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Name: -=VOZA LABS=-
Author: Voza
Version: 1.8
Date: 04/24/2010
Cateogry: Miscellaneous
Requirements: Fallout 3
Link: http://www.fallout3nexus.com/downloads/file.php?id=4801
Homepage: None


===============
Description:
===============

This is my technique practice and improvement mod and is a continual work in progress.
It is recommended that new versions of this mod be used with a clean save.

===============
Details:
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VOZA INDUSTRIES SURFACE MONITORING STATION
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A Cool little base outside the Vault 101 entrance just behind the large dead tree. Contains most of the cool things the megaton house or tenpenny apt have. Has a transporter room that will be implemented later (Use the communicator for now.) Also has Infirmary, bunkroom, washrooms, medlab, support systems room, Commander's office and commander's suite. (I'll give you a bit of a spoiler by telling you that this is a prototype for a Voza Industries Surface Monitoring Station. After vault awakening, a team is transported to the station to carry out area recon missions, monitor surface conditions, and keep the vault updated on current conditions. The station also allows the team to provide perimeter security for the vault without giving away it's position by having to enter or exit the vault via it's main entrance.)

Practicing:
Modifying player inventory and stats
Programming Terminals
Retexturing doors
Making Icons
Adding new body meshes and textures (Vault-Tec undies - Lynx's mod of Vedren's original (female only), Galactica Officer's Uniform by Callista, & DreadNaught (Arklite) Custom Vault Suit Numbers Resource
Doing cool things with activated objects, fixing machines, using parts (Upcoming, transporter)
Moving markers and the player (transporter)

*HOW TO USE THE TRANSPORTER*
- Use the communicator to access the transport menu. The communicator can be obtained from the weapons maintenance terminal.
- BEAM OUT: Will beam you from your current location to your HOME location.
- BEAM IN: Will beam you back to the place you beamed out from.
- SET HOME: Allows you to set your HOME location to your favourite base or stash location
- Various Preset Locations: Most won't be useful except for the Voza's Hideout preset I would expect.
Give encumberance a kick in the nads with the new Voza Industries molecular transporter!

TARDIS
------
After I played with Personal Vertibird and discovered the magic of moving markers, the first thing I thought of was the Tardis because it was just like the vertibird in that it was essentially a mobile base. The cool thing was that It would make a good lead up to doing a verti because I wouldn't have to fuss with landing animations. I even went as far as doing a search on tardis to see if anyone had done one and to my surprise, no one had (This is before Murfy23 ported his TARDIS over from his TES version). That is until I accidentally came across Faffrd's Sidrat mod which I naturally had to look at. My transporter is in essence the triggering scheme I learned from personal verti and the marker moving that I learned from sidrat. I also think it would be fun to play with the tardis randomizer circuit and have a selection of objects it could randomly decide to appear as (haha mailbox, tricycle, fridge, yao guai corpse, garbage can).

Practicing:
Moving markers, objects and player
Object enable, disable

Washington Monument Base
------------------------
I wanted a cool place with a balcony like Tenpenny Towers where I could get a great balcony view, unfortunately since the Mall map is not as vast as the wasteland map the view didn't really work because you can see the edges of the Mall map. The base is still cool though.


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Install:
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NOTE: For users of previous versions
A lot has changed since the last update so be sure to remove any stored items, as some cases may be renamed or disappear entirely. Be sure to delete the previous versions .esp file and related folders and assets.

As always I suggest that you use a clean save (One where you have not yet been through the hatch next to the tree) in order to avoid elements from the previous version from mysteriously appering in inapropriate places.

Note the contents of the .zip file for easy uninstallation later
Extract contents of .zip file to your \Fallout3\Data directory
Folders:
Meshes\SCOL :Static Collections for both TARDIS and SMS
Meshes\TARDISMeshes :TARDIS related meshes
Meshes\VOZALABSMeshes :SMS and related meshes
sound\FX\TARDISFX :TARDIS sounds
sound\FX\VLCOMMFX :Communicator sounds
sound\FX\VLSMSFX :SMS Sounds
textures\TARDISTextures :TARDIS textures
textures\VOZALABSTextures :Vozalabs textures
VozaLabs.esp :Vozalabs plugin file
ReadMe - VozaLabs_v1-8.txt :This file
Use Fallout mod manager to edit your archiveinvalidation or do it manually

===============
Un-Install:
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Delete the appropriate files (as per installation notes)

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Compatibility:
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This plugin is written using vanilla fallout and does not require any additional plugins to function

There have been no conflicts reported between this plugin and other mods.

