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Soldier of Fortune
Fallout 3 Mod
Release Notes

*** What it is ***

This is a combat mod with story and many quests. It could replace main quest or run in parallel with it. There is much more hours to play than original game. One can find:

+ new traders
+ new factions
+ new town
+ 5 new companions
+ 4 new perks
+ friendly and hostile patrols away from the cities
+ cut content
+ DLC equipment in Capital Wasteland
+ some new weapons and armors (no new models)
+ optional enhancements for vanilla companions
+ optional, user regulated slower leveling by reduced XP points (10%, 30% or 50%)
+ some quests have effect on vanilla ones
+ option to make peace, trade and even do quests for the Enclave
+ greater variety of raiders and super mutants can be found in the game, vanilla ones are untouched, though
+ main quest is just one of the several quest lines available and you can avoid it completely, if you want (you can still play it, if you choose so)
+ new craftable energy drinks based on Nuka-Cola

Apart from well known Fallout lore, this mod contains elements of "Rage" lore and some content from legendary "Blade Runner" movie.
Rage is the game developed by Id Entertainment and Bethesda. This mod is a true expansion of Fallout 3. It offers explanations and answers some
questions left open in the game. All the added content conforms to existing Fallout lore. Except for Stanton Park, most of the plot takes place in
familiar environments, Capital Wasteland and DLC.

*** How to start ***

Start in the shack near Springvale gas station. It is the Clearwater Springvale Outpost. You must join the group, otherwise there will be no progress in game. At some point you should formally join Western Brotherhood of Steel, too.

You don't need to start a new game, but it is certainly much more fun if you start from the point where you left the vault. If you left the vault without Medicine Bobblehead, one will be waiting for you in the Springvale shack, and it will behave correctly. So you can use alternative start modes without fear.

Make sure that you read EVERYTHING in the terminals, each and every article has it purpose, gives you instructions and allows you to start the quests. Neither one is for "immersion" only.

*** Main quest ***

Very small portion of this mod depends on Fallout 3 main quest. However you can skip MQ if you want when you reach Smith Casey Garage. It is convenient for those who don't want to play it for the 101st time. However, skipping MQ is the only way to make peace with Enclave later in the game. Skipping MQ triggers the short quest, which concludes search for Dad.

*** Operation Anchorage ***

There is an optional file which provides local traders with most interesting Anchorage items to sell. You have option to skip Anchorage
quests, or you can play them, it makes no difference.

*** Point Lookout ***

There is an optional Point Lookout content. You can skip Point Lookout quests, or you can play them, it makes no difference. There are two new Point Lookout stories and many quests. Some Point Lookout weapons and items becomes available in Capital Wasteland if activated.

*** The Pitt ***

There is an optional The Pitt content, too. Perforator and Wild Bill's Sidearm can be found in Pitt Tunnel, if player refuses Pitt quests, both weapons could be found
on dead raider inside the railroad tunnel. If you don't want to go through Pitt quests simply tell Wernher that it is not your problem. If you do so, he will go away and vanish from the game. You will not be able to travel to Pitt. You have to refuse quest when you meet Wernher for the first time, there will not be another opportunity.

There is a new Pitt quest, "Second Chance", which takes place in Railroad tunnels between The Pitt and Capital Wasteland. In order to start it, you must become member of Western Brotherhood and read the note titled "The Pitt" in "important Information" section on Western Brotherhood's terminal. If you don't read it, you will not be able to start the quest.

Only companions that can follow you there are Sharon, Garan, Dot and Lexx. Vanilla companions will be fired. Sarah Lyons, too, with message which explains that she would have no business with Outcasts.

*** Stanton Park ***

Stanton Park is a worldspace contained in mod named "DCXpansion Project - Stanton Park" by Moirai. There is a story and some quests taking
place there. It is not a requirement, but, in order to play those quests one must download and install it from here:

http://www.nexusmods.com/fallout3/mods/16916/?

