About this mod
Together with Fallout Wanderer's Edition, allows you to play as a character who did NOT grow up in a Vault, and all the NPCs and Quests are aware of that difference. Be a wastelander, merc or raider! Never be asked about "looking for your Dad?" again! Lone Wanderer? Who's that?
- Requirements
- Permissions and credits
"Vault Dweller? I'm just a wastelander."
FO3 Wanderers Edition is one of the definitive mods for Fallout 3. Among other great options, it allows for an Alternate Start option in which you can choose from one of many different backgrounds. No longer do you need to be a Vault Dweller escaped from Vault 101. Unfortunately, the rest of the game doesn't know anything about your life as a wastelander. You'll always be called a Vault Dweller and you'll still be looking for your Dad. This is a dissapointing situtation if you wanted to play as the meanest Raider in the Capital Wasteland, or an escaped slave just trying to survive.
"He's Not My Dad" attempts to fix this situation. It makes large changes to NPC dialogue and quests in order to remove the player's identity as Vault Dweller looking for his escaped father. NPCs will not think you are from a Vault, quests do not have you helping your father, and you're free to play or not play as you desire. In this alternate reality, James the scientist has escaped from Vault 101 to resume his work on Project Purity. His son or daughter did not, and remains inside Vault 101. The player is just some wastelander. If or when you find James, you can help him as before, or you can bail out at any point.
This mod is intended for experienced players of Fallout 3 - which should be most of you 14 years after release. A few additional changes were also made to quests to offer more options for evil players, or to increase the difficulty of quests there were previously absurdly easily (e.g. defusing the Megaton bomb).
A long list of changes is found in the Changelog below.
A note on dialogue and voiced lines: In order to make dialogue flow "smoothly", some lines were removed entirely, leaving only fully voiced dialogue. When this wasn't possible, unvoiced lines were put in with close to the same words, but no voice acting. Sometimes it would have been nice to reuse dialogue from the base game, but I can't for the life of me figure out how to do this with GECK or FOEdit. If anyone knows how to re-use voice assets - without having to repackage Bethesda assets into a mod, which would be illegal - then please let me know.
Requirements:
* You must have the complete FO3 Wanderers Edition installed, including all DLC plugins.
* You must use the 'Alternate Start' option. Not using it will likely crash the game.
* You must make "He's Not My Dad" the last plugin in your load order.
* If you merge plugins, you are responsible for correct outcomes; complaints about merged plugins will be ignored.
Bugs and Bug Reporting:
Almost certaintly there are bugs. The number of changes are large, and it's possible I've missed something. If you wish to report a bug, DISABLE EVERY OTHER PLUGIN which is not from F03 Wanderers Edition or "He's Not My Dad" and confirm it still happens. If I can't reproduce the bug, I'll ignore it and assume you didn't disable all your plugins.
DIALOGUE BUG: If you find a reference to the PC as a Vault Dweller, having come from a vault, looking for Dad, and so on - please leave a note in comments. List the name of the NPC, the NPC location, the line of dialogue, and what quest you were on when the line happened.
QUEST BUG: If a quest has an unexpected outcome or bug, first check the changelog. Some quests have been altered in order to make sense with your new non-Vault-Dweller identity. If you still think it's a bug, report in the comments. List the name of the quest, what you expected to happen, and what actually happened.
Compatability: IN GENERAL, if a mod changes base-game quest behavior or NPC dialogue, it WILL NOT be compatable. Mods changing sounds, textures, music, weapons, UI, weather or animation should be compatible. Specific mods that will not be compatible: FWE Followers Enhanced or other mods changing base-game followers; Unofficial Fallout 3 Patch; GNR Enhanced or any GNR radio mod; anything that breaks FWE compatibility.
