My Utility World - MUW for short Version 3.0 .esm Version 1.4 .esp Author: freddy_farnsworth V3.0 is here: http://fallout3.nexusmods.com/downloads/file.php?id=17478 5 months time modding My Utility World - MUW - v3 Added: I have received permission from Earache42 to Merge the Original xCal Munition Shop into MUW ! You can now play that classic mod again, with all the cool scripted guns and Sy's indeterminable attitude. Have also added the M200 Intervention (enroger) to the quest lists and some new backstory. xCal Munitions and a new quest with Harden Simms tied into vanilla quest "Power of the Atom". You MUST disarm the bomb. But first talk to Burke, get device, tell Simms about Burkes Plan and turning over the Fusion Pulse Charge, follow Lucas to the bar. Lucas arrests Burke but Burke shoots Lucas Simms in the back. Now kill Burke. That is best scenario however it will still play out if Lucas Simms is saved. You just will not see the final xCal quest if Lucas is still alive. Lucas (if alive) will tell you about his brother Sy and about Harden needing somthing to do. If Lucas is dead Harden will be alone and you must help him now. Talk to him. The shops do not appear till After dialog and POA quest are done. Sy's Shop is now Outside Megaton and when you get the new quest from Harden. Harden's new shop will be in the old xCal location. He will sell his invention - "Composite Power Armor" with a quest to obtain the supplies for him, to have Sy help him build them. It is AlienTech, absorbs light, High DR and extra light. For Sy I added in the Intervention by enroger (with permission) to the gun quest. Moved him Outside Megaton, he is a recluse now just working on his guns. -Politics- As always blow Megaton and you lose...(by all means do it once just do not save the game :) (I have written permission from Earache42) A Revised RR Companion Vault that is Mastered to MUW so I could tie in some things. Based on Nos's v5.65 final. (not merged, still a ESM master) All Object Id's are unchanged so all the other mods that need it will still work. (Companion Mods, REZ's Kittens, can use this one if you are running MUW) New entrance area, tied into xCal Ramp when Sy makes it available. Moved the Training Room to its own cell, and rewrote scripts for the different style Training Simulations. More for you to see, all merchants work, bathtubs and showers fixed. Repositioned most of the morelurk tank -bigger- seamless, fixed patrol timings. I (merged in) Mannequins in a box in armory for you to set up in the trophy room. (AndyW1384) New wasteland entrances, and some new exits, (citadel, rivet city, TPtowers, ?? :) Access tunnels patrol routes repathed using xmarker headings instead of xmarkers, longer distance and generally more reliable for pathing. ReNaved the entire thing again ! Got the triangle count down to 1600 or so. Was over 2000, and that is over the game engines capability. Lowered Cell memory so there is texture room left over for many companions, 80+ :) depends on their clothing and texture memory use. Fancy - highres = Higher cell memory space usage. A new RRcompanion "Robbin" in Gibson House, my first one. I made her awhile ago. More... Includes RR5morefemales, RR5moremales and RRguards merged in. ttomwv, NosRhyfelwr. RidgeRunner thank you... Arlington Cementary is haunted now...(map marker) you need to fasttravel there to set it up right. If you come in from east or west metro tunnels, ghosts do not init properly. Worked on the portable turrets alot more, to add in all the encounter NPC's as neutral, to keep em from killing good guys. Like RC caravans and Wasteland Captives, Scavengers, thier dogs and brahmin, Waterbeggars ect. Taurus Walker Revolver. .410 slug on pool table in RC marketplace. Permission gamerowns - andrew Some more fixes to Underground Hideout (collision buffers) under floor in armory. Raised levelcap to 50 Thanks to REZ he fixed the crash with elaborate earrings and raider piercings from Zoes. (to high poly meshes). They are somewhat less Elaborate but at least you can use them. Fixed some more FO3 errors (footlocker key under bus at scavenger barn) many more. Redid the Outcasts dialog a little, set player to outcastallyfaction. Tweaked the Nuka Cola Factory some more, to set up Nuka Cola Clear Production. So much cannot remember it all... Must Have Mods that go well with MUW v3: *Bad News Rez took down his mods and left the building....04-23-2012 *REZs HELL v4 by REZ http://fallout3.nexusmods.com/downloads/file.php?id=17200 *Kicken Kittens Muffy by REZ http://fallout3.nexusmods.com/downloads/file.php?id=17223 *Kicken Kittens Sparky by REZ http://fallout3.nexusmods.com/downloads/file.php?id=17245 *Kicken Kittens Rachael V2 by REZ http://fallout3.nexusmods.com/downloads/file.php?id=17269 *Kicken Kittens SALOON by REZ http://fallout3.nexusmods.com/downloads/file.php?id=17289 *Kicken Kitten Demi and Her DC Apartment by REZ http://fallout3.nexusmods.com/downloads/file.php?id=17377 *DC Subway by REZ01 http://fallout3.nexusmods.com/downloads/file.php?id=17464 *Did I mention I like REZ mods :) FOOK2 v1.2 Open Beta - Fook Team, xporc, LinkesAuge, Ban, many more... http://fallout3.nexusmods.com/mods/4448 Apocalypse Armory v2.0 - Thogun http://fallout3.nexusmods.com/mods/14773 Hunters Ridge by gary62 http://fallout3.nexusmods.com/downloads/file.php?id=17444 PortableCampStuff - FOSE by Alexx378 http://www.fallout3nexus.com/downloads/file.php?id=9679 eXcalibr - ammo eXpansion pack by Earache42 http://fallout3.nexusmods.com/downloads/file.php?id=11684 Error Corrections - Reduce CTD by hairylegs222 http://www.fallout3nexus.com/downloads/file.php?id=16490 Lvl 1 Savegames for Female Play by XRay777 http://fallout3.nexusmods.com/downloads/file.php?id=17321 Lvl 1 Edward - Male Savegame by Ogard http://fallout3.nexusmods.com/downloads/file.php?id=10068 Lvl 1 Conan Savegame by LHammonds http://fallout3.nexusmods.com/downloads/file.php?id=28 ========== Requirements: Fallout 3 and ALL the DLC's - Game of the Year DVDset is best. (GOTY) Recommended: New Install of Fallout 3 to custom folder C:\GAMES\Bethesda Softworks\Fallout 3 Bethesda 1.7 patch (even if GOTY is v1.7 run the patch) - http://www.fallout3nexus.com/downloads/file.php?id=8216 ArchiveInvalidation Invalidated - http://www.fallout3nexus.com/downloads/file.php?id=944 (not needed with FOMM) FOSE - Fallout Script Extender v1_2_beta2 or v1_2_beta3 - http://fose.silverlock.org FOMM - Fallout Mod Manager v12.6 or newer - http://www.fallout3nexus.com/downloads/file.php?id=640 CALIBR 1.4 - http://www.fallout3nexus.com/downloads/file.php?id=3447 ========== My Utility World - MUW - v2 V2.0 Info Added: 2 new worldspaces. Swampland Combat Arena with goal of getting key and instructions for the submarine, Big as the PL BOG area. Calvert Mansion Players Home with quest and submarine transportation to and from the CommonWealth. The house is haunted now.- oooooh Ghosts ! Baels Amalgamation WasteLand Weapons and Quest to find the "Lost Unique Weapons" he made. Plus reworked his bunker. Added Bael's abandoned swampland store. Many tweaks. Added Arming Swords and Weapons of the Shogunate to Redesigned Old DOJO, - from Some Katanas. Lots of swords to use now 18 total. Tweaked Interior also. Sewer entrance near old house behind TPtower. Added a Nuka Cola Clear Quest with Sudden Death Overtime. "I like these guys, they let me play with their pucks". Main Fix from prensa. Some new reworked scripts from Unofficial Fallout 3 Patch. They now hangout and Produce NukaCola Clear at the Nuka Cola plant after a successful quest. (new navmesh inside) To start this one go into Red Racer Factory and explore. Arlix Vertibird with redesigned interior and some stability fixes, New messages "Napalm Online" "Rocket Pod Online" "Vulcan Cannon Online". Fairly stable now. Arlix and J3x did a very good job on this one. (complicated controls read my downloadable readme.) Scavenger Hut, A new path with roving Scavengers they are capable traders now. Point Zero entrance in Megaton Mens restroom to find those lost NPC's. Ion Strike weapon and Artillery Marker Gun. (Moria & Flak sell em) Soviet Flak Cannon 25mm and a wasteland junkie who has it in his bunker. Reillys Rangers fixes (theo's armor and tie in for little moonbeam quest NewGuns) (from Ogramirad) Alot of tweaks and beautification plus more I forgot :) this is 4 more months work/play ! 100% navmeshed inside and out. You do not need v1.0 however if you have it just install OVERwrite those files alot of meshes and textures are updated. You may need a new save game without the old v1 in it, may not. Quest Notes: (they are ingame in Rotunda on table and below) Whaaat ? Where am I and why am I in this handbasket :) My Utility World is well.. I needed storage, Megaton house was to small - cluttered. So I started modding, using others MOD'S to get the things I felt were missing. After many many mod's I began to have loadorder problems and conflicts, so I began to learn to fix them. Then I learned to Merge them after the conflicts were fixed to shorten loadorder. This MOD was started in Jan 2011. It grew to about 30 total mod's all working together, with all the Homes, Guns, Storage, Sorters, WorkShops, Robots, Followers, Worldspace, Interiors and general must haves for Fallout 3. Now with this on a new game (it will need GOTY) you can add more MOD'S to personal tastes, with fewer problems. Guide: Start off by going to Springvale in area around Silvers House (only house with a door still working) before Springvale school on left you will see a sewer silo door marked Utility take it to Rotunda. these notes are there on a table. Now you are in the Rotunda - Right ? First off you should foot travel to Ez0n3's My Mansion the quest should be running now (A House to Die For) and do what you need to get the key. The door to it from here is locked with it. - Double Office doors turn left in "Enclave Alley" and gothru single metal door at end.