Fallout 3
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Deadmano

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Deadmano

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About this mod

Use a ton of mods that increase damage and spawns? Trigger-happy and prone to shooting innocents? Tired of quest givers dying on you one way or another and not being able to take or hand-in quests? Then this is the mod for you! It makes ALL quest givers essential, and that's that!

Permissions and credits
Donations
Essential Quest Givers
Never Fail Another Quest Again!*
Provided failing was due to the quest giver dying.

EQG v1.0

Please TRACK ME as I am in the process of releasing
multiple mods for various aspects of Fallout 3!


Description

This mod was born out of complete necessity due to the much needed increased weapon damage from FWE/FOOK and equally needed increased creature/NPC spawning mods such as Mart's Mutant Mod and Crowded Cities. The issue with the above mods (and any other such mods) is that now you have NPCs that can be so easily killed and the worst thing is that the NPCs that actually give you the quests are NOT protected in ANY way, less a select few that are critical for the game to progress. Now for more experienced players, and those of us returning to the Wasteland, it should be obvious who to kill and who not to, but not everyone can possibly know this (especially not my fiancée on her first ever playthrough) and sometimes we may get trigger happy with a nuke and accidentally wipe out some Paladins whilst marching alongside Liberty Prime...

This mod solves that problem by making all quest givers, including miscellaneous and unmarked quest givers, essential. What does "essential" mean? It means that once their HP drops down to 0 they will be knocked out for a short duration and then get back up and continue doing (or fighting) whatever it is they were busy with. They cannot be killed by any means.

Please note that for some reason Bethesda decided to protect quest givers from the DLCs, but didn't do so for many of the vanilla game... So that explains the lack of further DLC support and why there are only 1 or 2 people protected in The Pitt and Point Lookout. They were NPCs I deemed needed to be protected (that weren't) to ensure the player gets the chance to complete their quests (for the completionist sake).

For now there is only a single version for "Good" characters as there are only a few "Bad" quests that are frowned upon when playing as a good or neutral karma character. So I will be assuming if you play as a good character you would be killing (or leaving alone if neutral) the following NPCs:

Non-Essential Quest-Givers (AKA NOT PROTECTED):

Grouse
Quests: Strictly Business & Strictly Profitable.
Reason: Evil character. A slaver in Paradise Falls.

Pronto
Quest: Economics of Violence.
Reason: Evil character. A slaver in Paradise Falls.

Eulogy Jones
Quests: The Kid-Kidnapper.
Reason: Evil character. Leader of the slavers in Paradise Falls.

Leroy Walker
Quests: Lincoln's Profit Margins.
Reason: Evil character. Leader of the slavers in Lincoln Memorial.

Mister Burke
Quest: The Power of the Atom
Reason: Evil character. Wants to blow up Megaton.

There are some NPCs I made essential that may raise an eyebrow, so here is my explanation for those:

Justification for Mister Crowley

The reason he was made Essential is because there is a high chance he may die during his quest, on the way to Fort Constantine, ESPECIALLY with mods such as FWE and MMM. While he is an evil person, his quest can be solved in a non-violent way without any innocent or good characters being killed. Killing him has no positive reward and Underworld would become completely hostile. If you're after his power armour, there are ways to get it, including pickpocketing him...

Justification for Roy Philips

Roy Phillips first and foremost is a good person, and if you can look past the natural ghoulification process which he was subject to, (which had absolutely NOTHING to do with him, that he, as a human, was forced to go through) is just another citizen of the Wasteland. That being said, some of the characters in Tenpenny Tower are already evil; such as Mister Tenpenny himself and Gustavo, his chief of security. Susan Lancaster was even a former slaver... Not to mention how everyone else is so stuck-up and have a "holier-than-thou" attitude about themselves. Some of the remaining good people can be persuaded to leave during the quest as well.

Justification for Vance

Vance is part of a quest that can be solved peacefully for the town of Arefu and furthermore is involved in a repeatable quest "I Want to Drink Your Blood" which is to the benefit of the player for any spare blood packs they may have. He is personally a fair leader of The Family who gives his followers free-will and only turns to violence if it involves the survival of his clan.

