Name: DALCO Wadsworth the Recycler Version: 1.2 Date: 20 December 2013 Category: Miscellaneous Tweaks Requirements: Fallout 3 with ALL DLCs, FOSE ( http://fose.silverlock.org/ ), and some means to unzip the files (7-Zip) Author: DaveLessnau Location: http://www.nexusmods.com/fallout3/mods/17146/? Description =========== Adds a dialog option to Wadsworth in your Megaton House (and to Godfrey in your Tenpenny Towers Suite) to recycle your metallic junk and turn it into scrap metal. Location ======== The changes happen as soon as you load the mod. As soon as you have access to either Wadsworth or Godfrey, the option to recycle your metal-containing junk will appear. Details ======= Wadsworth and Godfrey will both have a top-level dialog choice of "I'd like to recycle some junk." In response, they'll say "Very well, sir" or "Very well, madame," depending on the player's gender. Clicking on that response will cause it to disappear and the processing will begin. If the player doesn't click on the response, it will disappear on its own in a few seconds and the processing will begin. In the upper left corner of the screen, the player will see a series of messages detailing the items being removed and the amount of scrap metal being added (the player can go about his/her business while these messages are going by). The items being recycled to scrap metal are those that 1) are useless in the base game (and all five DLCs), 2) should have some metal content, and 3) are worth less than 10 bottlecaps (since that's what Walter in Megaton will pay for scrap metal -- and, if the player is willing to haul scrap metal to him for 10 bottlecaps, he should be willing to haul anything else to a merchant for the same price). The amount of scrap metal (which weighs one pound) received is about one-half of the weight of the object. There are a few objects that require four of each to be converted into one scrap metal: Fork01, Spoon01, and Spork01. Most of the conversions are in the 2 objects for 1 scrap metal range: BowlDog, Clipboard01, Clipboard02, Clipboard03, Clipboard04, CoffeeKettle, DLC05AlienAppliance, DLC05AlienContraption, DLC05AlienDevice, DLC05AlienDoodad, DLC05AlienGizmo, DLC05AlienImager, DLC05AlienMaterial, DLC05AlienMechanism, DLC05AlienThingamabon, DLC05AlienTool, DLC05Widget, Harmonica01, Knife01, Knife02, Opthalmoscope, PanCookingMetal, Plate04, PotCookingMetal, Spatula01, SpoonBig01, TinCan02, Wrench01, SurgicalScissors01, SurgicalScalpel01, SurgicalTweasers01, SurgicalForceps01, and SurgicalSyringe01. Then, there are the 1-for-1 conversions: BigPot, Hammer01, HotPlate, MedicalBrace, NukaTruck, Rake, and SurgicalBonesaw01. The 2-for-1 conversions are for ToasterPostwar and ToasterPrewar. And, finally, the sole 3-for-1 conversion is for the Iron. For the objects that convert at less than a 1-to-1 ratio, Wadsworth and Godfrey convert only the amount needed to produce whole pieces of scrap metal. In other words, if the player has seven sporks (1-to-4 ratio), they'll remove four of the sporks from the player's inventory (leaving three) and add one piece of scrap metal. Since, the materials convert at about half their weight, the recycling inefficiency happens there. Not in removing odd numbers of objects from the player's inventory without recompense. Since it's a common question, I'll mention that regular tin cans (TinCan01) are not recycled. They're used as Components and not considered pure junk. Also, there is some metal in clipboards: the metal spring and clip that holds the paper to the board. Install ======= Either manually download the mod or tell Nexus Mod Manager to download it. If you manually download it and want to manually install it, just unzip it and put the "DALCO Wadsworth the Recycler.esp" file in your game's DATA folder. If you want NMM to install it, go to NMM's Mod tab and select the top, Add Mod from File icon, and point it to where you downloaded the mod's .7z file. If you had NMM download the mod, it should shortly show up under NMM's Mod tab. In either NMM case, click the 2nd NMM icon to Activate the mod. Then, go back to the Plugins tab and make sure the .esp file is checked. It can go anywhere in your load order without fear of conflict. Uninstall ========= To uninstall using NMM, go to it's Mod tab, highlight the mod, and select the 2nd icon to Deactivate it. You can delete it if you want. To uninstall manually, just delete it from your games DATA folder. Upgrade ======= 1. Uninstall the old mod. 