(locked) So go do the quest. Next would be DantheGeek's Underground Hideout, go outside up the hill to the cave entrances to the right is Springvale, straight ahead is exit to Rivet City access, goto Rivet City area behind Aircraft Carrier to parking lot and gain entrance to UnderGround Hideout and do DantheGeeks key quest (Finding Johnathan). Now you will be able to use the Alien teleporter from Workshop & Armory (building outside MUW) lower level to go back and forth. It is locked with his key. He has built all the sorters for Fallout 3 & the DLC's. Nice place. Continued... Next would be Tenpenny Towers I am using "Tenpenny Suite after Saving Megaton" by Wyverex So you can, 1. In the Tenpenny Tower Quest Kill Roy and his gang and Gustavo will give you the suite. 2. In the Tenpenny Tower Quest convince the residents to let the ghouls move in and Mr. Tenpenny will give you the suite. 3. I heard Tenpenny likes to hide things in his garden gnome. In his own suite.. **This is the easy way, put here so those who have completed the quest can get it. ** Or just like leaving that particular quest unfinished, IE: Tenpenny Towers still has all Occupants. I never liked the outcome either way you complete this quest. So find the Gnome! and get both homes :) and Tenpenny's 2 bore Elephant gun... All of the themes and items for the suite can be bought the normal way. Even if the ghouls have taken over. Wyverex created new theme and item refs so you can have different house themes between Megaton and Tenpenny. Bobblehead stand is linked together.. just activate it so it will update. Items for the Suite now start with Suite: and not House: Everything worked okay, even if you MUST blow up megaton. When you do get the suite check out the roof ladder, yes TPtowers has a roof patio with some sniper goodies now. Also a sewer door in Suite to a secret robot factory by "Wilm0chimp" Continued... Now Wilm0chimp created BuildableBots which is included here, originally he had a hidden robot factory which could only be reached by TCLing thru the suite balcony door to see the door to it. It is still there but I also put in a sewer door for easier access. It is a nice interior. However you need to go to Canterbury Commons anyway, so go there to do some quests and learn how to build bots, use his teleporter (his quests) ect. The other quests are talk to Uncle Roe and get the caravan merchants upgraded, they are essential now (guards and brahmin also) so they will not die off and disappear anymore as you level up. but you do need to reset them by dialog with Roe. It is "Revive Caravan" by Kaw. Oh ya, solve the mechanist - antagonizer quest to your liking, buildable bots is across the hall from him. You can shortcut to there from the main rotunda by going thru the red corrugated door and the puzzle door to the ladder to his compound. However Go to Canterbury the hard way the first time, so you do not break the superhero quest. Outside the Rotunda "My Utility Worldspace" there is a workshop - armory (sandbags out front). A food storage area with food sorter, and enough food for all. There is a Robot workshop close to the cave doors to/from SpringVale & Rivet City. The main gun is firing on enclave positions and it has a magazine to enter for maintenance. There is a combat area with ghouls and behemoth's that respawn. Turrets protecting the Rotunda entrance. This worldspace will work for RTS if you want. Continued... Outdoors: There is a Brahmin farm with Farmer/Merchant to sell you products, and a Swampland door over by the ghoul cage, which leads to the swamp training area and a gunshop which was run by Bael till his demise. If you make to the end of the swamp there is a key to the ENS Liberty sub hidden there and then you can use the Submarine to go to Calvert Mansion the Enclave secret retreat in a area of the Commonwealth. The sub is in the potomac by Project Purity. The main Secret Presidential Rotunda which survived the war almost intact. Inside the rotunda is the main room, with four exits. North leads to the Presidential vault and a exit to Springvale East. South leads to a cave exit to Springvale North close to Silver's House. East leads to Mechanist Door and through a room to Wilm0chimp's Buildable Bot's robot factory, in the Mechanist Robot Repair Facility near Canterbury Commons. West leads to "Enclave Alley" to your left is a door to Ez0n3's My Mansion Trophy Room (locked, do his quest "A House to Die For" for the key). To your right is a drainage grate which leads to Rebel28's Sniper Hideout in the Mall DC. This MOD with all the doors here to there can break some quests by getting you to places to early ie: Rivet City and such. Use your noggin and it will be of great assistance to your experience of the game. Also I have seen Caravans and Scavengers using them for shortcuts at times heheh :) Speaking of Rivet City: Booze! By RideTheCatfish This mod adds a small, locked shack in a far corner of the Capital Wasteland. Shortly before the bombs fell and wrecked radioactive hell upon the populous, it belonged to a rather shady fellow by the name of Frank. It is said that Frank just about had the city's alcohol trade under his thumb, and that the swill he brewed was legendary the world over. To learn what became of him, and, more importantly, to gain access to his house of wonders, the player is prompted to follow a series of basic, unscripted note type clues. Your quest begins with a Note in the Muddy Rudder...on the bar. This quest requires basic knowledge of the Wasteland, and demands some patience. The payoff is a player house with a few unique utilities inside, including your own brewery. Start this during the Wasteland survival guide quest when Moira sends you to Rivet City, and the Main Quest Scientific Pursuits sends you there also (do it all at once) Replicated Man quest is there also. (but RM starts with the tape at moira's and talk to the megaton clinic doctor). You should be busy :) Continued... There are guns to find at Megaton Church of Atom, outside Megaton in bathtub, Tenpenny's suite, Tenpenny Roof, Tenpenny side patio, Germantown police station basement, Minefield (look in superduper mart during Wasteland Survival Guide for a note clue), outside Lamplite Caverns (vault 87 quest), Swampland, Bael's Hideout over by megaton overpass right next to Kikais Equipment. Zoe's has a roof access only now, Go up the right side rock to roof. The wasteland survival guide quest will take you to most areas :) Added a modified Soviet Flak Cannon to the MOD. 25mm cannon shells. (seek the wasteland Junkie by the Brahmin Farm) Swords of all types 18 in all (in the Old Dojo, Some Katanas Mod. Buy/find Portable distillerys. Portable Turrets (at robco area) crouch/sneak to pick em up in inventory, stand to drop, place -green side up-, "E" to activate. More guns at Sniper Hideout ! Bank with Gold Loot, Bobble Head quest markers (with controllers to pick one at a time to goto) controllers are at players house above bed, TP suite above bed, V101exit, Outside VaultTec ruins office door in Vernon Square. 30mm Vladimir Cannon - The Family - Karl sells them - vampire guns ya no. .600 Cal Nitro Express Defender pistols - mailbox behind megaton sign. Taurus Walker Revolver - Pool table Rivet City Marketplace. My world doors are around the outskirts of Springvale. (close to watertower, next to silvers house, on road out of SV east). Much more! Hope you like it. freddy_farnsworth Includes: Three custom merchants, one is a companion if you wish. Custom Guard, Turrets, Junkies, Ghouls, Behemoths, many Many new interiors, New Worldspace, Tinkerer Joe is now a real robot supply merchant. Joe and his bots are essential. Roving Scavengers, much much more. 25mm Dismounted AA Cannon Can be bought at Flak n Shrapnel's including ammo... Free crate located in the shack in front of the Little Lamplight cave. 2 Bore Big Game Rifles Long Gun , Coach Gun, Sawed Off + "Number 3" Elephant Gun. 2 Bore Double rifles located outside megaton in the bath tub, and "Number 3" enhanced 2bore in TenPennys apartment. .600 Nitro Express .600 Caliber Pistols - Defenders - Eight of them and ammo. Inside a respawning mailbox behind the 'MEGATON -->' sign in Springvale. AC MRE Resource U.S. military MRE (Meal, Ready to Eat) In Food Storage Cave, and sold by Mr Rocket in Megaton Church of Atom. 4 M82a 50cal Barrett sniper rifles, 3 PP-2000 9x19mm AP SMG's also. It is located in Germantown Police HQ in the basement at the shooting range W/ammo. you can buy Ammo from Moira in Megaton , Flak and Shrapnel in Rivet City and Tulip in Underworld. Alien Aroxy - Repairs Armor. Like, Alien Epoxy repairs Guns (if you are equiping it). MUW armory has it, outside main rotunda (building w/sandbags). Ammo Box Respawn, Enclave Ammo Box Respawn, Health kit and toolbox respawn. (only the 20 or so flagged LOOT in GECK) all over FO3. Bobbleheads Quest 4 'Bobble-Radars', which will act as terminals. Here you can choose which one you want to view on the map. (instead of all 20 at once). * Outside V101 on the rock with 'scenic overlook'. * Inside Megaton house upsidedown above your bed. * Inside Tenpenny suite upsidedown above your bed. * Outside Vault-tec HQ. Booze! Quest Your quest begins with a note in the Muddy Rudder...on the bar. The payoff is a player house with a few unique utilities inside, including your own brewery. Brahmin Dairy Products Milk, Cheese, Smoothies, Cheesecake. MUW Brahmin Farms - A small settlement producing all Brahmin products, outside rotunda and Food Storage Cave. Buildable Bots Quest Adds a new room to the Robot repair center near Canterbury Commons. Inside is the equipment you can use to create your own robotic companions, from scratch. Hydroponics, Nuka theme player home with amenities, SentryBot will make you coffee, Mr Gutsy can heal, DukeNuka