*** Weapons ***

There is much more fighting in this mod and vanilla weapons just lack durability to get you through all those firefights. Additional weapons are not new models, but
rather modified versions of existing ones. In general, they are more durable in the first place, and more accurate. Rate of fire or scope magnification might be different. New weapons, generally, make vanilla basic ones obsolete, but vanilla special weapons still have some advantages. The description of new weapons can be found inside "Combat Manual" section of Clearwater's terminal in Springvale.

There is a way to adapt those weapons, so that they work with other mods which change weapon damage. You will need to create an ESP file with GECK and modify base damage or "Damage per Shot" values for new weapons. Also, all new weapons must have "Critical Damage" identical to "Damage per Shot".

Here are the guidelines how to adjust weapon damage to fit with other mod:

Settler Assault Rifle, ID=WeapSettlerRifle, base damage same as Chinese Assault Rifle
Marksman Rifle, ID=WeapUniqueSpecialistRifle, base damage same as Sniper Rifle
Assault Shotgun, ID=WeapShotgunRiot, base damage same as Combat Shotgun
Settler Handgun, ID=WeapRevolver44Mag, base damage same as Scoped 44 Magnum
Chinese Machine Pistol, ID=WeapChineseMP, base damage same as Eugene (special Minigun)
Laser Hi-Power, ID=WeapLaserHiPower, base damage same as Laser Rifle
Hunting .308 Rifle, ID=Weap308Rifle, base damage same as Sniper Rifle
Toxic Rifle, ID=WeapToxicRifle, base damage same as Railway Rifle
Suppressed 10mm Pistol, ID=Weap10mmPistolSuppressed, base damage same as standard 10mm Pistol
Personal Defense Weapon, ID=WeapPDW, base damage same as Eugene (special Minigun)
PIAT 2 Launcher, ID=WeapPIAT, base damage same as Missile Launcher

When creating ESP file, you need to set 'MCmaster.esm' as master. Find the weapons listed above, adjust the damage, and save the file under some meaningful name, like 'MCweapons.esp'. New file could be placed anywhere in the load order.

Cut content weapons are not modified in any way.

*** Armors ***

There are several new armors, added for different purposes. They can be adapted to mods which change vanilla armor properties in the same way as weapons, using the same file. Here is the information that you need:

T-51-B Power Armor, ID=A0T51b, DR=same as vanilla T-51b armor
*note: Created because vanilla has script attached to it, which trigger some NPC reactions
T-51-B Power Helmet, ID=A0T51bHelmet, DR=same as vanilla T-51b helmet
Cowboys's Hat, ID=CowboyHat, DR=same as Lucas Simms' hat
*note: A cowboy hat with generic name.
Bug Armor, ID=A0BugArmor, DR=same as Antagonizer's armor
*note: Created to be worn by NPC's other than Antagonizer
Fireproof Combat Armor, ID=A00ArmorFireproof, DR=halfway between Leather Armor and Talon Combat Armor
Hood, ID=A00Hood, DR=same as Oasis Hood
*note: Created to be worn by NPC's who are not related to Oasis
Riot Helmet, ID=ArmorMpHelmet, DR=same as Ranger Battle Helmet
Communist Uniform, ID=A0CommunistUniform, DR=same as Merc armors (Merc Adventurer, for example)
Communist Hat, ID=A0CommunistHat, DR=same as Wasteland Merchant Hat
Prospector Armor, ID=A0ArmorDesert, DR=halfway between Leather Armor and Talon Combat Armor
Communist Party Hat, ID=HatPartyCommie, DR=same as Party Hat
Enclave Commander Uniform, ID=OutfitEncCommander, DR=same as Colonel Autumn's Uniform
*note: Worn by Enclave commanders other than Colonel Autumn

In addition, all the androids or synths have a perk which grants them DR same as Combat Armor. If you happen to be using a mod which alters Combat Armor DR,
then you might want to change the perk named "PerkSynthetic".

