least until they're not throwing their guts up and peeling off skin. And raiders and slavers surely have children too. They need somewhere to go after purging operations orphan them.
Are there any plans in mind regarding TSC Vault 106? The settlements I know that are close to it are Big Town and Arefu. I usually run my game with Archer's mod that adds outposts to those settlements. Only problem I see in the area would be the raider camp near 106.
I know I should post this on the Mini's page but I like the idea to add vanilla perks in Scientific Rediscovery. Would it be possible to add the Explorer perk? Due to using TSC satellites, the player can receive the perk but would still have to travel to these locations on foot first.
I also planned the ability to get lawbringer in the next rediscovery, along with barkskin, solar powered, and nerves of steel.
As for 106, I'm not sure.
Maybe some kind of huge drug production deal? The vault had to have some automatic production systems to keep that stuff flowing for 200 years.
Some modifications, you've got medicine and licensed recreational chems flowing cheap in the area.
I mean, prohibition absolutely does not work, and people wouldn't take too well to some government stepping in to tell them what to do with their own bodies after all this time.
Just regulate it to safety standards and such. I think NCR does that too, though they're probably more heavy handed than what I'm imagining.
If everyone thinks it's a good idea though, I might go back and replace it with clean stuff.
Especially if you can give a explanation how they got it so clean so fast.
As for the explanation: The TSC has alien technology and plenty of robot drones: I don't think it would be hard for cleaner bots to make the place clean in a few days.
After that? I dunno. I know knight of order is doing vault 92.