Companions, more. Eradicator Heavy Autocannon 40mm HE and NUKE. A note clue in the Super Duper market will lead you to a place in minefield where you can find the autocannon and manufacture more shells for it. Fallout Food Mutfruit plants have begun sprouting in the Wasteland! They may also yield mutfruit occasionally when harvested, and should regrow after three days. Full cups of Coffee here and there thruout the game. FireAxe neunen's fire axe. fireman's axe, not a flame axe ;) All Firehose Boxes have them. Food in a Can 32 new cans: 1 for each sort of food, containers styled with typical patterns of the 50's (high res textures). Also includes a sorter script. Located in Food Storage Cave. Kikai's Equipment ZOE's Clothing. New clothing, armor, and accessories, improvised junk weaponry, jewelry, collars and necklaces that cover the neck seam. West of Megaton and should be marked on your map as a discovered location. Roof entrance only now, Plus a interior door to My Mansion suite lounge. Legendary Pimp Pals - Formerly George The Pimp Companion Ever wanted to have a Pimp companion ? George "The Pimp" Gravarno. Krystal and Misty will never leave his side and will fight to protect him. Inside Megaton Player House (after first visit he will goto Moriarty's.) Liberty Dollar Silver NEW Currency plus Gold Bars Bullion Gold and Silver coins, thruout world. (megaton men+women bathroom) in bathtub and a safe in your Megaton house to get you started. Metal Crates Metal Crates into usable boxes (containers). MUW Armory has one. My Mansion Quest, Player Home on a grand scale. 80 women and 80 men if you want. total 160 NPC's. Think AP :) Thousands of clutter items, food, ammo. cigaretts, all of it neatly arranged thruout the home. 80 mannequins W/poses. Vertibirds, Caves, Sewer system, Outdoor areas, Armory, Suite, Lobby, Basement, Foyer, Tropy rooms, Fresh Water, Antiques, more... Do the "A house to die for" Quest in your pipboy. Origin Bank - Federal Reserve Gold Bars and loot. Mason District W/map marker (good luck, entrance is locked and guarded) read the note on ground, and bring locksmith skill. Portable Distilling Lab Lab Kits can be found at Moira Brown's or Lydia Montenegro's shops. Origin Bank has one, Vodka, Whiskey, Scotch, Beer, Scumble, Nuka-Cola Quantum and Purified Water can be made. Note: To make Purified Water you will need to complete the quest "The Waters Of Life" Portable_Turrets_and_Barricades portable turrets that will attack anything hostile to the player faction and portable sandbag barricades. Out front of ROBCO and Emergency Supply Crate in MUW Armory. Revive_Caravan Never worry about your caravans getting killed while you level up again :) affects crow, harith, wolfgang, hoff and the guards and brahmin. RPG-7 Rocket - Propelled Grenade Launcher Adds an RPG to the game, the RPG is found in the Megaton Children of Atom. Talk to a guy named Mr. Rocket who has a huge nose. He is now a repairman, merchant, doctor, and Follower. Set essential he will give you a RPG7 and some ammo thru some extra dialog, You do not have to kill him to get it !!! He is also a master Big Guns, and Explosive class warrior and is good with the RPG7. He also uses Fisto! in tight areas (melee) now. So he keeps fighting. He will give you a teleporter device thru dialog so you can call him if he gets lost somewhere. This is a special dude... A powerful weapon... Sniper Equipment - Barrett M82A1 There are 2 Variations of the M82A1: A .416 Caliber Barrett and a .50 Caliber BMG. Each of these comes in 3 colors: Black/Gray (Original) Woodland Camo Sand (Light Tan). A great set of Textured gunlockers and ammoboxes (barrett). Weapons can be found on the left side of the Tenpenny Tower, when facing the front of the building. They are on the inside area of the complex, although NOT inside the building. Just go through the gates after talking on the intercom and veer to your left and down a ways... Sniper Hideout in the Mall has some also. I scattered them around a bit in FO3, you will find em. Sniper Hideout Adds sniper post to "The Mall", W/mapmarker, home, workshop. SuperMutants have been found inside on occasion. Great Location. Barrett 50cals available there. Tenpenny Suite After Saving Megaton - Quest Allows you to have both homes. With linked Bobblehead stands. Separate Themes. So find the Gnome ! and get both homes :) and Tenpenny's 2 bore Elephant gun. I added a teleport marker to TP Suite balcony also. The Good The Bad The Ugly Outfit "GBU" Blondie's Outfit from "The Good, the Bad and the Ugly" Big dumpster right outside Silver's house in Springvale. Underground Hideout Quest. Bedroom, Bobble-head Display, Laboratory, Bathroom, Armory, Workbenches, Light Switches, Garden, Water Purifier, Wonder Meat Maker. De-Tox(Rads), Chems Sorter, Ammo/Explosives Sorter, Materials Sorter, Mannequins, Fish tank, Weapon Sorters, Katanas. USP, Silenced Glock, M4 EOtech, Marksmans Dream - Snipers Bliss. Outside Area, with Vertibird Drop, Guard Houses, Towers, Fences, Tents, Automated Cleanup and a New Guard for the Entrance, Food for them, all accessable thru the defence terminal. (build it) The new guard is quiet and just hangs around the Guarded Entrance once it is built, he has a PP-2000 and will not let the Enclave Enemies in, even if they breach the defenses, and kill off everyone else :) and fixed the pear tree I did. Vault 77 Vaultboy Puppet adds another Vault 77 item that can be found at the Barracks at Paradise Falls. On the shelf above the Vault 77 suit you'll now find the Vault 77 Vaultboy Puppet. All three included. They repair with BubbleGum now :) or Epoxy. Whitefang Grand Piano Used as the Centerpiece for the Presidential Rotunda, it is nice. Presidential Vault door and seal used for the Vault Exit of the Rotunda. Wooden Shelf reskin used on so dressers here and there. Spare Parts, Lockpicks, Pliers, Soldering Irons, switches. Used here and there. Recommended hardware: 3ghz+ Core2 E8400 - E8600 (fallout 3 does not like quad cores - nor can it use them!) Nvidia GTS250 SLI or newer (fallout 3 does not seem to like TRI-SLI or Crossfire 3870x2 duals in Crossfire X mode (4 gpu's), to many Gpu's) So stick with SingleNewer or sli crosfire the older stuff (make sure you have x16bandwidth pcie both slots, if it drops to x8 on duals you lost the benefit of sli...so go single in that case.) W7 64bit 8 gigs ram 4 gigs on 32bit OS Minimal: E4700 C2D @2.6ghz Nvidia 9600gt -(gets a little warm :) 2 or 4 gigs ram runs fine Requirements: ========== New Install of Fallout 3 to custom folder C:\GAMES\Bethesda Softworks\Fallout 3 Fallout 3 and ALL the DLC's Game of the Year CDset is best. (GOTY) Bethesda 1.7 patch (even if GOTY is v1.7 run the patch) - http://www.fallout3nexus.com/downloads/file.php?id=8216 ArchiveInvalidation Invalidated - http://www.fallout3nexus.com/downloads/file.php?id=944 FOSE - Fallout Script Extender v1.2 or 1.3 - http://fose.silverlock.org FOMM - Fallout Mod Manager v12.6 or newer - http://www.fallout3nexus.com/downloads/file.php?id=640 CALIBR 1.4 - http://www.fallout3nexus.com/downloads/file.php?id=3447 If you downloaded the DLCs, move them from: C:\Documents and Settings\Your User Name\Local Settings\Application Data\Microsoft\Xlive\DLC (Windows XP) or C:\Users\Your User Name\AppData\Local\Microsoft\XLive\DLC (Windows Vista & Windows 7) to C:\GAMES\Bethesda Softworks\Fallout 3 folder. you need to install FO3 here for best results... You can use Disable Live: Link: http://www.fallout3nexus.com/downloads/file.php?id=1086 to move the content. One way or another get it out of the Program files folder ! This mod can not be run thru windows live, GFWL must not run. Polly wont make MS very happy... It must be started with FOSE from the FOMM window. Install Game to: C:\GAMES\Bethesda Softworks\Fallout 3 (Game) If CD 2 gives you trouble (slow) run it from safe mode, disables windows encryption checking and installs fast. Install Patch to 1.7. Install FOSE. Install FOMM. (ArchiveInvalidation Invalidated) built in. Install CALIBR. Run the game to menu, and set your options, bail out do not start new game yet. (MUW) Unpack archive to folder of your choice. Pro - Copy the files and folders IN the My Utility World folder. Beginner - (NOT the whole folder. In the explorer window pick "My Utility World" folder then on menubar open "Organize" pick "select all" go back to folder hover mouse on blue highlighted items "RIGHT" mousebutton for menu choose COPY goto F3 DATA folder click on DATA folder. In right window you should see all the ESM and BSA files for fallout. Right mousebutton for menu in there, pick PASTE say yes to any and all overwrites. Phew...Done.) Pro - Paste it on top of the games DATA folder. OR - Use FOMM package manager "create from folder" top button dropdown choice, pick the My Utility World folder of extracted MOD. OK, Let it build the FOMOD, then highlight the My Utility World item and hit Activate. Yes to all the folder merges. Yes to any overwrite questions. Set up load order in FOMM. Load Order: Fallout3.esm Anchorage.esm ThePitt.esm BrokenSteel.esm PointLookout.esm Zeta.esm CALIBR.esm My Utility World.esm RRCompanionVault.esm (optional) MyUtilityWorld.esp RRoverride.esp (optional)' sign in Springvale. ** Known Issues or Bugs ==================== This mod uses heavily, very heavily, modified Vanilla assets, such as textures and meshes. So it's not exactly -new- new, but I think I've altered enough of the assets to make it stand out. The 'Red Dot' sight doesn't actually have a red dot. It's just a placeholder until I learn Glow Maps properly. History ======= 0.5 - 10/26/2009 - Initial release. 0.55 - 10/27/2009 - Added an initial texture. 0.65 - 10/27/2009 - Created scoped versions, integrated .308 version into main file 0.95 - 20/01/2010 - Updated meshes, skins, some small details. Better build quailty overall. 