*** Slower Leveling ***

Increased number of enemies encountered in the game is making leveling up much faster. Leveling can be adjusted at Clearwater Terminal in Springvale. Options are available under "Game Issues". It can be activated and deactivated at any time, but it makes more sense at lower levels. It does not interfere with other similar mods, except the effect is cumulative. It works exactly the opposite of Swift Learner perk. Swift Learner still works, but there is no point using both.

*** Risky Encounter ***

Besides friendly and hostile patrols encountered in the wasteland there is another type of encounter called "Risky Encounter". Player can be confronted by single
difficult opponent, up to and including Super Mutant Behemoth. This encounter is disabled by default. To enable it use Clearwater terminal inside shack in Springvale.
Look under "game issues". Encounter could be disabled or frequency might be set. "Normal" is the same as other patrol encounters, and that is not for everyone. "Low" is
half of the other patrol encounters frequency, and "Very Low" is one third of normal frequency.

*** Compatibility ***

There are many locations used by this mod, and it will conflict with some or many popular mods. Mod compatibility was not the concern when I created this mod and it will not be in the future. You are free to discuss compatibility on the forum, if you believe it helps. However, I am not going to participate in those discussions, neither will change anything. Officially, this mod is compatible with original game and itself only, everything else is considered incompatible. Mod WILL NOT WORK with any other which changes any of the quest which make up the Main Quest. are changed by other mods. To avoid it, keep MCmod.esp BELLOW those mods, as low as possible.
This mod avoids adding any NPC's or creatures to wasteland map. It adds objects like doors to interiors or markers. Additional NPC's and creatures are added and
removed by scripts, when needed. Placing NPC's and creatures directly to wasteland map is often causing infamous "CTD on save". Many fine quest mods have become
unplayable because of "CTD on save".

*** Technical ***

Install the mod by unpacking into Data directory. Place 'MCmod.esp' at the bottom of the load order and mark it. Optionally, you can mark 'MCanchorage.esp' which is for 'Operation Anchorage' and MCPL.esp which is for Point Lookout. If you have 'Stanton Park', you can mark MCpark.esp . You don't need to mark 'MCmaster.esm' it will be loaded by any of other ESP files.

MCmod.esp = main file
MCmaster.esm = resources file
MCPL.esp = for Point Lookout, optional, requires "Point Lookout"
MCanchorage.esp = for Operation anchorage, optional, requires "Operation Anchorage"
MCPitt.esp = for The Pitt, optional, requires "The Pitt"
MCpark.esp = for Stanton Park content, optional, requires "DCXpansion Project - Stanton Park" by Moirai
MCcomp.esp = optional vanilla companions enhanced

*** Game-play tips ***

* Quests are initiated from Clearwater terminal at Springvale Outpost and Brotherhood terminal at Level 1 outpost. If you have Point Lookout more quests can be found at Investigator's Terminal and message board at Home Guard HQ, both inside Warehouses. After reading the briefing you should talk to someone to start the quest. Follow the instructions to find out who that person is. Few quests are started by finding and picking notes laying around.

* Majority of the quests are started from "Missions", "Bounties" and "Jobs" sections. Some are not. The are started
from "News" or "Important Information" sections. Also, some linked quests are started from dedicated sections. Again,
make sure that you read EVERYTHING on those two terminals if you don't want to miss some quests

* Some quests repeat every 24 hours approximately. Those quests can be initiate directly from terminal or message board. No need to talk to anyone.

* In some quests you need to track down groups of people in the wasteland. When you arrive at the location designated by quest marker, there might be nobody there. It is not an error. Quest marker is getting updates once in 1.5 minutes, creating impression that player is following tracks. When it happens either wait, or try to guess where the group has gone to

* The mod depends on vanilla faction relations. Friendly relations between super mutants and ants, in particular. Mods which change it should ruin the game.

* How do you find Victims Family Book in quest "Family Valuables" ? You don't, it finds you....
You need to travel to area whee hostile patrol operate. Every time you kill some of the hostile patrol
member, search the body. One will have the book on it. No, you can't miss it. It can not be on bodies
that you do not search. Patrols you need to search are communists, super mutants and raiders. Not vault
haters, because they don't attack ordinary travelers.

