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Jessie Kirk

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TheJessieKirk

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About this mod

Fixes numerous issues with Blackhall Manor, Calvert Mansion, the Coastal Grotto, the Grower's and Trapper's Cabins, Herzog Mine, the Homestead Motel, the Submarine, Turtledove Detention Camp and the Underground Lab.

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GAME CHANGES
Fixes numerous issues with Blackhall Manor, Calvert Mansion, the Coastal Grotto, the Grower's and
Trapper's Cabins, Herzog Mine, the Homestead Motel, the Submarine,
Turtledove Detention Camp and the Underground Lab.

In Blackhall Manor:
  • Obadiah is now Very Evil, being into Lovecraftian nonesense and all.
  • A non-interactive desk that is accessible to the player is now interactive.
  • The Manor didn't belong to anyone, so you could rob Obadiah and he wouldn't care. Now it belongs to him.
  • An empty Scotch bottle inside a wall has been removed.

For Calvert Mansion:
  • Containers that are normally accessible by the player are now interactive (and containers that aren't are no longer interative).
  • Beds in the mansion no longer belong to Desmond, so the player can use them.
  • Beds and furniture that the player can't get to are no longer interactive, which might help load times.
  • Wine bottles in the wine cellar are now placed better to minimise weird Havok Engine physics issues.
  • Empty Scotch Bottles (Empty Large Whiskey Bottles) in the wine cellar are now Empty Wine Bottles instead.
  • The leaky pipe the player can get near is now slightly radioactive, as is the norm for water in Point Lookout.

For the Coastal Grotto:
  • Plik will now just sit in his chair rather than run up and down the cave.
  • A security camera is now mounted in Plik's Safari.
  • Plik now owns his belongings, thus taking them is stealing from him. The player can still read his journal, however.
  • The Coastal Grotto entrance is now reachable from the shoreline via a catwalk.
  • A non-interactive desk is now interactive.

For the Grower's Shack:
  • Two non-interactive desks are now interactive.

For Herzog Mine:
  • A shelf full of minor loot, and its contents, have been moved forward so that the player can interact with the items.
  • An Abraxo Cleaner was floating out of bounds beneath the cave floor; its been moved upwards into Kenny's house.

For the Homestead Motel:
  • Non-interactive desks that are accessible to the player are now interactive.

For the Submarine:
  • The submarine's designation “SSN-37-1A” has been renamed to “Changcheng 371”.
  • The image space used inside the submarine has been changed to match Rivet City for that navy look and feel.
  • The Updated Unofficial Fallout 3 Patch caused two portable generators that are to make a noise; they no longer do. You do not need the Patch to use this mod, however.

For the Trapper's Cabin:
  • Occupants of the cellar trap, and the player, can no longer attack each other through the jail bars as long as the doors have never been opened.
  • The jail doors now work correctly when operated via the electrical switch, and can now only be opened via the electrical switch.
  • The Updated Unofficial Fallout 3 Patch places ownership on the other traps so that the Swampfolk cannot trigger them. Ownership of indoor traps that are already tripped has been removed.

For the Turtledove Detention Camp:
  • Adds missing light beams to floodlights.
  • Adds electrical arcs to the transformer.
  • The Updated Unofficial Fallout 3 Patch causes some papers and a clipboard to float in the air in the Administration building. They are now back where they were.

In the Underground Lab:
  • Replaces the incorrectly named Naval Cot beds with Cots.

RATIONALE

For Blackhall Manor:
  • Obadiah Blackhall owns the mansion, so he should actually care if you try to rob him. He reacts if you attack him, so why not react to robbing him?

For Calvert Mansion:
  • Demond owned every bed in Calvert Mansion except the makeshift bedding that he kept in his command post.
  • Empty Scotch bottles were probably used in the wine cellar because there aren't actually any empty wine bottles in the game.
  • Non-radioactive water leaks are very rare in the Wasteland; radioactive leaky pipes are the norm, such as in the Mirelurk Nesting Hole. The water in Point Lookout is just as bad.

For the Coastal Grotto
  • Plik seems to prefer running up and down the cave more than sitting in his chair; this didn't prevent the player from starting Plik's Safari, but it was time-wasting and weird.
  • Plik has evidently spent time rigging up a TV set judging by the wire loom behind it, but there's no TV broadcasts in Point Lookout. It makes sense to add a CCTV feed from the Safari so he can watch the action, as well as know when said action is over.
  • Plik didn't actually own his belongings in the cave so didn't care if you robbed him. This seems like an oversight.
  • Previously, it was only possible to reach the Coastal Grotto by either carefully dropping down from the cliff above, or awkwardly jumping up the cliff from the shoreline. That's hardly good business. A catwalk from the shoreline works as the Grotto's entrance is some kind of pre-War utility doorway.

For Herzog Mine:
  • The shelf was certainly meant to be interactive and looks like it should be accessible; the issue was the collision geometry of the house is a tad overzealous.
  • The Abraxo Cleaner was lying quite flat, so I think it was supposed to be in Kenny's house rather than on the uneven cave floor.

For the Submarine:
  • The submarine had the designation “SSN-37-1A”; this is a NATO hull designation system called STANAG 1166.
    China has never used this system; the submarine has been renamed “Changcheng 371”. The Changcheng designation was used for Chinese submarines throughout the 1960s, which is when China first acquired modern submarines from the USSR.
  • The submarine's image space now matches Rivet City. It uses Rivet City assets for the interior anyway.

  • A generator onboard the submarine that is flooded out, and a second generator on the seabed near the submarine, are unlikely to still be chugging away, even in the Fallout universe.

For the Trapper's Cabin:
  • The occupants of the jails nicely make it difficult for the player to reach the safes, but it's not much of a trap if the player can just shoot them through the bars.
  • The Updated Unofficial Patch assigning ownership to interior traps is unneccesary as they are already tripped.

For Turtledove Detention Camp:
  • Some of the floodlights only had one light beam emitting from them, despite the bulbs being intact.
  • The transformer still being on really helps the environmental storytelling in the shack, as it makes it much easier to work out what happened in there.

For the Underground Lab:
  • The cots are probably called “Naval Cots” because they were just reused from Rivet City; the Underground Lab is probably not a US Navy facility.

And in general:
  • Containers that are inexplicably inaccessible make no sense; a container that's fallen over, blocking the drawers/doors etc, buried in rubble, etc. is fine, but just sitting there normally is just silly.
  • Normally interactive objects that the player can't access are just a waste of computer memory