Fallout 3

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Vereena

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vereena

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About this mod

Corellian Engineering Corporation YT-1300 stock light freighter. You don\'t like Star Wars? Don\'t worry nobody\'s perfect:) it\'s just a nice spaceship in Fallout\'s own atmosphere!

Permissions and credits



=======================
MILLENNIUM FALCON 2.1
=======================



------------------------ HOW TO GET IN?--------------------------
Location of the teleport device is on the screenshots
Look for hollow rock above Vault 101
A hint: Once you're in, take a look at the main terminal!
-----------------------------------------------------------------

---------------------HOW DO I GET OFF?-------------------
I can't believe it, but it seems that some people have
problem with that. How did you get in? Try the same way!
---------------------------------------------------------



Interior is based on "Star Wars Blueprints: The Ultimate Collections" from DK Books with minor modifications
You can see original here
Exterior is based mostly on my own Imagination fuelled by hundreds of hours of watching Star Wars films.
Falcon size, scale and proportion are different from original mostly because if I wanted to fit "inside" in the "outside" it would be sticking out through ceiling floor and walls, I couldn't let that happened, so I extended the hull a bit.



THIS MOD REQUIRES "MOTHERSHIP ZETA" AND "POINT LOOKOUT" DLC TO WORK!
=== update 2.16 requires ALL DLC's, but only this one! ===


(There was an appeal here asking to use of forum thread for bugs'n'issues, but you have collectively decided to ignore it so I removed that one)
Here is Forum Thread for the Falcon, and HERE is the same but on Bethesda's own forum

==================
Most Recent Update
==================

In this instance I included all DLC requirement, but in fact I haven't used any models except from weapon models,
if you will have any trouble with that please bare with me, it will be fixed in next update, I don't fancy making
Falcon so "demanding" so I'll reverse this in next update. Sorry for trouble:)

You can't pop the toy anymore and I have started tweaking cargo bay, so there will be more interesting things
instead of just boxes, but that is not finished yet, and all you can see is a display case with weapon's statics,
hopefully I will figure out how to turn it into operational thingy. I have added turret that you can activate and
deactivate through weapons menu in the terminal. As far as I tested it, it was killing rats, not me nor my companions...

Well, someone turned my attention to a big hole in the ceiling, so I went off hunting. I found 3 other rather
big gaps. Those are dealt with severely!
Due to Bethesda's own bug in game engine that handles script processing it may be impossible to remove
completely "killing glitch". However, after recent brainstorm and around 100 tests I probably figured out what
went wrong, the solution is so stupidly ridiculous that I will not explain it here, all I can say is the script
code is correct, it most likely is the way that G.E.C.K. is committing activator box itself... really rubbish
IMO, It worked for me, hope it will work for you as well.:)


-------------------------------------------
INSTALLATION INSTRUCTIONS
-------------------------------------------

You must have both "BSA data" and "ESM Data" files

To install, just extract both of them to your Fallout 3 installation folder and enable
"Millennium Falcon 2.0.esm". I recommend using FOMM, but suit yourself with whatever you like.

Reason why I have split this mod is; if I made update you will only download "ESM Main",
you will already have model so why bother again? We don't want to abuse bandwidth, right?


Regarding DH44 blaster
See readme for details!!

-----------------------------------------------
DEINSTALLATION INSTRUCTIONS:
-----------------------------------------------

Are you nuts?
Why on Earth would you want to do that?
Ok If you really have to...
1.Rremove all your stuff from the Falcon, unless you want to lose it,
2.Get off the ship and go somewhere safe. anywhere indoor will do,
3.Save, or just rely on autosave if you like. Exit game,
4.Delete Millennium Falcon 2.0.esm and Millennium Falcon 2.0.bsa file
from your ./Fallout3/data folder,
5.Don"t ever mention this crime to me.

-------------------------------------- COMPATIBILITY: --------------------------------------

Well, because of that you can't land anywhere near Megaton, Vault 101 or Springvale,
too many other mods affect those cells, so I dropped this location for your and my convenience (I hope).
As long as you have meshes and textures from your stock game and Zeta_DLC not altered
everything will be just fine. And I mean altered not unpacked.

----------------
WARNING!
----------------
Falcon 2.1 is incompatible with any 1.x version, therefore remove all your stuff from
old Falcon, go somewhere outside and save, then exit game install new one and there you go!
If you won't do that you will lose all your stuff left onboard! If you don't lose you're
lucky, but don't rely on luck please.

Transition between 2.0 -> 2.1 should be painless, however, always backup and if needed,
remove all your stuff from old Falcon, go somewhere outside and save, then exit game
install new one and there you go!



And do not hesitate to leave your comments and endorsments,
I will appreciate your gratitude same like you will appreciate my work:)
Have fun.


- What am I pulling off the server?
Main file contains Falcon interior and 6 basic locations, if you want
to know those locations; they are spoiled on Falcons forum topic.
Data file contains Falcon model, you must have that one too!

- Conflicts?
If you found my mod conflict with other major project please post this on forum,
I'll try to fix it. I can't possibly try my ship with all other mods, so keep me posted.

