Fallout 3
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MrSwordToast

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MrSwordToast

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About this mod

Have you ever played through Mothership Zeta, disappointed by the lack of role-playing options or replayability? Did you want a mod which added all of this and more while staying immersive? This mod series aims to fix Fallout 3's story (At least somewhat) while staying true to the original core design and lore of the game.

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Changelogs
This mod will add and remove things from Mothership Zeta in order to improve the story and player experience and add more role-playing options and lore to the game. Wish there was some way to complete the DLC without killing anyone? Now you can! What if you think the DLC is too long and drags on for way too long? Good news, a lot of useless content is removed while keeping all the lore intact!

Everything this mod does:
  • Makes only 6 areas used in the main quest: the holding Cell, engineering core, outside of the ship, bio lab, Death Ray, and captain's quarters. The rest are cut or are accessible at all times, as they don’t serve a good enough purpose to the quest design.
  • All unique companion stuff is in a chest at the end off the DLC
  • Killing Alien workers no longer results in a karma loss
  • Makes no killing in the entire DLC required (Toshiro will show up to help defeat the aliens, no aliens are killed in the decompression chamber, no extra aliens that aren’t really needed are removed, and more!)
  • You aren’t forced to start the DLC to get the alien blaster, you need to activate the spaceship instead of just walking towards it
  • Makes the ship re-explorable at the end
  • The areas that are always explorable after completion include the Holding Cells, Engine core, cryo lab, hangar, robot construction, engine room, captains quarters, and bio lab.
  • Skips whole “Destroy 3 generators” section
  • The Death Ray room has another alien log that explains why there is a death ray at the end of the dlc despite you just destroying it (The note, located in the Death Ray control room, does not count towards the achievement for collecting these notes)
  • Science, repair, agility, or strength checks to open the door to your cell in order to sneak past the guards in the first mission
  • 2 skill checks added at the end (Energy Weapons check to immediately destroy the alien ship and science to force the ship onto a different trajectory, making them essentially retreat)
  • Holding Cells have toilets and beds now
  • All removed alien logs and unique items are inside the Bridge (Alien Cells = 165, General Chase’s Overcoat, Alien logs 9+10+19+20+23+24,  Samurai Sword (The exception to this rule, this is inside the cryo lab), Atomic Pulveriser, Drone Cannon Ex-B, and the Destabilizer)
  • Consistency in dialogue with new changes is created
  • New misc. Dialogue options have been added for role-playing purposes
  • Edited current dialogue choices for slightly more neutrality, thus improving role-playing
  • Companions for the DLC are always available after beating the DLC (Inside the DLC itself, not anywhere else) (Note: You can recruit Paulson to help you with the Hangar before you beat the DLC, but after that he is unavailable.)
  • NPC’s have increased health so they don’t (usually) die unless it’s intentional (You monster)

Everything this mod does NOT do:

  • Skip the entirety of Mothership Zeta and get all the rewards
  • Allow you to progress the story if you kill Sally (She’s too important to the DLC in so many different ways, so she’s still immortal)
  • Change the overall mood or story of the DLC
  • Change anything about the Captains quarters (I recommend something like this:)

Change-log
  • Fixed the bug where Toshiro would respawn into the same position every time you walked into the same place on the bridge
  • Fixed the bug where Toshiro would simply walk out of the bridge before enemies agroed with him
  • Made the alien console inside the bridge only work when the enemy mothership actually shows up
  • Edited the new note given in the Death Ray room to more clearly explain that there are multiple different death rays, rather than indicate the singular one has multiple different modes.

QNA:


  • “Is this a part of your ‘Lore friendly Roleplaying Rewrite’ series?” Yes, but this mod focuses a little bit less on the writing and more the overall quality of the DLC, so I decided to name it something else.
  • “Why didn’t you add more choices for the player to make?” I did, read the changelog.
  • “Why is the DLC so short now?” Because I wanted to cut a lot of the boring stuff.
  • “This mod removes content, therefore it isn’t lore friendly.” The entirety of the DLC by itself is already a questionable source for lore, but everything cut either conflicted with the lore already, was confusing, or simply wasn’t important to the story. Therefore, it fits into the base game’s story, which is the definition of lore-friendly. If you want to think of this as a “Mothership Zeta Abridged” of sorts, then that is also a good description.
  • “I liked the DLC already!” Then don’t download the mod.
  • “I don’t like x thing in this mod!” You are free to make suggestions for me, but there is no guarantee I will or won't do what you say. If I do use one of your suggestions, I will give credit as due. You are also allowed to use my mod as a base for your own.
  • “The DLC is still boring!” This is entirely subjective, but I tried to make it so you can get the DLC done really fast. If you think the DLC looks boring, idk download a lighting mod or something.

"This mod series is not lore friendly, it changes what's canon!" There is a canon ending to Fallout 3 where you join the Brotherhood of Steel and activate the Purifier. However, there are also non-canon choices you can make, such as poisoning the water or destroying the Brotherhood. The mod series provides more role-play options and enhances the story while staying true to the lore. Only non-canon parts have been changed to make more sense in the game world, keeping the canon intact as much as possible.
For example, it is not canon to blow up Megaton. Since your dad's reaction to this is not canon either, I have the liberty to change his dialogue, making him sound more disappointed and disgusted with you. This still makes sense within the game world.
Obviously, certain liberties must be taken when defining what is canon or not, like what the Lone Wanderer says in certain situations. But the role-playing aspect of the game allows for wiggle room in this regard. The dialogue choices are a basic understanding of what your character said, and you can role-play that the Lone Wanderer said exactly what the original dialogue said.
“What about things that add lore, like the beds and toilets in the cells?” Since it doesn’t change the overall story that much, or at all, then it is absolutely fine to include. Still though, these additions 90% of the time are made to actually fix lore, so in some ways it’s more lore friendly than the base game. However, I did my best to stay true to the lore when adding extra lore elements, making sure it doesn't conflict with the rest of the story.

Installation: Either extract the folders contents and put them into your Data folder, or use your mod organizer of choice.

I plan on eventually porting this to TTW, but I give permission to anyone that wants to do it. You can use this mod for your own projects or mods, just credit me as the original author and do not monetize that work unless I explicitly give you permission.

Looking for Voice Actors, please do not hesitate to offer some assistance with this. Click here for more info:
https://docs.google.com/document/d/1mqCHNj_adOSYkaE-mLwXImYUrA1kp9LKCxr2ZI-gmOE/edit?usp=sharing

Thanks:
I would like to say thanks to Bethesda for making Fallout 3 and the GECK, the TTW discord server for helping me through the entire process, my mom, and everyone that installs this mod. :)