1.00 - 20/01-2010 - Added suppressed versions of all pistols. 1.02 - 21/10/2010 - Fixed the texture paths, integrated PipBoy icons. Contact ======= You can find me at Fallout 3 Nexus as EssGeeDee, or at this email address: fullmetalpatriot@hotmail.com Please, download and test it out. I'm powered by community feedback here, so constructive criticism is welcome! Credits ======= Thanks to: -neunen -Zeonic Glory (ZG) -Five_X -ecksile for giving me feedback as I began this project. and: -DarthAnubis -davidriggs For helping me decide which direction to take the weapon and project. and: -NosRhyfelwr For troubleshooting for me when my models had the wrong texture paths. Licensing/Legal =============== You can do whatever you want with this mod, but all I ask in return is that you give me credit and inform me if you distribute any part of this mod. Credit: EssGeeDee Permission to MOD by EssGeeDee via PM - Thanks ! freddy =========== Name: AC MRE Resource Version: 1.0 Date: 3/29/2011 12:44:31 AM Author(s): heavywaters Link: http://www.fallout3nexus.com/downloads/file.php?id=15948 Description: This is a model of a U.S. military MRE (Meal, Ready to Eat) as requested on the Nexus Mod Request Forums. This file consists of the MRE Nif, texture map DDS and normal map DDS. This is a modders resource, as such nothing is placed "in-game". Credits: Mesh converted from vanilla Bloodbag. Front label found on the Net. All other aspects were created by me. Licensing ======= This is a free to use modders resource. But PLEASE, if you use this in your mod, give me credit for my work. That is all I ask. -heavywaters "AC" Edit: fixed no mipmaps issue - added supersampling to textures. freddy Credit: heavywaters "AC" =========== Name: Alexscorpions Sniper Gear Version: 1.2 Date: 2/24/2009 Category: Weapons Author(s): AlexScorpion Source: http://www.fallout3nexus.com/downloads/file.php?id=4362 Description =========== This is the first part of my sniper gear mod. Adding 4 m82a sniper rifles. v1.2 adds 3 PP-2000 9x19mm AP SMG's also. Location ======== It is located in Germantown Police HQ in the basement at the shooting range .. now the main entrance is locked with 100 lockpick skill .. but if you go around you'll see another entrance on the 2nd floor in the collapsed section of the building . *** All at GT Police now. *** Details ======= Here are 4 sniper rifles that come in two colors and two variants .. silenced and unsilenced ... light and dark . Compatible with CALIBR and added ammo to the vendors .. you can buy it from Moira in Megaton , Flak and Shrapnel in Rivet city and Tulip in Underworld. Enjoy . A big thanks to Niftools team for the max plugins and the nifskope (Tazpn, Amorilia and Sacarrow ) Thanks to Tubal for his Community Ammunition Library - CALIBR mod The people at tesnexus for supporting me and giving suggestions . Thanks to Bethesda for creating Fallout. Thanks to TESNexus.com for the a one-stop-shop resource for authors and players. Thanks to LHammonds for the Readme Generator this file was based on. Credit: AlexScorpion =========== Arming Swords by Moraelin http://www.fallout3nexus.com/downloads/file.php?id=16493 Last updated at 13:59, 28 July 2011 Uploaded at 07:18, 24 July 2011 WHAT IT DOES It adds a couple of authentic broadswords from the European High Middle Ages, because if I'm going to play a Paladin Of Steel, I want a weapon fit for a real Knight Palatine ;) The weapons ARE powerful, but hopefully not over the top by the time you're level 30. All stated types are the Oakeshott sword types, in as much as I can judge what type a sword is. Bear in mind though that swords were not made identical, and there was no such thing as buying a "Type X" sword at the time. There were thousands of smiths across a whole continent and across several centuries, and pretty much infinite variation in the swords they produced. So if my Type X is half an inch shorter than your Type X, well, please bear with me. The blades are made of pattern-welded steel, a.k.a., folded steel, hence the pattern. A few were even made of imported Damascus steel, but most of the good swords were just folded steel. It was actually quite popular back then. E.g., the mention of a "wave sword" in Beowulf is thought to refer to the wavy pattern of folded steel. The hilts are rusty and stained and dull, but the blades are polished and oiled. No warrior worth his salt would go into battle with a rusty blade. And those who did, tended to not live long and prosper, if you catch my drift. They do have their fair share of nicks in the edge though, because they're weapons used in battle. The swords are: 1. Type X: Very similar to the earlier Viking swords. It is very broad, with a wide and shallow fuller. The fuller is in fact about half the width of the blade, and going almost all the way to the tip. It has a rather mediocre tip, and historical examples even had rounded tips, as this was primarily a cutting sword, not a piercing sword. This particular example has a blade about 30 inches long and a whole 2.4 inches wide at the base, but tapers to about half that before starting to converge into a tip. The combination of taper and distal taper makes for a centre of gravity quite close to the hilt, and a sword which actually allows more swift slashes than it looks. The hilt is a rather typical one, including a mushroom or "tea-cozy" pommel, albeit with a longer grip than historical ones, to acount for the Fallout animations and the fact that the hand moves back on the hilt in third person. I am making game swords, after all, not museum pieces, so they have to fit the game animations. 2. Type XI: It is more slender, with parallel edges, and a better tip. Ok, not MUCH better, but it's starting to show that fighting styles were starting to use thrusts too. The fuller still goes almost all the way to the tip, but is much narrower than Type X fullers. On this particular example, it's only about a quarter of the blade's width. This particular example has a blade about 36 inches long (these were cavalry swords) and 1.8 inches wide for most of its length. The hilt is the same as for the Type X above, and with the same caveat. 3. Type XII: Another tapering sword, although not as acutely as the later Type XIV, and with a very good piercing tip. With the increase in armour and reinforcements, it was obviously becoming necessary to use more thrusts, yet still be able to deliver a hefty slice against maille. This is probably the most archetypal "knightly sword", and of a size that made it a good weapon both on horse and on foot. This particular example has a blade about 32.5 inches long. It starts 2.1 inch at the hilt, but it tapers visibly from there. The fuller is long for this type, but not ahistorical. There are historical examples of such swords with a Type XII outline and an almost Type XI or even Xa fuller. The hilt has a straight "spike" cross and disc pommel, a fairly usual pommel for this type and not an unusual cross either. 4. Type XIII: The Type XIII is not a continuation of Type XII, but a parallel evolution, with a different philosophy in mind. While the Type XII was evolving in the direction of becoming better at piercing, the Type XIII essentially allowed harder hits with the edge, by having a hilt long enough to allow using a second hand on the pommel if needed. I.e., these are the first hand-and-half swords. (Subtype XIIIa even allowed normal two-handed use, becoming some of the first "great swords".) As a consequence of this focus on cutting not thrusting, Type XIII swords continued to have tips that were mediocre at best and often even rounded. The edges run parallel for most of the sword's length, which combined with the fairly wide blade, would allow it to pack a lot of momentum when swung with both hands. This is another blade considered nowadays an archetypal "knightly sword", although, judging by the relatively few specimens left, it seemed to be less popular than the Type XII swords at the time. This particular example has a 2.25 wide blade for most of its length, and about 32.5 inch long, and with a fairly typical fuller length for this type. The hilt has a fairly typical grip for this type, a little over 6 inches long, a disc pommel, and style 2 cross (a variant of the straight knightly cross where the quillons narrow down and then flare in width again.) 5. Type XIV: Flat blade that starts broad, but tapers strongly right from the hilt, to a very sharp tip. This is truly a cut and thrust sword. Some have shorter and somewhat broad fullers, some have twin narrow fullers that are even shorter. This particular example is the former type. This particular example has a blade about 27-2/3 inches long. It starts about 3 inch wide at the base, but it narrows down pretty quickly. The single fuller is somewhat on the long side for this type, but still in the very historical range. The hilt is a pretty typical one for this type, with a curved cross and a disc pommel. This time it's not too long, as for this type there are historical hilts about this long. 6. Type XVIIId: this is kinda the mean grandson of the Type XIV. It has a strongly tapering blade, with a nasty tip, and a thicker and stiffer diamond-section blade, although some still have very slightly convex faces. Unlike the other Type XVIII variants, the XVIIId has a long fuller, going almost all the length of the blade. This particular example has a blade about 35.5 inches long. It starts 2.1 inch at the hilt, but it tapers visibly from there. The fuller is a typical one for this type, as described above. The blade is slightly convex, but still mostly a diamond section blade. These blades have been mounted on almost any hilt type, though curved or twisted crosses seem more common than other types, so I gave it a curved cross and a disc pommel. You may recognize this blade as a less blinged-up version of the ceremonial sword from The Tudors. (Though you can get