Embark upon the journey of several lifetimes as you rediscover your Time Lord heritage, craft and command advanced Gallifreyan technology and master control of your very own TARDIS.
Requirements
This mod does not have any known dependencies other than the base game.
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Console modding permissionThe author uploaded this mod to Bethesda.net and it is available for console users
Author notes
This author has not provided any additional notes regarding file permissions
File credits
Demeggy - Original mod author, founding father of Fallout Who, and a good friend. Spyduck - Original mod author, and probably has some mesh work in here somewhere. Arkman - Musical Scoring. JMinc - 3D Artwork Tock - 3D Artwork TichePotato - Testing J!M!B - Testing Secondattemps - Testing
Some soundwork sourced by BlargoArgo.
Donation Points system
This mod is not opted-in to receive Donation Points
Two new police box shells and the Pulowski shelter shell.
Telepathic circuits can now sync already discovered locations.
Deep-scan can now manually initiate blueprint / anomaly quests.
A plethora of quality of life changes.
Version 1.0.6
Fixed Quincy Quarries location not showing up in the Navcom when discovered.
Fixed TARDIS refuelling not working as intended. Now properly refuels incremental amounts every hour, including if waiting or sleeping.
Fixed (hopefully) various items respawning and resetting in the TARDIS, such as the Eye of Harmony, Sonic, etc.
Fixed processor quantity oversupplying at higher Omega Configuration upgrades.
Added notification indicating the start of a TARDIS crash landing.
Added information about crash landings to instruction manual.
Changed information about refuel amounts in instruction manual.
Version 1.0.5
Fixed TARDIS launch fail sound not playing.
Version 1.0.4
Fixed location name appearing as [...] when discovering via the telepathic circuits. This will require a new save or a save reset (remove mod, save, enable new version). Sorry, hopefully the last time!
Changed Fugitive theme navmesh so companions don't (or are less likely to) open the maintenance hatches.
Made the food cube class as a food item.
Added unmappable TARDIS coordinates to the magnetic card reader entry in the instruction manual.
Attempt to stop eye of harmony door from resetting to closed.
Version 1.0.3
Actually fixed the navcom datastore now, I promise.
Changed the refuelling process so that it's now more incremental (Approx. 4% every 1/0.75/0.5 in game hours dependent on ugprades).
Fixed the exterior shell effects not being correct when damaging/repairing.
Linked power armor frames to the TARDIS depths workshop.
Updated instruction manual to show new refuelling information, and information about non-responsive launch controls when repairing/refuelling.
Removed navmesh from the pool so companions don't get stuck.
Re-implemented all notifications as messages. See FAQs for the implications of this (tl;dr, you'll need to reset the mod).
Attempted to fix the sound problems on console, no idea if it worked.
Version 1.0.2
Fixed the datastore from successfully saving within the TARDIS (Sorry, shouldn't have been possible!)
Added signal strength indicators to the homing beacon.
Sonic Shades now only highlights NPCs when your weapon is raised.
Renamed the 'Navcom Datastore' holotape to 'TARDIS Navcom Datastore' for consistency.
Fixed cloister bell not ringing in the TARDIS depths when debris/emergency lights are present.
Added notification for open door when trying to launch using fast return or time-flow controller.
Updated instruction manual to include the magnetic card reader (custom location holotape reader).
Updated index file to show sonic recharging info.
Fixed missing Time Lord perk icon.
Version 1.0.1
Fixed garden night time weather persisting when leaving the TARDIS.
Version 1.0.0
Initial Release
Fallout Who: A Doctor Who Mod for Fallout 4
Embark upon the journey of several lifetimes as you rediscover your Time Lord heritage, craft and command advanced Gallifreyan technology and master control of your very own TARDIS.
It all starts with a mysterious broken pocket watch and a silver key hidden within a cellar in Sanctuary.
Features
The TARDIS - A fast travel machine and player home that contains a range of functionalities.
Time Lord Perk - Cheat death with the miracle of regeneration, and breathe underwater using your respiratory bypass system.
Sonic Screwdriver - A useful tool for bypassing locks, encrypted terminals, and more.
3 Doctor Who related quests and an introductory quest.
If you need more specific help, visit our Discord server. We have a friendly community and a help section where you can find an answer to your issue. Q. What is this? A. This is a mod which adds a range of Doctor Who themed items and gameplay elements.
Q. Does this need F4SE? A. No.
Q. Is this mod compatible with the older version of Fallout Who? A. No.
Q. How do I start the mod? A. Go to the root cellar in sanctuary and then pick up and equip the pocket watch. Your perception must be higher than 5.
Q. How often do upgrade quests appear? A. Between 24-48 hours after completing the last one, until all systems are Tier 3.
Q. How do I recharge the sonic / get sonic ammo? A. Aim it at any power producing object and a recharge option should appear.
Q. How do I get rid of regeneration side effects? A. There are three types of regeneration side effect so make sure to pay attention to which one you have. The pip-boy status list should tell you. For regeneration sickness, visit the zero room. For regeneration fatigue, sleep for a bit. For regeneration cravings, eat the prompted food.
Q. Does this mod work in VR? A. Yes, but it is untested by me and you may have issues with regeneration. See the below question to resolve them.
Q. How do I disable regeneration / remove the Time Lord perk? A. Go to the Mind Archive (Hypercube) room within the TARDIS depths and use the Chameleon Arch. This will remove the Time Lord perk, regeneration, and it's associated abilities.
Q. My mod is completely broken now. What do I do? A. You'll need a new save, or clean your current save by removing the mod from your game, saving, and then re-adding it and beginning again.
Q. You keep breaking the mod and making us restart. What can I do to quickly regain lost progress? A. There is a quickstart option during the intro quest. Telepathic circuits can now sync already discovered locations from the Pip Boy map. Credits Current Contributors Cook - Lead Developer J!M!B - 3D artwork Kyrby - Soundwork Arkman - Music TichePotato - Testing SecondAttemps - Testing Taylor7500 - Testing
Historical Contributors Demeggy - Fallout Who Vegas author, founding father of Fallout Who, and a good friend. Bunglepaws - Fallout Who Vegas author, 3D artwork. JMinc - 3D Artwork (Hartnell controls) Tock - 3D Artwork (Sonic casings)
Doctor Who and it's affiliated images are property of the BBC. This is a hobby project made freely by fans, for fans.