- Other place to land?
If you would like me to add a new landing spot for Falcon, let me know, It is possible
that I'll do it for you.It will come as a separate .esp file so that it will not become
compulsory location for everyone.

- Why only 6 places to land?
Because this ship is huge! And can't be fitted just about anywhere, and
because I can't claim entire wasteland just for Falcon, there must be
some space left for other people's mods too.

- Where are the LightSabers?
CS Lightsaber Mod is not included, however I have permission to use it.
I've abolished this Idea because It would seriously contradict my own rule
of not using ANY third party items but also because it's presence would
make not much of a difference, so I decided to recommend you to get it on
your own (it's really good mod) and give its author proper credit. Thirdly,
you may already be using different lightsaber mod, why to confuse the game?
If you don't like this idea, it's your problem.

============
Version History
============

-------
V.2.16
- Found yet another hole in the hull,
added weapon display case in the cargo compartment,
added turrets in locations where falcon lands on the ground,
added collision box around exploding vertibird

-------
V.2.15
- "Patched" 4 holes in the inner hull, one in the captain's cabin, two above the door
to the passenger compartment, and one long gap close where the cockpit corridor meets
central ring,
Few amendments in the "space walk" cell, added few lights so that cells now visually
match with each other, some changes in controlling scripts hopefully removing some glitches.

-------
V.2.14
- Small but big change, fixed player killing activator outside the ship, so that it
will not kill you until you actually fall of the edge of the ship!

-------
V.2.13
- Yes there was such update, but I have no idea what I changed there, my bad, sorry!
But does anyone actually read this?

-------
V.2.12
- Bird Whistle will now take you to the place where ship has landed instead of taking
you always to the same cell in space.

-------
V.2.11
- Rearranged Captains cabin and cargo hold nr.2. Added Facial surgery to the med bay,
ammended code in several scripts, mod is also now prepared for further expansion.

------
V.2.1
- Conversion from .esp to .esm no other major changes

-------
V.2.05
- Removed conflicts with several vanilla items (electrical switch, trap door, etc)
Removed weapons critical effect from "chess table" robots battle.
Extended room marker so its now covering entire med bay.

-------
V.2.04
- Added Med Bay, and DH44 blaster and some furter small tweaks

-------
V.2.03
- Rivet city model is correctly disabled at start-up.
Added switch to quad guns flipped gravity corridor so you can leave this place without COC,
Changed spacewalk location,(now you have to activate hull plate to "inspect it"),
"Falcon killer" script added to make sure ships are not spawned where they should not be,
and adjusted several scripts, however you still can safely take off your space suit:(

-------
V.2.02
- "Falcon is everywhere" bug killed, now Falcons will be removed from
locations you have already left,several small bugs like floating
terminal or square cockpits removed, Iris door should work better now.
Point Lookout landing spot added.

-------
V.2.01
- Significantly decreased number of running scripts
in "open space" cell.

------
V.2.0
- External model finished! You can now put the ship
on the ground. Interior redesign now passenger quarter
and armoury are merged with main corridor. Short quest
to make it space worthy.

------
V,1.1
- NavMesh, Idle markers, Hairdresser, infirmary, clutter

-------
V.1.01
- Teleport and Blue Harvest coach added, desk terminal changed
for non-Vault 101 one ;P slightly adjusted lighting in main
corridor and living quarter, music completely removed.

------
V.1.0
- First relase, buggish and without entrance, basically rusting
bucket of bolts floating in space:)



======== Credits ========
Bethesda... obviously

Enclave - for sooo useful bunker prefabs, thx guys Falcon
wouldn't be here without it!

T-mush - For CS- Lightsaber mod (not included)
but you can have it HERE

Alexscorpion - for PipBoy PDA
HERE

And I am using Type3 body model by Dimon99 here:
HERE


And nx01frank for popping up with the idea that triggered
all this fuss with "ship landing". I had some plans for
that from the very beginning, but it was his request that
finally pushed me back to the G.E.C.K.

All credits for authors.


15'th Nov 2009 2035GMT

Thank you to all who helped me during this weekend for their aid and patience.
This mod is my first so advanced in terms of scripting and general construction.
I have also never made any quest before, so this mod was kind of test ground for
this feature, it works all right, I just missed several things, I hope you will
forgive me that and bear with me until I correct all the spots I missed so you
can really enjoy this ship.


28'th Nov 2009 0145GMT

I would like to thank nx01frank, Commander Crazy, Sylom, Lepus, beechboy53, Nylonathathep, Ryushikaze,
dark12341234, anzeroth, Gerald von Riva and Damian Pendraagon for your endorsements, small thing, but
most encouraging and special thanks for guReMco and jmaster888 for testing. Thanks again and I hope you
all enjoy using this mod as I enjoyed making it.



============ Copyright: ============
You have no right to use this mod or
its parts or variations in other mods
or to publish it anywhere without my
permission.
You can do with it whatever you want
as long as you do it for yourself.
=====================================