shiny yellow fittings like that one via the optional download.) Which is another reason why I gave it that particular hilt. Although no such sword of Henry VIII is actually in any collection or museum, the sword is nevertheless a historical blade type in use in that period. NOTE: According to some modern classifications, "Arming Sword" refers strictly to the knightly swords of the High Middle Ages (Types XI, XII, and XIII), and sometimes the term is used to mean all of the Group 1 swords (Type X to Type XIV) with lenticular blades and whose main goal is to defeat chain, not plate. However, historically, after the rise and spread of two-handed "longswords" in the 14'th century, the term "arming sword" was commonly used to mean any one-handed sword worn hanging from the belt, as opposed to the two-hander "longswords" which were hanging from the saddle for knights. I'm using this latter meaning for the name of the mod. OPTIONAL TEXTURES An optional download changes the pommels and crosses to shiny (but still dirty and tarnished) yellow metal. Brass hilts were favoured in the Renaissance in some places like Scotland because they're much more corrosion resistant than steel, and it rained lots. From the middle ages, we don't actually have brass hits, but we do have examples of "fire gilt" gold-plated hilts made for kings and nobles. There also is evidence in contemporary art of yellow metal on pommels and crosses, though we don't know if it was supposed to be brass, bronze or gold-plated steel. Take your pick. But if you don't want brass/bronze/gold on your hilt, you can just ignore it. If you do want it, you'll need to install the main file first, then unpack the optional file in your Data directory and confirm that you want to overwrite the existing texture files. RETEXTURING AND MODDING As most of my mods, it's designed for ease of retexturing, so the textures are separate pieces, and the mapping such that you can just swap in some other material. Essentially, if you have any other photo of a metal surface, as long as it's a power of 2 in pixels for width and height (256, 512, 1024, 2048 or 4096), you can just swap it in and have a blade in the metal of your choice. Ditto for the cross. So if you want a rusty blade or a brass cross or whatever, you can help yourself. The mesh pieces are separate too, somewhat like in Neverwinter Nights 2, so if you're not affraid to copy nodes around in NifSkope, you can mix and match. Think of them as Lego swords, basically ;) HOW TO GET IT Edit: Swords and their crates are in the Old Dojo from Some Katanas now. Moira Brown in the Craterside Supply has received a crate of these, God knows from where or who she sent on some deranged errand for them. You can buy your swords there. Or if you're the sneaky and unchivalrous kind, you can look for the crate in her shop and just steal them. Hint: look up. It'll be locked, but it's a very easy lock. A second crate has been placed in the Germantown Police HQ basement, in the little storeroom where you find a NukaCola Quantum. As you enter the kitchen where you saved Shorty from the supermutant, keep going forward and then look UP. It'll be a footlocker balanced precariously on the edge of the top shelf of some ruined metal shelves. You can't miss it, really. HOW TO INSTALL IT Search for "set bInvalidateOlderFiles=0" in your Fallout3.ini file and change it to "set bInvalidateOlderFiles=1", if you haven't done so already. Extract the archive, with directories, in your "Fallout3\Data" folder. Select it in the list of plugin files in the launcher. HOW TO UNINSTALL IT Delete the .esp file from your Data directory. Delete the MArmingSword directory in both the Meshes and Textures directories. CONFLICTS It shouldn't conflict with anything. LICENSE I release it in the public domain. You can do anything you wish with it. I would, of course, appreciate it if you give credit, but if not, so be it, I can live with that too. VERSION HISTORY 1.02: Added a second crate, for the unchivalrous types who nuked Megaton ;) Added a Type XIII sword Added a Type XVIIId sword 1.01: First FO3 Release Credit: Moraelin ========== Alien_Aroxy-11486 Alien Aroxy 1.0 Author: BEArbiter Link: http://www.fallout3nexus.com/downloads/file.php?id=11486 Adds an item (XX000ea8) to Alien loot, the item repair your armor and helmet by the alien epoxy formula. I repeat : this item REPAIR any armor like the alien epoxy does for weapons. Cheat or go to Mothership Zeta to find some (only in loot) or My Utility World armory :) This is not an Armor, it's an Item that repair armor like Alien Epoxy does for weapons (Aroxy stands for ARmor epOXY). Credit: BEArbiter ========== Name: Ammo Box Respawn, Enclave Ammo Box Respawn, Health_kit_and_toolbox_respawn (all Three) Version: 1.0 Date: 2/17/2009 Category: Gameplay Effects and Changes Author(s): buddah Source: http://www.fallout3nexus.com/downloads/file.php?id=4144 Description: Makes all loot ammo boxes respawn. Makes all loot Enclave ammo boxes respawn. Makes all loot Health_kit_and_toolbox's respawn. Details: While playing Fallout3 with Mart's Mutant Mod - Increased increased Spawns, I kept running out of ammo. This just makes acquiring more ammo without having to return to town or find a trader to buy it. Only the Loot Ammo Boxes are changed and set to respawn. Only the Enclave Loot Ammo Boxes are changed and set to respawn. Only the Loot Health_kit_and_toolbox are changed and set to respawn. (these are the ones bethesda prefixed with "Loot") look in geck. Thank you buddah, works well. Credit: Buddah ========== Arlix Flyable Pilotable Vertibird BETA Arlix with help from J3X http://www.fallout3nexus.com/downloads/file.php?id=13593 Uploaded 18:39, 14 July 2010, last updated 15:58, 22 April 2011 Arlix_s Pilotable, Flyable, totally awesome! VERTIBIRD! If anyone wants to use this mod feel free to use it in your mods. I would like credit where credit is due, otherwise feel free to go ahead. Also, if you need help with creating your mod using mine feel free to send me a message and I will see what I can do. Version 1.3.FIXIT is now released! this update should fix all the animation issues that people encountered in the previous versions. Version 1.3.FIXIT is the latest update and should cover all of the known bugs from v1_3. This is the full list of stuff that is in v 1.3.FIXIT: Fixed the vanishing vertibird mesh( hopefully, tested it over and over so it should work) First person view is brought up much faster to not break immersion. Animations added and now everything should work ( no more wobbling). Created new meshes and textures for the jumpsuit to be more personalized. controls : Now you can retract your landing gear with R When you have your landing gear out, you move twice as slow as you would without them! FIXED the descend button! now to descend come to a full stop, and PRESS C![/color]. When exiting the vertibird, the player is equipped with a helmet and jumpsuit instead of being naked. When exiting the vertibird, the player runs at normal speed the interior has been enlarged. The original "elasticky" controls by j3x have been changed to be more tight and fun! The 1st person view has been changed to provide a larger view area. How to use this mod? keep reading. Note: this mod uses the original j3x's vertibird mod controls and refines them for a more enjoyable experience, and J3x created animations and collision. Check it out at: http://www.fallout3nexus.com/downloads/file.php?id=13955 Requirements : You must have the latest FOSE installed, download it at http://fose.silverlock.org/ You need Broken steel Addon installed to play this mod or it will not even load!!! IT IS NECESSARY ! Without the Broken steel addon you will not have the: Interior ( will be functional but some meshes and textures will be missing) The first person cockpit (textures go nuts) The flamethrower weapon (leaves ! on the ground) About this mod This mod creates a pilot-able vertibird for the player to fly around in. with this mod the player can fly anywhere, and shoot anything with an array of weaponry from useful to exotic (read below). Also the vertibird acts as a player home, where he/she can sleep and store items. Instructions : When you first enter the game, you receive a remote control. Use the remote control to call the vertibird to your position, have room available. when you activate the vertibird, you have three choices: Drive Interior Dismiss controls : To exit the vertibird Press SPACE then E (or your activate) Key make sure to be at ground level first! To retract or deploy your landing gear PRESS R. YOU NEED TO HAVE LANDING GEAR OUT TO DESCEND! ALSO YOU MOVE FASTER WITHOUT THE GEAR! Movement in third person to go forward press W to go backward press S to go Up press Space while moving forward to go Down press C NOTE: To go up, press space while moving forward, you can not go up directly! To go DOWN, come to a complete stop, deploy landing gear and press C must have your gear out! Movement in first person Everything above still applies, but in first person you can strafe too to go Right press D to go Left press A Weapons Select your weapon using 1 2 3 Fire with the left mouse button Weapons ONLY WORK IN 1st PERSON and must be reselected each time you go to 1st person. 