Fallout 3

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Prensa

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prensa

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About this mod

Adds some of the human used weapons from the film Predators (2010).

They can be found on the shelves in Factory at Takoma Industrial.

Permissions and credits

11 Feb 2021
:

NEW VERSION
: 1.1 Available, Replaces old version, sorry for any inconvenience!


Thanks to bug reports from ExhalePit, I've fixed several bugs.

Fixed - A few textures on the Colt were pointing to an old path only on my computer
Fixed - Sounds were also pointing to the old path in the esp so weapons were silent
Fixed
- Ejected shotgun shells pointed to old path resulting in missing mesh symbol on other computers

Please let me know of any bugs, if I'm aware of them I will fix them. :)


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NOTE: Be aware that I've been out of commission for a couple of years so am a little rusty at mod releasing. Please bear with me. :)

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Contents
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(1) Short description
(2) Long description
(3) CALIBR & Vanilla versions
(4) Installing & Uninstalling
(5) Conflicts & Issues
(6) Player.additem Codes
(7) QUESTIONS & ANSWERS.
(8) Thanks & Credits.

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(1) Short description
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Adds some of the various human used weapons from the movie Predators (2010).

They can be found in the Factory at Takoma Industrial, on a broken bookcase.

Weapons added are:

AA-12 - Automatic shotgun
Blaser R93 LRS2 - Sniper rifle
Colt M1911A1 - Classic American semi-automatic pistol
Tokarev TT-33 - Classic Soviet semi-automatic pistol

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(2) Long description
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I'm a Science fiction fan, as many will already know from the theme of many of my mods.

The original Predator (1987) is a classic of course but I also enjoyed Predators (2010) as a fun, worthy take on the original's theme.

One thing that particularly stood out to me was the very personalised weapons of the main human protagonists, they reflected elements of the characters & helped to individualise them I felt.

Like Royce's unusual camo wrapped AA12 with rig to take a SureFire grip, Isabelle's striking Blaser R93 LRS2 sniper rifle with unusual digital scope & I needed little excuse to make classics like the Colt M1911A1 & Nikolai's Tokarev TT-33.

I also made an MP5K, used in the film by Danny Trejo's Cuchillo, but ended up making so many of the Heckler & Koch family of weapons that's going to be a separate mod of its own.

I made the models some time ago after enjoying the movie, but many real world issues meant I was unable to mod for some time.
I'm hoping to package up many of the items I had created but never released so that, hopefully, others can enjoy them.

The weapons have gun shot effects based on their real world sounds plus custom icons for all added items.

I always try to minimise the impact the mod has on the game world but did give Moira & Flak & Shrapnel supplies of the real world ammo for the CALIBR version.

I provided the vanilla version for players that don't use CALIBR.


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(3) CALIBR & Vanilla versions
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There are Two versions of this mod to choose from, CALIBR & Vanilla.

Only use one version
.

Both versions add the same Weapons, the main difference is the CALIBR version uses 45ACP ammo for the 1911, 7.62x25mm for the Tokarev & .338 Lapua Magnum for the Blaser R93 LRS2.

Because of this ammo difference the CALIBR version adds vendor chests stocked with those rounds for Moira in Craterside Supply, Megaton & Flak & Shrapnel in the Rivet City market.

The vanilla version is set to use 10 ammo for the 1911, .32 for the Tokarev & 7.62 for the Blaser R93 LRS2 & has no requirements, other than Fallout 3 of course.

CALIBR (Community Ammunition Library) mod can be found on the NEXUS here.

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(4) Installing & Uninstalling
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Using a Mod Manager:

Download manually, right click on the archive & "Open With" Mod manger (FOMM/NMM).

The mod will now open in your mod manager's Package Manager, left click on it & select "Activate" to complete the install.

Don't forget to take care of archive invalidation, the version built into mod
managers often needs to be turned off & then back on again AFTER
adding a new mod.

To uninstall, open your mod manager, open the Package Manager, left click on the mod & select Deactivate.


Manual Install:


Download manually, unpack the archive, drag the extracted folder & drop it
into your Fallout 3 folder (not into the Data folder as the package is
already named Data). Say yes when asked to overwrite.

Go to your Data Files & tick:

Thwop.esp

Don't forget to take care of archive invalidation.


Manual Uninstall:


Go to your Data Files, untick:

Thwop.esp

Go to your:

Fallout 3/Data

Delete this file:

Thwop.esp

Go to your:

Fallout 3/Data/Textures

Delete this folder:

THWOP

Go to your:

Fallout 3/Data/Sound/fx

Delete this folder:

THWOP

Go to your:

Fallout 3/Data/Meshes

Delete this folder:

THWOP

The mod is now uninstalled & removed.


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(5) Conflicts & Issues
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- Both versions - The items are placed in the Factory at Takoma Industrial so if you have a
mod making changes to that location there could be possible conflicts.

- CALIBR version - makes quantities of the correct ammo available to buy from Moira in Craterside Supply, Megaton & Flak & Shrapnel in the Rivet City
market.

