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pitabox987

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pitabox987

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32 comments

  1. Sinisterkiller1987
    Sinisterkiller1987
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    Could have been neater if you had made the skeletons have different Vault suits. As well as weapon options. With other skeletons. Although not a bad mod at all. 
  2. lordvico
    lordvico
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    Is this compatible with Amata Follower (since it touches the overseer terminal too)?
    1. pitabox987
      pitabox987
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      • 27 kudos
      I haven't used that mod, but it shouldn't effect it.
  3. Corsario76
    Corsario76
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    excellent idea that you expose with this mod, it would be nice to create in the outskirts in the barren lands, several survivors' camps of several shelters and that each one will reveal part of the history of each refuge.
    1. pitabox987
      pitabox987
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      That already exists. The town of Megaton was started by survivors who had attempted to gain entry to Vault 101 and where denied entry to Vault 101.

      But I may be able to add something to Megaton with that idea. Thanks.
  4. seangloin
    seangloin
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    Wow, another update. I look forward to the new terminal entries about the nosy blue shirts from vault 101, maybe that's how the raiders found out there was a vault there in the first place?
    I also thought about your original mod with the more recent fully clothed vault 101 victims and that would make sense after the Trouble on the Homefront quest, particularly if you choose the Amata takeover or destroy the vault option. The vault denizens would then have to start exploring the wasteland and get slaughtered by the nearby raiders, supermutants, wildlife etc.
    I think that would require some scripting skills though, so the corpses would spawn 1 week or so after the end of the quest?
    Anyway, I'm just brainstorming ideas. I've no idea if that's doable.
    Thanks for keeping the game alive.



    1. pitabox987
      pitabox987
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      while that's a good idea, people have known about Vault 101 for decades, you only have to notice the skeletons outside the vault ("Let us in Mother*******" etc).

      The idea of the vault denizens wanting to explore the area outside makes sense in the vault's past history, but while the vault was once that way, it became a closed off, separate community when Alphonse Almodovar came to power c. 2258 until 2277) so it had been in isolation for nearly 40 years. The only exception was allowing James and his child in 19 years prior, as the vault didn't have a proper doctor before his arrival.

      As for finding fully clothed Vault 101 residents dead in the wasteland if you decide to destroy the vault, you do. There are a number of random encounters (three I think) involving finding dead residents, and the final involving finding Amata, - as for helping Amata in that quest, random encounters also exist for finding living Vault 101 members exploring the wastes. Though it is an interesting idea.

      One thing I like to do with my mods is keep them as lore-friendly as possible.
    2. pitabox987
      pitabox987
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      You did give me an idea, and that is to perhaps expand on the story behind why the raiders are in Springvale School. - At the moment they're just there, but the backstory to their activities is very vague, so perhaps more could be added there. Maybe also expand the mine system under the school (it's just a dead end at the moment...)

      I'll have a play around with it and see what I can do.
    3. seangloin
      seangloin
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      yes, you're right, I forgot that there can be random encounters after the trouble on the homefront quest, but as I always play the good guy I never saw them. Next time I think I'll play the disgruntled ex resident and screw the power plant, I always thought they were very ungrateful.

      I think your idea for expanding the tunnels and caves under Springvale and making more backstory would be great. We could maybe see the battles between giant ants and raiders. Maybe they're a detachment from either Evergreen Mills or the overpass before you get to Arefu or possibly Faifax, it's not too far.

      Like you I really like to expand on the lore and background.

      As always keep up the good work.

  5. seangloin
    seangloin
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    Thanks for the update.

    Fallout 3, never as simple as you think, but fun nonetheless.
    1. pitabox987
      pitabox987
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      That's very true, sometimes modding for it can be both fun and quite frustrating at the same time...

      All the kinks should have been fixed by now (the older version had somehow managed to make changes to cells I didn't even work with).

      I think all the work has been done on it now, let me know if you have any more suggestions.
    2. seangloin
      seangloin
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      Hi pitabox987,
      Yes, I've seen other instances where modders change something in a cell and it affects something totally unrelated, or one cell change affects all cells. I'm not a modder, just a mod tinkerer, so I suppose it's just the funny quirks of the Gamebryo engine or the Geck.

      Also, I do have one more suggestion if you're amenable. When I first read the Overseers terminal in the vault about the 'scouting' missions outside, I wondered if any of the scouts were still there and when I first went to Megaton I was carefully searching for someone who might be a secret Vault 101 scout/spy. Of course, the game never pursued that possibility, but it would be cool to have a current undercover 'scout/spy' in Megaton who acts a bit more civilized than the locals and has a secret footlocker in their shack/by their common room bed that contains a vault 101 suit.
      You wouldn't have to make a quest or anything, it would just be cool to know that they were not quite what they seemed to be.

      I intend to do a complete mod overhaul and new play-through sometime in the next few months (modding takes time as you know) and I will definitely add some of your mods. I really like your Megaton lookout, National Guard Armoury refurb, Rivet City Security mk2, Museum of History expanded, Deathclaw Sanctuary Enhanced etc etc.

      Thanks again for the mod fix and keep up the good work.
      Cheers.
    3. pitabox987
      pitabox987
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      To my knowledge the files in the Geck indicate the team member who remained in Megaton has been killed/or died in some way by the time the Wanderer leaves the vault.