1. Vulcan Cannon description: shoots regular bullets at a very high frequency, good against everything. accuracy: average/good power: great rate of fire: excellent area of effect: low 2. Rocket Pods description: shoots large rockets at a target that explode on impact destroying everything. accuracy: good/excellent power: excellent rate of fire: low area of effect: high 3. Napalm Description: shoots compressed balls of fire great distances, that engulf the surrounding area and burn anything in their path. accuracy: good/excellent power: great rate of fire: average area of effect: medium bonus: leaves a burn on the area that harms people general instructions : to enter the interior, select interior on the menu. Broken steel is needed for this to work, if you don't have it I suggest not pressing it. Always back up your saves, and save constantly! crashes and glitches can happen! Do NOT quit the GAME without "dismissing the Vertibird by menu. You will be stuck with Keys remapped on your next load. Not good - goto a earlier save if this happens to you... Please give me feedback and rate this mod. Issues/Disclaimers 1. when Driving the 3rd person camera shifts to a center point of view, when exiting the camera changes back to default vanilla settings if you are using a mod that changes the camera view point I am sorry and I am working on making a compatibility patch for you. 2. Sometimes glitches happen! please tell me all the bugs you encounter. right now it seems that the biggest one is when you die in the vertibird, or reload a save, the camera viewpoint stays centered. there is one way to fix it and that is to enter and exit the vertibird once. 3. Must use F key for change view, should use E key for activate. 4. Even with 3xsli when running willy nilly all over I have to stop and park it, cause the Vidcards are HOT ! cant imagine what it is doing to low end video, ie: fly a little give it a break. I have no stutter tho. game on ultrahigh, grass off. 5. Fly it in 3rd smooth and no foot sound, 1st is for combat, must choose gun each time you change view, cannot fire or pick gun in 3rd, 1st can fly and shoot but it makes foot noise.. game engine ..no fix yet cept you can turn off footsteps in audio settings. 6. You can fast travel when piloting in first person inside the chopper. 7. Will NOT fly at all in GOD mode !!! Turn off TGM Before you enter vertibird. 8. The summoner is under AID section in pipboy top of list. 9. Dismiss vertibird, before you exit game or your keyboard settings will be WHACK on next game start. You will have to go to a earlier save to fix it ! 10. Sometimes when you exit you will fly straight UP ! And land on the invisible "VertibirdPlane" about a half mile up. console TGM before walking off edge, it along way down :) script of some sort, have not figured it out yet. Edit: E and space sends you flying, space and E does not. So hold space and hit E to exit. YOU HAVE BEEN WARNED!!! ====================================== -----------UPDATES----------- \ AUGUST 5 2010: version 1.3 released Total rewrite on the mod. JULY 25 2010: NEW VERSION IS RELEASED!!!! yay!!! NEW IN THIS VERSION: WEAPONS!!!! AND NEW CONTROLS! KEEP READING TO FIND OUT MORE!!! July 22 2010: Fixed a problem with the female character model, and combined the optional file and main one into one folder. July 22 2010: Hi everybody I'm Back to work, and expect some new versions coming soon, so check back once in a while. ======================================= LEGAL/LICENSING If you would like to use this or any other part of this mod please contact me first. EDIT: Upload permission : You can upload this file to other sites but you must credit me as the creator of the file. Conversion permission : You can convert this file to work with other games as long as you credit me as the creator of the file. Modification permission : You are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator. Asset use permission : You are allowed to use the assets in this file without permission as long as you credit me. Author notes if anyone wants to use this mod feel free to use it in your mods. I would like credit where credit is due, otherwise feel free to go ahead. Also, if you need help with creating your mod using mine feel free to send me a message and I will see what I can do. ======================================= IF ANYONE WANTS TO HELP OUT SEND ME AN EMAIL TO: ARLIX123@hotmail.com or notify me on fallout3nexus.com CREDITS: I would like to thank a few people that helped me out: Credits to SaidenStorm for his Akatosh Mount mod. (http://www.tesnexus.com/downloads/file.php?id=10819) to Oblivion. The reset.kf animation is from Drayk_Cannon's The Groovatron (http://www.fallout3nexus.com/downloads/file.php?id=3284) mod, I'm not sure who have created it. Credits to Backsteppo for creating driving animation for my Motorcycle mod, this mod shares the same driving animation. J3x - the brilliant mind behind the motorcycle mod, gave me a good foundation for this mod. Illyism- for his broom mod, and his wonderful code, (couldn?t have done it without him) calumm96 - for acting as a recruiter on my behalf, thanks for your hard work! Anyone else I forget to mention here, I'm sorry, but thanks' anyways! Credits: Arlix and J3X ========== Artillery Marker Gun Phitt http://www.fallout3nexus.com/downloads/file.php?id=1449 == Artillery Gun == This mod adds a BBgun that shoots target markers (BBtins) for artillery. Once you hit a target (living or dead NPC or creature) the marker will transmit the coordinates to the artillery. A few seconds later all hell will break loose. Better keep your distance. You can buy the gun and markers from Flak & Shrapnel in Rivet City (no conflicts new merchant crate.) Does not work in interiors for obvious reasons. = Permission = Do whatever you want with it. Credit: Phitt =========== Automat_-_Both_Ways_v1-0-14164 Author: Ez0n3 Modders Resource: Automat Both Ways Version: 1.0 Files: AutomatBothWays01.nif Description: The stock default "Automat01" only goes one way, "Open". Then it gets set to "Destroyed" in its script which means it can no longer be activated. Even if it could, the "Close" animation is missing (it's only 1 frame). The included Automat with both "Open" and "Close" when interacted with. - Default Automat Path: Meshes-Architecture-Urban-StreetDressing - You may use and-or modify and-or redistribute the included file(s) any way you choose* - credit would be nice. ;) * So long as it does not violate Bethesda Softworks copyright. Only used 1 of these so far - freddy - more later... Credit: Ez0n3 ========== Bobbleheads v2 Author: Arnold - MythicDawnAssassin UL Uploaded 05:51, 24 July 2009, last updated 02:01, 2 August 2009 Link: http://www.fallout3nexus.com/downloads/file.php?id=7990 Don\'t be so lame to use \'movetoqt\' :) So you want to collect all bobbleheads, but you don't want to use any 'put-all-the-bobbleheads-at-an-easy-location-mod'. This half-cheat mod will point all original locations of the bobbleheads, except for the medicine one in V101, on your map in the form of a quest. Now you don't have to endlessly wander the wastes! It may take about 30 secs for the quest to appear. Bobbleheads that are already collected will not be marked anymore and if you collected all 20, the quest will disappear again. Now get out there and collect! Version 2: On request in the comments I have found a way to filter the map markers. You can now find 4 'Bobble-Radars', which will act as terminals. Here you can choose which bobblehead you want to view on the map. Already found bobbleheads cannot be selected. As before the medicine bobblehead will not participate. The locations of the radars are: * Outside V101 on the rock with 'scenic overlook' * Inside Megaton house upsidedown above your bed * Inside Tenpenny suite upsidedown above your bed * Outside Vault-tec HQ It may take another 30 seconds for them to appear. They will all disappear once all bobbleheads are found. I hope this will speed up your search. Thanks to MythicDawnAssassin - Permission to use mod via PM. Credit: MythisDawnAssassin ========== Name: Bonds Animated Flag Author: Bond123 Link: http://www.fallout3nexus.com/downloads/file.php?id=12927 This makes an animated version of the games American flag available as a modders resource. No permissions are required for use of this resource. Credit: Bond123 ========== Booze_v1_1-10689 Name: Booze! Version: 1.0 Date: 1/5/09 Category: Quest/Buildings/Player House Author(s): RideTheCatfish http://fallout3nexus.com/downloads/file.php?id=10689 Description: This mod adds a small, locked shack in a far corner of the Capital Wasteland. Shortly before the bombs fell and wrecked radioactive hell upon the populous, it belonged to a rather shady fellow by the name of Frank. It is said that Frank just about had the city's alcohol trade under his thumb, and that the shit he brewed was legendary the world over. To learn what became of him, and, more importantly, to gain access to his house of wonders, the player is prompted to follow a series of basic, unscripted clues. Your quest begins with a note in the Muddy Rudder...on the bar. This quest requires basic knowledge of the Wasteland, and demands some patience. The payoff is a player house with a few unique utilities inside, including your own brewery. While the Point Lookout DLC is required, it is only for a few models. You will never have to travel to Point Lookout. Thanks -Dynastia for pointing out the flaw in the Distillery script. :) FIXED Start this during the Wasteland survival guide quest when Moira sends you to rivet city, and following in his footsteps sends you there also (do it all at once) replicated man quest is there also. (but it starts with the tape at moira's and talk to megaton clinic doctor). Credit: RideTheCatfish ========== Brahmin Dairy Products v2.2 Author: Smosh Link: http://www.fallout3nexus.com/downloads/file.php?id=3809 Description: Have you ever thought it strange that we had cow type creatures in Fallout 3 along with empty milkbottles and Brahmin Steak but no actual Brahmin dairy products? Well I did and it bugged me so much that I made this mod :) Brahmnin have 8 stomach compartments, twice as many as the cows of yesteryear. Because of the extra digestive processes, Brahmin milk is a yellow/green colour. Everyone knows that! Stories of mutant one-headed Brahmin surface from time to time and are always good for a story in bar rooms around the wasteland. Everyone knows that's crazy talk, though. Dairy