***Changelog***
Version 0.1 (Initial Release):
* General
- 'Dad' NPC is renamed to 'James'
- All references to Dad are changed to 'James' where appropriate, or removed entirely
- 'Vault Dweller' references removed
* Megaton generic
- Colin Moarity will offer you a job to 'take care' of Silver as before, but just for the caps
- Nova allows 'resting' for less caps if have LadyKiller perk (idk, I just wanted it)
* Galaxy News Radio broadcasts
- All mentions to Vault Dweller are removed
- All mentions to James as father of Vault Dweller are removed
- This means a number of broadcasts about resolving quests are entirely gone
* Followers
- Jericho won't call you a Vault Dweller
- Star Paladin Cross has all lines about her & your relationship to James cut
* Quest "Escape!" - entirely cut, no longer needed
* Quest "Trouble On the Homefront" - entirely cut, no longer needed
* Quest MQ01, "Following in His Footsteps"
- Renamed to "A Voice in the Darkness"
- Learning about the existence of GNR starts this quest and gives you an objective to find GNR
- You can learn about GNR via Nova, Gob, Moarity, Sarah Lyons (will add more later)
- You will encounter Lyon's Pride as usual and the fight to the GNR plaza and at GNR plaza occurs as usual
- Leads into 'Galaxy News Radio' quest when complete
* Quest MQ02, "Galaxy News Radio"
- This quest is possible to complete regardless of whatever quests you have completed
- Three Dog will not mention you as a Vault Dweller or you father
- Your reward for finishing this quest is always the weapons cache
* Quest MQ03, "Scientific Pursuits"
- This quest will trigger if you talk to Doctor Li in Rivet City
- Doctor Li will asks you to find her missing collegue, James, for a reward
- Skips you going to Project Purity / Jeffersion memorial
- Li will mention Vault 112, and this becomes your objective
- Holotopes in Project Purity by James are all removed
* Quest MQ04, "Tranquility Lane"
- Proceeds as before, but you are looking for 'James, the scientist', not your father
- If you didn't talk to Li in Rivet City, however, you won't ask about James at all; instead just trying to get out of the sim
- Large changes of dialogue to James' dialogue when you exit Tranquality lane; everything about your father-child relationship is removed
- You may accept or refuse to help him with Project Purity
* Quest MQ05, "The Waters of Life"
- This quest proceeds as before with you helping the scientists reclaim Project Purity
- The Enclave will show up and kill James, just as before
- You will escort Li & scientists to the Citadel as before
* Quest MQ06, "Picking Up The Trail"
- You will need to find Vault 87 and Little Lamplight as before
- Your options to get into Little Lamplight are:
1) Rescue the slaves at Paradise falls (see 'Rescue from Paradise')
2) Child at Heart perk
3) Very Hard speech check
4) [New] Threaten McCready: Requires Evil karma and Explosives >= 25
* Quest MQ07, "Rescue from Paradise"
- remove Bumble/other references to Vault Dweller
* Quest MQ08, "Finding The Garden of Eden"
- no changes needed
* Quest MQ09, "The American Dream"
- Self-destructing Eden was always waaaaaay too easy for a self-aware computer that survived for 200+ years.
- Talking into self-destruct *requires* Speech >= 90
- Circular logic self-destruct *requires* Science >= 90 OR the Robotic Expert perk
- Autumn's locker that contains the ZAX Self Destruct code is now a Very Hard lock.
* Quest MS03, "Wasteland Survival Guide"
- Moira no longer refers to you as vault stray, etc. Still can get Armored Vault Suit if you agree to help her.
- Other questions about the Vault are removed
* Quest MS11, "Power of the Atom"
- For the experienced player, this quest is far too easy and rather absurd. Anyone with 25 explosives skill can disarm the bomb? Which has been around for 200 years?
- The reworked version is as follows: The bomb now requires both 50 explosives AND 50 repair to interact with. Simms will not even offer you the option unless your skill levels are this high - he's not crazy.
- Disarming the bomb requires both 65 explosives AND 65 repair.
- Burke's request to destroy the town with the bomb now requires that you build a Fusion Pulse Charge from a schematic. It requires 1 MiniNuke (00020799), 3 Conductors (00022102), 1 Fission Battery (00033BC6). The Fusion Pulse Charge can be built at a workbench. You still need 50 explosives and 50 repair to install the Fusion Pulse Charge.
* Quest DLC01 - The Pitt
- No changes
* Quest DLC02 - Operation Anchorage
- One Outcast guesses that you're from a Vault based on your Pip-Boy, but the player never confirms this, so that line stays in as an assumption by the Outcast
* Quest DLC03 - Broken Steel
- Remove references by Lyons etc. to your father
* Quest DLC04 - Point Lookout
- There's a line the player says to Tobar that includes "Dad", but it's not specific to James as your dad, so it stays
* Quest DLC05 - Mothership Zera
- No changes