* Eyebot Drone is perfect for dealing with heavily fortified enemies. Drones can be acquired from Knight Flores at Brotherhood Bunker Level 2

* Masterbrain Interface can be found on destroyed Masterbrain Mk2 robots. It helps them control other robots. Scribe
Adams at Western Brotherhood Bunker can use it to build Portable Masterbrain Interface, which makes you friendly with
free roaming robots. The effect lasts 2.5 times longer than Stealthboy. One can, for example use it in LOB Enterrprise building to retrieve advanced Chinese Pistol without a fight.

* You can enter Tenpenny Tower for free, as soon as you kill Roy Phillips. It fixed the bug when player kills ghouls without starting a quest and can't finish it without entering Tenpenny Tower.

* Bug which makes Falls Church Brotherhood members to appear out of nowhere and steal things has been fixed (better late than never).

* There are 5 new companions.
Sharon is Energy Weapon, Heavy Weapons and Stealth specialist.
Garan is Guns, Explosives and Stealth specialist. Lexx is a special Eyebot. It is recruited during quest "Forced Labor". Sarah Lyons is available only if main quest is skipped. She might be available after the quest "The Citadel" is completed. However, players must complete "Galaxy News Radio" to prove themselves to be "good guys".
Dot is available after completing quest "Showdown in Subway Town". She can be found by the tree in the middle of the town.Her skills are firearms, unarmed combat and explosives.

* There is optional support for enhanced vanilla companions. They could be made essential or not, sandbox, non-humans are leveling up correctly and Dogmeat can carry items. You could find several similar mods, but this one is guaranteed to be compatible with the rest of the mod.

* You can warn Protector Casdin how dangerous it is to be alone outside Fort Independence and he will have 4
Outcasts to join him.

* "Big Trouble in Big Town" will not be activated if you tell Dusty that you mind your own business when you enter Big Town for the first time. You can still activate it by talking to the residents

* Quest "Delicious" is wrapped around vanilla unmarked quest to find mirelurk cakes recipe. If you can't find it,
try search the web. Or, you can post question on the forum and someone might be kind enough to help you.

* After completing "Superhuman Gambit" there is an option to talk to Uncle Roe about trade caravans. It is possible
to start a quest "Caravan Guards" which adds one guard to each caravan immediately and another one at level 14.

* Sharon can use Stealth Boy if you put one into her inventory. She will activate it when you tell her so. Sharon has reduced aggression while sneaking. However, that will not affect her aggression during combat. Garan also have reduced aggression when sneaking. However, he can't use Stealthboy.

* Some non player characters serve as temporary companions during some quests. Command "Return to Base" sends them to
predefined locations. Arlington Library is such location for all Brotherhood of Steel temporary companions. Clearwater Springvale Outpost is for Clearwater mercs.

* Sarah Lyons can be recruited after the quest "The Citadel" is completed. She is armed with same Gattling Laser that Fawkes has. She can be found in Citadel Ring A. She will join you only if you completed "Galaxy News Radio" quest.

* To make peace with the Enclave one must 1) skip the vanilla main quest 2) complete quest "The Citadel" 3) complete quest "Crash Site" 4) Complete "Enemy Of My Enemy" in a proper way. After that Elizabeth Cadence will be selling Enclave equipment. You can skip the MQ and still refuse to make peace with Enclave, if you wish.

* To work for the Enclave one must 1) Make peace with Enclave (see above) 2) Read a 'Cease Fire' note at Western Brotherhood terminal, under 'Important Information'.

* There are no quest markers in "Memory Loss" quest, once you enter the target buildings. You will have to search them for eyebots, which can be at several random spots. However, "Alexandria Arms" is not that large and in "Dunwitch Building" you can't miss them.

* Where is the Fatman soldier in quest "No One Gets Left Behind" ? You will have to find him and not get killed.