      I'll have to look in the game files for the mention, from memory this is also noted on the Fallout Wiki.
  6. Cephaler
    Cephaler
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    • 40 kudos
    Was testing your little mod out and found some visual glitches that are being produced by it. Mainly on some of the walls. It's like there are gaps in the walls and even texture glitching on the floor, next to the jail cell at the entry. The glitches even transfer upstairs and are in the floor and ceiling. How did you not notice these errors?I've posted a couple screenies here for you to check out.

    This was using your initial release. I'm going to check the skeleton version. I think you're right that they should be skeletons, now that I've looked at it in game. Oh and I'm not using any other mods in the School, just so you know.

    Edit: Confirmed. I remove this mod and the texture glitches went away. It almost looks like the wall has been split and moved. Weird man.
    1. pitabox987
      pitabox987
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      Damn, I've seen this before, I must have moved a piece accidentally, I'll check my game and let you know.
    2. pitabox987
      pitabox987
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      • 27 kudos
      I've made some changes, the issue should be fixed now, please tell me if it persists.
    3. pitabox987
      pitabox987
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      • 27 kudos
      I'm goin to have to redo the entire mod, something has moved textures all across the Springvale School map, ruining it.
    4. pitabox987
      pitabox987
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      • 27 kudos
      I'm going to forget about the bodies version and delete it, a new version with the skeletons will be uploaded after I test it in a few minutes, it will be version 3, just use that from now on ok. :)
    5. pitabox987
      pitabox987
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      • 27 kudos
      Cephaler, a completely new version (skeletons) has been uploaded, this version is from scratch and should be glitch free. ;)
    6. Cephaler
      Cephaler
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      Mkay... thanks for the fix. Sorry this happened for you... and to be the deliverer of the bad news.

      I will take those screen shots down for you now.
    7. pitabox987
      pitabox987
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      • 27 kudos
      It's cool, I think I deleted them when I uploaded the new version anyway. With luck the new file should be fine. :)
  7. seangloin
    seangloin
    • supporter
    • 2 kudos
    Hi pitabox,
    Great idea which expands the immersion within the game. I like your mods a lot, little touches to make certain things a little better and more immersive. I always wondered who it was that went out to Springvale and Megaton to make the reports and get the photos on the Overseer's computer.

    I have one request, if it's not too much to ask. The computer files imp[y that the survey was done some time previous to the Wanderer's escape, maybe 5 or ten years. So could you make an alternative version where the bodies are skeletons rather than recent victims?

    Regardless, I like the mod a lot and will be using it in my future planned modlist.

    Thanks.
    1. pitabox987
      pitabox987
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      • 27 kudos
      The bodies in this mod are from roughly one year prior to the Wanderer's escape, but ill see if I it's possible to replace them with skeletons.
    2. pitabox987
      pitabox987
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      • 27 kudos
      Done, I hope you like the change. ;)

      What I'd have liked is if there was a 'skeleton npc', so I could make it lootable.
    3. seangloin
      seangloin
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      • 2 kudos
      Hi pitabox987,
      Excellent. Thanks for the quick response, I appreciate the effort.
      Yeah, it would be great if there was a loot option for skeletons that still had their equipment or weapons etc. I don't know how you could flag a skeleton as a container for loot purposes, maybe some other experienced modder could find out.
      Anyway, good work and I look forward to your future mods. Thanks for keeping Fallout 3 ever playable.

    4. Cephaler
      Cephaler
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      • 40 kudos
      Oh, I'm glad I got this before you made the change. I like my bodies non skeletal. I'd like to think that their vault suits keep them from decomposing so fast. That's just me though. Perhaps you should offer both versions. Just a thought.

      1st. to Endorse !! Bam !!
    5. pitabox987
      pitabox987
      • supporter
      • 27 kudos
      You're welcome, I actually think the skeletons look better.

      Actually there just might be, it would make my mod dependant on the DC Interiors mod, I've noticed it has skeletons which can hold loot in it.
    6. pitabox987
      pitabox987
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      • 27 kudos
      The 'non-skeletal' version is still up, it's the old version. Maybe I'll change it to an optional version for players like you who like the bodies as opposed to skeletons. :)
  8. Cephaler
    Cephaler
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    So... is this just an aesthetics type of mod? Just for looks, or are there some nifty goodies to grab up? I'm guessing these are the knuckle-heads that sent back pictures of giant ants to the vault 101 overseerer.

    I'll check it out.

    FYI: I'm using your Ham Radio Station mod, instead of the original one you altered it from. Much nicer. Thanks !! ^^
    1. pitabox987
      pitabox987
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      The first survey team in from the vaults computer are dated almost twenty years prior to this, their report also indicates that team left a representative in megaton and returned to the vault.

      This team was sent to investigate the school after the raiders tunnelling was detected by the vault sensors.

      Thanks re my Ham Radio mod, glad you like it :)
  9. ovosch93
    ovosch93
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    Could be a good idea for making a side quest with this scouts while using the V101 revisited mod.
    1. pitabox987
      pitabox987
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      I haven't used the V101 revisited mod, so I don't know.

      It's set to be there before the player leaves the vault, but I'm not sure what might be involved in that type of quest.