Products: Milk: Brahmin are a source of milk that is like modern day milk, yet terrifyingly different. The milk is a yellowy green colour and can help heal radiation poisoning. Cheese: Brahmin milk is often used to make Brahmin cheese which also carries the same health benefits as the milk although to a lesser extent because of the processes it goes through. Smoothies: Brahmin Milk mixed with fruit or other products to make a delicious drink. Cheesecake: A scrumptious rich and creamy dessert dish. Details ======= Brahmin Milk: Restore Health 20 Restore Rads 40 Cost:20 Brahmin Cheese: Restore Health 20 Restore Rads 20 Cost:15 Brahmin Smoothies: Restore Health 30 Restore Rads 5 Cost 10 Brahmin Cheesecake: Restore Health 15 Restore Rads 15 Cost:10 Behind the Scenes ================= Products can be bought from Jenny Stahl in Megaton or Vera Weatherly and Angela Staley in Rivet City. Angela Staly does not sell milk or cheese. [edit freddy] I have gone ahead and built the Brahmin Dairy for Smosh it is in My Utility World main worldspace and a merchant - farmer to sell products to you. ToDo: Lessen the glow effect on objects Fix bottle meshes so that they don't look empty. Some of these mods may appear red in the GECK. This has something to do with Mipmaps which i don't fully understand. They will work OK in game though. -working on this myself...freddy- Update: textures are now dxt5 with mipmaps supersampling enabled. freddy -Done- Brahmin Farms - A small settlement producing all Brahmin products. -Done- Credit: A huge debt of thanks to neunan for his cheese mesh and texture - http://fallout3nexus.com/downloads/file.php?id=3884 Permission: Smosh OK guys. I'm just letting you know that I have removed Fallout from my HD and so this mod won't be updated in the near future. This was my first ever mod and I had a blast trying to figure out what went where and how things were done. Thanks for all your help. You don't need to ask my permission to use this mod but I'd appreciate a mention in any credits. If any one wants to look into the Brahmin Farms idea that would be cool. :) donedeal...freddy The vendors have a random chance of stocking any or all of the items so one day you might not find what you're looking for and a few days later they might have it. Your best bet for the cheesecake is to visit Vera Weatherly or Margaret Primrose & Moira Has a slice for you on the counter :) Credit: Smosh ========== Buildable Bots VERSION----> 0.3a CREATED BY-> Wilm0chimp This mod adds a new room to the Robot repair center near Canterbury Commons. Inside is the equipment you can use to create your own robotic companions, from scratch. Find robotic parts on robots you kill during your travels, and use them to create new ones. The equipment has its own documentation, and in the latest version I've included an audio readout that actually tells you what parts you are missing in order to build a new robot. Also, there is a teleportation facility, one unit is located in the robot workshop at the repair center, the other is located in a hidden section of the RobCo robot facility near Tenpenny tower. Its outside, near the main entrance - Ill leave it up to you to find it (protip: teleport to the area from the workshop, then find your way outside) Also there is a upscale robot workshop accessable from inside TPenny Suite and a quest to get it without blowing up megaton included with My Utility World. There is one new mesh for the coffee cups :) When spawning a robot, the robot pod door should open automatically. However sometimes it does not open at all until the player 'uses' the robot pod, opening its inventory. After this the door should function fine. Removing perks - Any mod that adds a perk (this mod autoadds a benign perk that runs in the background, "Robot Scavenger" you don't choose it as a level up option) it will cause your saves to crash if you try and remove it. The solution is to use the console to remove the perk. The console codes you need to put in are:- StopQuest xx000EBE player.removeperk xx0038D5 xx is your loadorder viewable in fomm this is in MY Utility World ESM. CREDITS & USAGE: Wilm0chimp. Feel free to do what you like with this. Credit is nice. A huge thank you to my voice actors. You did an excellent job. Robobrain - Greenwarden Protectron - vurt Sentrybot - Tyana Rie Mr Gutsy - Rao Also a big thank you to everyone who sent me voice samples, but they didn't get used. Even if they weren't used, I was still helped a lot by the various interpretations, ideas and effects. Credit: Wilm0chimp ========== Cheytac m200 intervention sniper rifle by enroger http://fallout3.nexusmods.com/downloads/file.php?id=15268 Uploaded 02:55, 6 November 2010, last updated 07:21, 23 November 2010 Incorporated into xCal Munitions Shop - by Request - freddy Update3: Optional esp adds the gun in game without the need to type the code via console,the suppressed and nonsuppressed,both wornout,does replace enroger's file when installed with fomm,don't use unless you don't want to use the console.Where is it?near the mall,mirelurks nesting hole,if you can't find just see the spoiler pics,in user section.I'm new to the geck and just put it in real quick.If you don't like the texture add any of the optional files or the texture from the main file. Update2: There is now a suppressed version of the rifle in the new file for your sneaky type, type "player.additem XX000ea8 1". The sound is mixed with real suppressed M200 firing footage found by Arthenon, thanks again mate. I've also beefed up teh suppressed fire muzzle flash, love at first sight/shoot guaranteed. Update1: The Cheytac M200 intervention now has a Desert Camo thanks to hallowedking's awesome work, big kudos to him! Just copy the content of the optional file into the M200's texture directory.Now with a stealth and digital desert camo.Stealth version has a forest green body,suppressor,and slightly darker scope,digital desert is for the body,scope,and suppressor.Check user images. Nice high poly M200 for your sniping pleasure, it fires .416 rounds, damage set a bit high but don't give me the "G" word. I made this with MMM increased increased spawn in mind, ever enter a area so thick with super mutants like they are attending some time square premier events..... I haven't placed this anywhere so you'll have to console player.additem XX000EA6 1 to get it Thanks to Earache42 and Alexscorpion for the M82a resources (clip, scope lens, sound file) I used in my M200. Thanks cloak174 for his intervention mesh that I modeled with reference to. Installation just copy everything into place, activate the mod in FOMM Prerequisite Calibr and xCalibr xCal Munitions Shop highly recommended as you'll need loads of .416 for this baby. This is my first mod, still not happy with the texture, if anyone knows how to make convincing wear-ed look please contact me, I'm a complete noob at it. Will try to make FWE calculate weight for some xCal rounds, wait for updates. Credit: AlexScorpion Earache42 enroger ========== CheyTac M200 Icon by STraNnIK http://fallout3.nexusmods.com/downloads/file.php?id=15732 Last updated at 01:57, 11 February 2011 Uploaded at 01:50, 11 February 2011 Its icon for sniper rifle CheyTac M200. This a first version and soon I made new version with normal hand. The icon in .dds, you can use it in your mods with my permission. I made it when download this mod http://fallout3nexus.com/downloads/file.php?id=15268 because I dislike standard icon for this rifle. OK by PM Thanks ! freddy Credit: STraNnIK ========== Colby East by sabat9 http://fallout3.nexusmods.com/mods/11106 Hey everyone, Sabat9 has given me permissions to continue Colby East - Movin on Up ! Working on some last minute details, I forgot to nav the inside silo stairs, removing some floatin LOD trees, and working on some bugs that were found by users. Also went thru the Mods that conflict with this area, received permissions on those also. So we can all just getalong :) Colby is the best canon FO3 structure I have seen, Thousands of parts meticulously pieced together in geck, must have taken a year ! Puts Megaton to shame. It is Large 4 cells in base area, uses alot of texture memory, so if you bring your private army wearing Hi Rez armor and weapons, expect the engine under the hood to overheat and blow... I will release as a updated addon, while I am working to get it ready to merge to muw. Colby East v3.5 - modified for MUW I will need feedback, on this one please, what it needs. And a BIG Thank You Sabat9 - Kudos VVVVVVVVVVVVVVVVVVVVVVVVVVVVVV Original Info - Beta and Final and Credits VVVVVVVVVVVVVVVVVVVVVVVVVVVVVV Colby East by sabat9 http://fallout3.nexusmods.com/mods/11106 Last updated at 12:28, 13 Aug 2010 Uploaded at 22:00, 3 Feb 2010 Some twenty years ago, a few of the survivors settling at what would become Canterbury Commons broke off and set out on their own. They did not get very far. Claiming a nearby derelict industrial compound as their own, this group of strong-willed individuals struggled to gain a foothold in the unforgiving wasteland. Through the years, the settlers fought and died, scavenged and traded for what they could use, and Colby East (a name randomly picked by a short black man named George) took shape and began to thrive. Mechanical ingenuity and hard work paid off, the people of Colby East would enjoy the self-sufficiency of their own power plant. Operation of the monstrous bellows allowed for the production of energy cells and various types of portable power packs. Industrious and thirsty members of the group fabricated a brewery, while others ventured out and staged bold raids on Enclave patrols, Talon Company Mercs, and whoever else got in their way. As you trek north across the wasteland, you look forward to finding this place, this impossible tower fortress rising out of the wasteland, dwarfing the gates of Megaton, offering