* Quest "Simple Escort Job" adds new opponents to Statesman Hotel, making combat more difficult and less predictable. Additional opponents are the Gearheads. Quest is available if you complete "Safe Heaven". It can be started from Clearwater Terminal, look for "Missing Assistant" entry.

* In order to complete quest "Sensitive Matter" one must fight the Vault Hater patrols in the wasteland. Item can be found on the
body of random patrol member. It can't be on the body that you don't search, so you can't miss it. If you somehow fail to spot it
in inventory and can't complete the quest, you can go back to Sergeant Moore and tell that data is lost. That would fail the quest.

* Quest "Mayday" is repeating one. To unlock it one must complete "Listening Post".

* Quest "Safe Heaven" can help you solve "Replicated Man" quickly. To do that, you must initiate
"Replicated Man" in usual way

* Perk "Recovery" grants slow health restore without any medicine. It optionally replaces "Wired Reflexes". If you have "Wired Reflexes", you can use Clearwater terminal in Springvale. It is under Game Issues, look for "Replace Wired Reflexes". Those who rarely use VATS, or do not use it at all will benefit from it. The others might find it
useful, too.

* Brotherhood dog tags can be handed to Scribe Yearling in Arlington Library for 25 points of karma and no caps. If you skipped Main Quest, you will not be able to sell dog tags to Scribe Jameson. It is because that depends on completing particular stage of Main Quest, which is not even reached when you skip it. It could be fixed by changing one of the vanilla quests, but I am not going to do that because I don't think that selling dog tags of fallen soldiers is a good idea. However, anyone can create a separate mod that fixes it.

* When talking to Henry during "Long Shot" make sure to have Fatman in your inventory

* Quest "A Fistful Of Caps" is started by picking a note in Vice Den. Note is found near one of the toilets

* Nuka Lab device is located in Western Brotherhood Base, Level 2. There are some ingredients in the sack in the next room. Nuka Lab is used to prepare energy drinks

* Recipes are scattered around. Total 4 of them are located in Grayditch Town Hall, Subway Town, Vice Den and Andale outpost

* Nuka-Cola Clear Formula is part of vanilla game. Search the Web if you can't find it. After fixing Nuka Lab, you can still do whatever you want with it

* Best way to start SoF Point Lookout quests is to check the News section of Clearwater Terminal in Springvale Outpost. Everything you need to know is there

* Sheridan can be found in Warehouses, in Point Lookout. The entrance is at the right end of the board walk, looking from river boat.

* To skip main quest in Point Lookout, enter the Warehouses. The entrance is at the far right of the large building in front of the
boat landing. In order to proceed inside you need to use the terminal and choose if you want to skip main quest or not.

* Punga Fruit Collectors are encountered during quest 'Harvesting Job'. They will follow you, but they can't fast travel. If you fast travel away, they will catch up with you after some period. However they will travel by foot.

* Scribe Caleb can be found in in Point Lookout near Sheridan.

* Decent armor for Scribe Caleb is Recon Armor or Combat Armor or Leather armor in good condition. Or some better one.

* Repeating quests in Point Lookout can be started from message board inside Home Guard HQ

* HOA, which was mentioned only in GNR news, is added to this mod. They are modeled after infamous Khmer Rouge

* During quest "Final Evaluation", killing ordinary super mutants from vanilla game does not count. Only super mutants added by the quest count towards confirmed kills.

* Speech check in "Strange Love" quest is easier at higher levels. It is because Brody gets more intimidated by high level player.

*** Soldier of Fortune to Rage translation table :) ***

Robert Pike - Dan Hagar
Loosum - Loosum Hagar
Halek - Halek Hagar
Nicholas Raine - himself (Rage protagonist)
Elizabeth Cadence - herself
Commander Black - Sheriff Black + John Marshall
Provisional Government - Authority
Settler Assault Rifle - itself
Settler Handgun - Settler Pistol
Garan - himself
Gearheads - themselves