2. Install the new mod. 3. Start Fallout 3 and play. There is no effect on saved games and cannot corrupt any saves. Incompatibility =============== This mod recycles metal-containing junk from the standard game. If you have mods installed that use some of that junk for their own purposes (i.e., repairs or crafting), those items will still be recycled to scrap metal. If you want to avoid that, you'll need to remove the re-purposed junk from your inventory before asking Wadsworth or Godfrey to recycle it. Also, this mod will conflict with any mod that alters Wadsworth or Godfrey. Currently, the Energy Visuals Enhanced (EVE) mod stops Wadsworth from recycling (the only change it makes is to add some pyrotechnics to his death (if he happens to die)). I don't want to add a copy of Wadsworth to my mod because it would break other Wadsworth mods in the same fashion. So, the best workaround (for now) is to use FO3Edit ( http://www.nexusmods.com/fallout3/mods/637/? ) and remove EVE's copy of Wadsworth. Here's how: - Start up FO3Edit, right-click on the list of your mods it presents, and choose the select all option. - When it's done loading them (look at the bottom of the right panel's Messages tab for the message), find EVE.esm (it should be near the top) and click on the plus sign (+) in front of it to expand it. - Click on the plus sign in from of EVE's Creature category to expand that and click on the entry for Wadsworth below that (his name will be in the third column). - In the right panel, check that only two things use this version of Wadsworth: Fallout3.esm and EVE.esm. If those are the only two users, then you should be fine removing EVE's version (not Fallout 3's version). - Back in the left panel, right-click on Wadsworth and select Remove (a bit more than half way down the resulting selection list). - You'll get a big warning popup about editing a mod. Once the timer counts down, accept it. - You'll now see a confirmation dialog box. Make sure it says you're deleting Wadsworth and double-check that the selection bar up at the top of the FO3Edit window says something like "... EVE.esm Creatures... Wadsworth ...." If it does, accept the confirmation box. - Either hit CTRL-S or just close FO3Edit. You'll get a confirmation box to save your changes. Make sure EVE.esm is where you're putting your changes. If it says anything else, you've done something wrong and will have to clear all the boxes to ensure nothing is saved and then repeat this whole process. Confirm EVE.esm as the spot, click the Backup Plugins box at the bottom, and hit OK. - Start the game and confirm that Wadsworth works. If you want, before you do all that, you can kill Wadsworth and see the neat pyrotechnics (make sure you save before-hand). After you make the above changes and confirm that Wadsworth again recycles, you can shoot him to see his default death method. Known Issues or Bugs ==================== - Wadsworth and Godfrey have no spoken dialog for the recycle option. - If you try to recycle very, very quickly after loading a game, you might get the FOSE warning erroneously. Just exit from Wadsworth's dialog for a few seconds to let things get set and try again. History ======= - 1.2, 20 December 2013: The mod did not display its warning message if FOSE was not found. Corrected. - 1.1.1, 17 Jan 2012: Deleted the extraneous "Worldspace" section the GECK added to the mod (no effect to the mod, it was just some duplicate FO3 cells). - 1.1, 22 Dec 2011: Added a second response to the player's request to recycle which takes into consideration the player's gender. - 1.0, 19 Dec 2011: Initial release. Programming Notes ================= In the GECK's Object Window, I created a new Quest under Actor Data | Quest. Within the Quest, I went to the Topic tab and created a Topic. For that topic, I put the top-level dialog option, "I'd like to recycle some junk," in the Topic Text box and then added the responses "Very well, sir" and "Very well, madame" to the Info box. Down in the Conditions box for both of those responses, I created two conditions for GetIsID (one for HD00MrHandyWadsworth and one for HD00MrHandyGodfrey) and specified each as an OR condition. Then in each response, I added a condition for GetPCIsSex and the proper gender. Those conditions, I left as ANDs. Back in the Object Window, I created the Message to warn if FOSE wasn't present. Similarly, I created the five Form Lists for the items to be converted and dragged those items from the Object