Fallout 3
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Created by

Earl_S

Uploaded by

feathermoon

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About this mod

Modders Resource. Begins a quest that will take the player to Vault 101 as a child.

Permissions and credits
Last Update: 01/05/09

WARNING!!!! This mod is not complete, and using the journal will remove all your items, and turn you into a child. I haven't made a way for you to get back to your original condition either, so it is a virtual dead-end in the game.

To use it in its current form, travel to Arlington Library, and walk around the front desk a bit. Then the book should be used, and you can see how it'd go from there. Don't save when using, and you should be fine.

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The modded files are:

Copies of Vault101d cells, Vault101dR being the one the I am working on.

Copies of Amata NPC object, named V101R1Amata.

Quest V101R, and the scripts that go with it. Cannot get V101RQuestSCRIPT to reference the V101RPlayerContainer when it removes all items. Items are deleted. This must be fixed.

Empty Journal, an edited version of the GenericBook05 book object, which is placed on the reception desk at Arlington Library.

V101RNote, a note file placed in the flashback giving credit to current developers. In future iterations it will give update information consistent with this description.

V101RDinerDoor, obvious.


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Scope:
I intended this mod to include some added object to the fallout 3 world which the player will interact with. The interaction will cause a sequence of flashbacks with each use; each flashback will be a social quest within vault 101 at the two youth ages. The quests will range from a first meeting with Amata, a first day in a pre-schooling or day-care environment, going to work with the father, a few random days played at 16 years of age. Ideas for events while 16 [the age need not be specified, the player will just be labeled a teen specifically] include being sick and having Amata visit, the days leading up to a big final in school, running errands, having lunch with Amata, fighting the tunnel snakes, etc,. The culmination will be remembering an as yet undetermined event that will change the course of your relationship to Amata.

Goals:
Having subsequent quests rely on previous quest progression. [i.e. one's actions in a flashback control the content of the next.]
It will be possible to give the player the options that appear in vanilla FO:3: blowing off individuals or being very sociable. Certain quests would be skipped in a player decided to be antisocial, and the final outcome could be different, and have far reaching consequences.
Companionship.
If companion mods come out, and I understand any of it, I may go so far as to find a way for the player to spring Amata, to have as a lifelong friend who would live a players designated dwelling, with possible further quests. -I do not want to set Amata as a follower.- This would not make sense given her personality, and having her living in the players dwelling is not necessarily 'romance'.

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So, you can see what would have been if you take the time to look at the mod in G.E.C.K.

Feel free to continue working on this quest, it is a resource at this point because I just don't have enough time to work on this until summer.

Credit me if you use any of my work. You may send me a message to request editing privileges for this post.

~Earl S. Conner.