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Bugs/Issues:
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Known problems with SMS

- Orbat can cause CTD if used on too many enemies at one time, can also cause problems if you try to smash enemies through solid objects
- The teleport weapons do not work

Known problems with TARDIS

- There is a bit of an issue with using the Chameleon Circuit AFTER you have changed locations. Both instances of the TARDIS will appear at the same time. It is reccommended that you use the Chameleon Circuit BEFORE you change locations.
- 2 Locations do not seem to be working properly (Vault 106, Super Duper Mart) The TARDIS does not show up in the wasteland. Calling the TARDIS from the commmunicator can get you out of this at Super Duper Mart, but not Vault 106. Using the communicator to take you to the water tower and then calling the TARDIS from there is how I get around this for now.
I will assume that if you report any of these known bugs, that you havent read either the readme or this description and you will be lightly ridiculed for your oversight.


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History:
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*NOW UPDATED TO VERSION 1.8 *

VER 1.8 04/24/2010
Major update after long hiatus.

What's New in 1.8

- Added new sublevel for exploration
- New functionality in preparation for quests
- Detention area
- Zoned security system
- Zoned power system
- Area access level system

(The level 1 ID card will give you the technician key and the Commanders ID will give you the Commander's key. If you lose the key, just drop and pick up the ID card.)

==============================

VER 1.7 10/09/2009
This is a TARDIS fix update with new sound fx added and old fx replaced with new.

What's New in 1.7

- Fixed missing TARDIS exit door
- Added TARDIS Sound Effects
- Replaced Communicator and Transport sounds
- Added Transporter Room background effect
- Added TARDIS Control Room 3

VER 1.6 05/09/2009
This is a quick TARDIS update to add Murfy27's Tardis mesh and texture. A big thanks to Murfy for letting me use these. Please check out his tardis mod at: http://www.fallout3nexus.com/downloads/file.php?id=8149
Thanks a ton brother!

What's New in 1.6

- Police Box mesh and tex for TARDIS
- New weapon (Orbat)
- SMS Entrance hatch fix

VER 1.5 09/08/2009
This is mainly a TARDIS update, but some things in the SMS have changed as well. Please be advised that none of the areas in this mod have been optimized at this point.

What's New in 1.5

- Washington Monument base catwalk LOD fixed.
- Washington Monument catwalk exit re-enabled.
- New Weapon: Sniper Laser Pistol
- New Weapon: Sniper Fat Man
- TARDIS Expanded (2 Control Rooms, 4 Halls, Memory Storage Area, Chameleon Circuit)

The Chameleon Circuit determines what your TARDIS looks like on the outside. Currently you can select from Virgo II Lander, Nuka Cola Machine, and Playground UFO. (Sorry, no Police Box at this point. I have a blender model and tex but I have not gotten to tat level of mod experience just yet. You can see other objects I intend to use in the Memory Storage Area)
Enter the Zero Hall to access other areas of the TARDIS. The Zero Hall leads to the Hall of Control Rooms, Hall of Information, and Utility Hall.
Enter the Hall of Control Rooms to choose a new master control. There are 2 to choose from so far. Simply enter the new control room to make it your master control. TARDIS will remember your control room until you choose another.
Enter the Utility Hall to access the Memory Storage Area where you will find many items held in interdimensional stasis, including alternate TARDIS skins, the nexus for the Universal Safe, and the nexus for TARDIS Storage.

- Attempt at door texture fix
- Retex: SMS Commander's outfit (female only) sorry.
- Navmesh: TARDIS Control room 1
- Navmesh: Surface Monitoring Station
Navmeshes do not include follower moves but Im working on a workaround for that.


VER 1.4 29/06/2009
- Minor changes and bugfixes
- Added Commander's uniform (Vault suit retex)

VER 1.3 26/06/2009
Hey Fallout Pals! Its been a while, miss me? No?

I have redesigned the surface monitoring station. I have moved the medical bay and made it bigger. I have also added a support systems room which currently includes a replicator/recycler. The replicator will allow you to break all those useless items down to base component parts and reassemble them into different things. I am currently working on a hydroponics garden that will also be included in this room on my next update. I will also be adding an ammo press and a water purifier here during future updates.
I have also added a Washington Monument base that you can access via a floor hatch.

VER 1.2 21/03/2009
Ok gonna make this quick because Galactica last episode is about to come on.
Anyway I finally got the TARDIS working so I thought I'd throw it up for download. It's not done by a long shot, but have fun with it for now... You can call the TARDIS using the communicator.
Enjoy.

VER 1.0 13/03/2009 - Initial Release

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Contact:
===============

None

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Credits:
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Thanks to Bethesda for creating Fallout 3 and GECK.

Murfy27: For letting me use his TARDIS meshes, textures, and sounds

Vedren: Vault Tec Undies
Lynx: Vault Tec Undies Retex
Callista Galactica Officer's Uniform
Dreadnaught
Arklite: Custom Vault Suit Numbers Resource
InsanitySorrow: For the readme format

===============
Tools Used:
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Garden of Eden Creation Kit
Audacity
NifSkope
DDS Converter
FO3 Edit


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License/Legal:
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This file is free and is provided as is. The author holds no responsiblity for any damage or issues that may occur from using this file.