Window into the proper Form List. Then, I used Notepad++ to write the script for the Topic. The script loops through each of those Form Lists and find how much of each of their items is in the player's inventory. Based on the conversion rate, it removes the appropriate number of each item from the player's inventory and adds the proper amount of scrap metal. I validated the script with Cipscis' Script Validator and pasted it into the Result Script (End) box at the bottom in each response of the Quest Topic and hit the Compile button. In the Object Window, I opened both Wadsworth's and Godfrey's Creature Forms, hit the Dialog button, and made sure the Quest Topic and responses were there. Here are the items in the mod: - Dialog Topic (DALRecycleJunkTopic): holds the actual dialog and script used to let the player recycle junk. - Form Lists (DALJunkTo1Scrap, DALJunkTo2Scrap, DALJunkTo3Scrap, DALJunkToHalfScrap, and DALJunkToQuarterScrap): these list the items that will convert at a item-to-scrap rate of 1:1, 1:2, 1:3, 2:1, and 4:1, respectively. -- DALJunkTo1Scrap: BigPot, Hammer01, HotPlate, MedicalBraceNew, NukaTruck, Rake, SurgicalBonesaw01 -- DALJunkTo2Scrap: ToasterPrewar, ToasterPostwar -- DALJunkTo3Scrap: Iron -- DALJunkToHalfScrap: BowlDog, Clipboard01, Clipboard02, Clipboard03, Clipboard04, CoffeeKettle, DLC05AlienAppliance, DLC05AlienContraption, DLC05AlienDevice, DLC05AlienDoodad, DLC05AlienGizmo, DLC05Alienlmager, DLC05AlienMaterial, DLC05AlienMechanism, DLC05AlienThingamabob, DLC05AlienTool, DLC05Widget, Harmonica01, Knife01, Knife02, Opthalmoscope, PanCookingMetal, Plate04, PotCookingMetal, SpoonBig01, TinCan02, Wrench01, Spatula01, SurgicalForceps01, SurgicalScalpel01, SurgicalScissors01, SurgicalSyringe01, SurgicalTweasers01 -- DALJunkToQuarterScrap: Fork01, Spoon01, and Spork01 - Message (DALFoseWarningMessage): a message that pops up if FOSE is not present when the mod tries to run. - Quest (DALRecycleJunkQuest): the quest needed to put together the whole thing. It doesn't really do anything: it just holds the Dialog Topic. For version 1.2, I had to add the following (see DALCO FOSE Check ( http://www.nexusmods.com/fallout3/mods/19970/? ) for information on how): - DALCOWTRGameRestartedGlobal: a new global variable of type Short, with a default value of 0, and checked the Constant box. No matter how the variable is changed during a game session, when the game next restarts, the variable will be reset to it's default value. - DALCOWTRFoseCheckScript: a Quest Script attached to DALCOWTRFoseCheckQuest. It declares a variable to hold the status of whether FOSE is on or off. If FOSE is absent, it displays a warning via DALFoseWarningMessage. It only does the work once per game session because it checks (and sets) the global constant variable. - DALCOWTRFoseCheckQuest: a quest used merely to hold run it's quest script (DALCOWTRFoseCheckScript) at game start and the one quest stage whose result script isolates the GetFOSEVersion from the rest of the processing (it will fail if FOSE is not present). Credits ======= - A big thanks goes to Cipscis. His explanations from all over the web have pulled my bacon out of the fire repeatedly. Without his work, I'd never have been able to decipher the GECK documentation. - Another big thanks to danthegeek and his "Underground Hideout" ( http://www.nexusmods.com/fallout3/mods/9592/? ). Playing around with that for my "DALCO Fixes for Underground Hideout" ( http://www.nexusmods.com/fallout3/mods/16945/? ) is where I figured out how to make mods and where I got the basic idea for this (his incinerator). - Thanks to Bethesda for creating Fallout 3. - Thanks to Nexusmods for hosting this. Tools Used ========== - Notepad++: http://notepad-plus-plus.org/ (I did all my script editing in this) - Cipscis' Script Validator: http://cipscis.com/fallout/utilities/validator.aspx (this is where I checked that my script didn't have obvious syntactic issues) - Cipscis' Fallout 3 Script Syntax Highlighter for Notepad++: http://www.fallout3nexus.com/downloads/file.php?id=10322 (I added this to Notepad++ and it makes scripting quite a bit easier) - Garden of Eden Creation Kit (The GECK): http://geck.bethsoft.com/index.php/Main_Page) - Fallout 3 Edit (FO3Edit): http://www.nexusmods.com/fallout3/mods/637/? - Nexus Mod Manager (NMM): http://www.nexusmods.com/fallout3/mods/modmanager/ Licensing/Legal =============== Feel free to use this mod and modify it as you need. But, cite me as the originator.