Justification for Carlos, Micky and Willy (Water Beggars)

All 3 characters offer a repeatable unmarked quest to gain +50 karma each time they are given Purified Water or Aqua Pura and as such this may come in handy for some. The second reason behind this is that there is a glitch whereby if you give Aqua Pura (purified clean water after the main quest) to them, they will die... That makes no sense at all. Furthermore, refusing them water puts the guilt on your shoulders as they die on the next cell change... So how were they surviving before they met you?!

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Requirements

Base game for the vanilla plugin, DLCs for each of the DLC plugins or a combination thereof for the complete edition.


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List Of NPCs Made Essential


Vanilla

  • Agatha
  • Ahzrukhal
  • Angela Staley
  • Bannon
  • Carlos (Water Beggar 02)
  • Confessor Cromwell
  • Dave
  • Doc Church
  • Doctor Lesko
  • Evan King
  • Father Clifford
  • Hannibal Hamlin
  • Lucas Simms
  • Lucy West
  • Mei Wong
  • Micky (Water Beggar 01)
  • Mister Crowley
  • Moira Brown (Sigh :P)
  • Murphy
  • Old Man Harris
  • Paladin Hoss
  • Paladin Kodiak
  • Prime (Not Liberty Prime The Robot)
  • Protector Casdin
  • Reilly
  • Roy Phillips
  • Scribe Jameson
  • Scribe Yearling
  • Sierra Petrovita
  • Sticky
  • Three Dog
  • Uncle Roe
  • Vance
  • Walter
  • Willy (Water Beggar 03)
  • Winthrop
The Pitt
  • Milly
Point Lookout
  • Marguerite
  • Obadiah Blackhall

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Installation

I thoroughly recommend using Mod Organizer to help installing mods and managing your load order. Yes, it is a Skyrim mod but works for all TES/FO games. Do not use the MO on this Fallout 3 Nexus as it is outdated.

For those of you who still prefer a manual approach the instructions are as follows:

Step 1) Download the latest version of my mod and any optional files and extract the archive contents somewhere. Check the folder contents and ensure you start with a Data folder, and therein should be an .ESP file. If this is true please copy (or cut) the entire Data folder into your root directory of Fallout 3, overwriting any files if asked. Ensure you don't place the Data folder inside the Data folder of your Fallout 3 directory.

Step 2) Make sure the .ESPs that you downloaded are enabled in your mod manager of choice, and that they are loaded at the END of your  load order for changes to take affect. If changes are still not taking affect either the mod was installed incorrectly or there is another mod  that is overwriting the changes. Please let me know either way and I will do my best to help you out.

Step 3 [Optional]) Ensure that you are using ArchiveInvalidation Invalidated (if you aren't already) and manually ensure that bInvalidateOlderFiles=1 is true in your Fallout.ini file located in Documents\my games\Fallout3 for non-MO users and in ModOrganizer\profiles\ProfileName for MO users.

MO users simply install the archive as a new mod as per normal and enable the mod, ensuring no other mods are overwriting any of my files.

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Uninstallation

To uninstall this mod browse to your Data folder in your Fallout 3 root directory and delete the files that came with the file(s) you downloaded.


MO users simply disable and/or remove the mod as per normal.


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Incompatibility

This mod will conflict with any mod that edits the above NPCs in ANY way.

If you find a mod that is causing an incompatibility with my mod let me know so that I can see if I can't make a patch. I will be making patches for any mods that are in my load order that I find causing issues.
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Permissions

None of my files are to be altered in any form, reuploaded to any other site (including The Nexus as another mod or part of another mod)
or translated without getting in touch with me first so that I can decide if I will give out permissions for the above or not. If you don't hear back from me then the above still stands.

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Credits & Acknowledgement

  • Organ1smano - for putting up with my endless hours of modding (923 hours and counting since Skyrim)!
  • Dracomies, SpaceOden - the creators of the Fallout 3 Redesigned - Formerly Project Beauty HD mod which my Project Beauty patches are based on.
  • jcro25 - the creator of the Point Lookout Reborn mod which my Point Lookout Reborn patches are based on.
  • Bethesda Softworks - for making several engaging and captivating RPG's to date and bringing players closer as a community through modding!
  • Nexus Mods - of which this community wouldn't exist so well organized and staffed not to mention the plethora of mods hosted!
  • You - for taking the time to read through this and/or trying out my mod and that of others thus ensuring the community lives on!