Therefore new vendor containers are added to those cells, if you have a mod making changes to either this may conflict.
The changes are designed to be as unobtrusive to the game as possible &work with most mods that make simple additions & a Merged Patch
should fix many clashes.


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(6)  Player.additem Codes
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The Console command: player.additem can be used to add items into inventory in case replacements or doubles are needed.

You will need the ID code for the item wanted, provided below, & also the Mod Index number for THWOP.

The Mod Index number will be entirely dependent on where it is in your load order, to find it check in your mod manager & it will be listed next to the THWOP.esp as two characters.

For example mine has a Mod Index number of 80, therefore I replace the xx in the coves below with 80.

In game you enter Console mode & type player.additem followed by the Mod Index number for THWOP, followed by the code of the weapon you want, followed by a space then the amount of the item you want.

For example, using my THWOP Mod Index number of 80, I would add a Tokarev to my inventory by entering Console mode & typing:

player.additem 80000800 1

Tokarev                                    xx000800
Royce's AA12                          xx000801
Blaser                                       xx000802
.45 Colt M1911A1                   xx000803
AA12 Black with Surefire grip xx00328E
AA12 Black                               xx003290

Note: You must replace xx with the Mod Index number of your THWOP.esp!

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(7) QUESTIONS & ANSWERS
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Q: The textures of the weapons are strange & seem to take on the look of the surrounding objects kinda like a Predator, what's up with that?

A: Sounds like a classic archive invalidation issue, if you're using a mod
    manager make sure to toggle Archive Invalidation off & back on again AFTER installing this mod.

    You can also use the stand alone tool ArchiveInvalidation Invalidated:

    https://www.nexusmods.com/fallout3/mods/944

    But ONLY USE ONE METHOD as using both together can cancel each other out.


Q: Some of the weapons are missing from where you show them on the shelf, what gives?

A: The weapons are placed outside of a container, there are sometimes Talon members in that factory & if they can get their hands on them, they will.
    So move fast.


Q: Will you convert this to New Vegas?

A: No but another mod maker has kindly offered to help in that regard.


Q: What is CALIBR?

A: CALIBR is "Community Ammunition Library", a simple mod that adds a variety of different calibers of ammo that can be used by other mods.
    By using CALIBR's version of the ammo, a uniformity is brought to the types of ammo across multiple mods.
    For example, my CALIBR version of the 1911 uses .45 ACP & any other mod using CALIBR for their .45 ACP ammo will be compatible.
    It just makes life a little easier.
 

Q: I notice some slight differences in the shape of the Blaser R93 LRS2 from the real world weapon?

A: In order to get the weapon to conform to the vanilla animation some minor alteration was needed.
  
    I thought it better for it to look right in game than to be exact to the real world weapon in every dimension.


Q: There are more human weapons in Predators (2010), will you be making them?

A: Short answer is, possibly.

    I have already made a stainless steel Beretta 92FS Inox, here, though it does not have the custom compensator & Ivory grips.

    I have made a Heckler & Koch MP5K but ended up making many more H&K weapons so that will now be its own mod.

     No promises on the others, at the moment I'm concentrating on releasing the material I already7 have that has built up.


Q: The Tokarev is set up for using chrome EM but the shader flag is not turned on to use it, you forget?

A: Actually yes, I was rusty & forgot to switch on the shader for EM on all the metal parts it was intended to be on. :)
     But I ended up liking the look without EM enabled so left it, I may include the EM version as an optional file.


Q: T.H.W.O.P.? Really?

A: Come on, it's catchy! Look, it does what it says.


Q: What's that odd clicking sound coming from the trees?

A: Get to the chopper!


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(8) Thanks & Credits
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Huge thanks to the makers of the original, iconic classic Predators (1987) which launched the sequels.

Big thanks to the makers of Predators (2010), especially the armorers & prop designers, plus the designers of the real world weapons that inspired those depicted in this mod.

Thanks to the Internet Movie Firearms Data Base for the invaluable info on movie weapons.

Big Thank-You Kindly to the makers of the of apex predator of mesh tools, Nifskope.

Thanks to the makers of Paint.net & DXTBmp, my tools of choice for textures.

Thanks to the makers of Blender, it was a beast to master but I got my head around it & have been able to make some cool things with it.

Thanks to ElminsterAU for the essential mod editing tool FO3Edit.

Thanks to the makers of CALIBR, keeping our ammo tidy across multiple mods for years.

Thanks to the makers of Audacity, a wonderful & free program that allows one to record & edit sounds easily.
Without which I'd have been unable to give the weapons their custom sounds.

Thanks go to Bethesda for a great game with the fantastic ability to be modded!

Thanks also to the Nexus for providing a safe home for mods, modders & mod users.

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Thanks to PreWarTech for taking an early look at the models & spotting some issues.

Thanks to Pixelhate, for being there.

So pleased so many friendly faces from when I was last here are still around.

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Special thanks to CLW, without whom I'd not exist & who's passing has left
me so deeply saddened that there are no words to adequately describe it.

From the Earth we come, to the Earth we return, to live again as a part of something new.