shelter beyond the capabilities of Tenpenny Tower ...and you heard they have a shitton of beer. WELCOME TO COLBY EAST, A FULLY FUNCTIONAL, VASTLY EXPANDED, FLESHED OUT, POPULATED AND POLISHED FINAL RELEASE OF MOVIN ON UP: BETA. To directly quote the one and only Einherjar, author of 20th century weapons: Endorsements/Votes = Advertising! You most certainly never would have found this mod without endorsements (or votes); If you like what I'm doing and want to help others discover and enjoy this mod please remember to come visit us again and use the endorse button! ~This mod is supported by community feedback Thanks to everyone who has voted so far, you've helped keep Colby East in the spotlight! PLEASE LEAVE DETAILED COMMENTS IF YOU HAVE ANY ISSUES AT ALL, OR NO ISSUES AT ALL...I WILL BE PAYING ATTENTION AND FIXING ANYTHING THAT NEEDS FIXING...HELP ME HELP YOU HELP ME! ------------------------------------------------------------ For information on the progress of the original beta, more screenshots, and to read all the positive comments this mod has received so far, please cut and paste this link: http://fallout3nexus.com/downloads/file.php?id=5507 ------------------------------------------------------------ BREWERY FIX!!! Grab the Brewery Textures/Meshes Update file for the missing objects in the brewery. extract the data folder into your Fallout3 directory as per usual. This will fix the problem with the missing textures and meshes and allow you to fully operate the brewery! ------------------------------------------------------------ Part two of the 70's TV Classics line of Fallout 3 Mods. (see also Archie's Bunker)........ (Archies Bunker is where the Meathead Dead NPC reference is from) LOCATION: North of Canterbury Commons, east of The Temple of the Union. PURPOSE: A new building/location mod: Colby East, the tallest structure in the wasteland, and a hub of activity in the northeastern region. Travelers will find respite and comfort high above the strife and conflict of the hardscrabble lands below. ----------------------------------------------------------- Hello, and thanks for checking out my mod! The original version of this mod, Movin On Up:Beta, was released almost a year ago, and after a nice long break, I'm back in full force with what i believe to be one of the most unique locations on the Nexus. There are almost too many changes to list, but suffice to say, many hours were spent fleshing out the location, the NPC's, a new mini-quest, and everything else that goes along with that stuff. Here, though is a basic rundown of what you can expect to find at Colby East... -A fully self-contained community of interactive NPC's -Lots of player-owned storage and living quarters -The Hun, a local watering hole -A drunk asshole -A drug dealer -A Vertibird Landing pad, perfect for Enclave Commander -Automatic Defenses -An incinerator that burns junk and turns it into power cells -A Brewery where you can brew your own beer with the proper ingredients -A New Radio Station -Well stocked armory and provision stores -Awesome Views -A mini quest to help out the bartender -Vendors selling useful stuff -Idle Markers for your companions, outside The Hun -An NPC "area guide" who will tell you all about Colby East -Multiple Chemistry Sets -Consoles for Sun Systems Consoles ----------------------------------------------------------- OF INTEREST IF YOU USE THE EVERGREEN FOLIAGE MOD: There's a tree growing right in the middle of the ground level. Open up the GECK, and load Evergreen.esp as your active file. Go to wilderness cell 17,17 and pull the offending tree below ground level. Do not delete it. It should be pretty easy to tell which tree it is. ------------------------------------------------------------ Thanks goes to everyone who downloaded and supported my work on the Beta version! Thanks also to the Nexus team for their continued work on keeping this site running smoothly! Please do not use any part of this mod for anything else without my express permission. INSTALL: almost standard procedure, since I should have put the .esp file INSIDE the data folder...so you have to extract the .esp into your existing data folder, then extract the included data folder into your Fallout3 directory. SORRY BOUT THAT! %%%%%%%%%%%%%%%%%%%%%%%%%% Earlier Info %%%%%%%%%%%%%%%%%%%%%%%%%% Movin On Up BETA by Sabat9 http://fallout3.nexusmods.com/mods/5507 Last updated at 13:50, 5 Feb 2010 Uploaded at 4:08, 9 Apr 2009 VERSION 3.0 RELEASED 2/2/10 GET IT NOW! Cut and paste the link below! http://fallout3nexus.com/downloads/file.php?id=11106 Part two of the 70's TV Classics line of Fallout 3 Mods. (see also Archie's Bunker).............................. LOCATION: North of Canterbury Commons, east of The Temple of the Union. PURPOSE: A new building/location mod: Colby East, the tallest structure in the wasteland, and a hub of activity in the northeastern region. Travelers will find respite and comfort high above the strife and conflict of the hardscrabble lands below. ----------------------------------------------------------- GO TO http://s709.photobucket.com/albums/ww95/sabat9/ FOR MORE SCREENSHOTS! ----------------------------------------------------------- GRAB THE HOT GRILL FIX FILE, AND UNZIP IT INTO YOUR FALLOUT DATA DIRECTORY...THIS IS THE MISSING BIT CAUSING THE RED MARKER AT THE PATIO DINING AREA! ----------------------------------------------------------- OF INTEREST IF YOU USE THE EVERGREEN FOLIAGE MOD: There's a tree growing right in the middle of the ground level. Open up the GECK, and load Evergreen.esp as your active file. Go to wilderness cell 17,17 and pull the offending tree below ground level. Do not delete it. It should be pretty easy to tell which tree it is. ------------------------------------------------------------ ************************************************************ THE FOLLOWING WAS POSTED ON 4/23/09 AND IS NOT YET LIVE. I was hoping to get this out by this weekend, but i have way too much stuff going on... I just gotta put the finishing touches on everything marked below as FUNCTIONAL WIP, and I'll get this up on the Nexus. Go ahead and check out the beta if you haven't yet, and please rate/give feedback. I can make changes for a few more days before 2.0 comes out In the meantime, here's my update notes for 1.9 Name: Movin' On Up: The Saga of Colby East BETA Version: 1.9 Date: 4/17/2009 Category: Buildings Author(s): Sabat9 Source: http://fallout3nexus.com/downloads/file.php?id=5507 VERSION 1.9 UPDATE: Lots of changes made to the Penthouse Studio -furnishings -Clean water sinks -Radio Station! -NPC Brother Tavis -shifted the locker room to the top level of the interior, to better reflect the outside building structure Four new NPC's Stagger Lee (sniper guard) Billy (sniper guard) Ralph (sniper guard) Brother Tavis (Colby East Public Radio Program Director) Fixed George and Weezy, they shouldn't get stuck in tents anymore Fine Tuned NPC behavior in The Hun Fixed a blank space in one of the building models (not my fault, original model is flawed! lol!) Added an interior to the outbuilding that didn't have one Added The Brewery on the upper levels (finish beer dispenser) COMPLETE Implemented a functioning radio station, Colby East Public Radio FUNCTIONAL WIP (needs more pub domain songs) Added Meathead's (from the Archie's Bunker quest) corpse to Sick Bay FUNCTIONAL WIP (finish note-based "quest") Added a few new random statics Moved some of the vanilla mob spawns further away from the immediate area ************************************************************ Beta - early release info ************************************************************ Movin' On Up: The Saga Of Colby East (BETA) I've been sitting on this for far too long, so despite the fact that it's in a SOMEWHAT UNFINISHED BETA STATE, I feel that the mod would benefit by getting it out there now. Plus, it'll give you guys something cool to mess around with. here's a list of some of the FEATURES Player owned interior (The Penthouse) with labeled storage Clean water sink for drinking/refilling bottles Ample food stores Hot Grill: respawning container with BBQ'd goodies! Jerry Rigged Beer Cooler: at least two cases in there.. The Incinerator: turn useless junk into Energy Cells with the power plant's incinerator! Multiple Workbenches Sick Bay! "Local Color" NPC's..a crusty bunch, but they'll repair anything for the right price. Landing Pad for Enclave Commander flights Awesome Views ... please, leave a comment with what you'd like to see, or even better yet, contact me by PM if you think you'd like to work on this one with me. ----------------------------------------------------------- Some things to keep in mind: The basic layout and design of the main structure is pretty complete. I don't feel the need to change much in this department, other than maybe adding a better way to get up and down the structure faster. (elevator is an obvious choice for this, but jumping around is more fun) Would really like to work on exterior worldspace occlusion planes or portal-like functions to reduce lag when viewing/screen loading the structure from certain angles on the ground level. ---------------------------------------------------------- Despite the unfinished state, the tower is pretty functional as a base of operations/healing/recovery location. I highly recommend placing an Enclave Commander Radio Beacon on the landing platform. There is also ample local space to set up your village from The Settler mod, and the Placeable Equipment mods provide some nice extra defences and enemies. ---------------------------------------------------------- if you'd like to actually work on the nuts and bolts of this mod, send me a PM. If you just wanna talk shite about it, that's fine too. No part of this mod may be used without permission. ENJOY! OriginOFPain ========== ENS Liberty Submarine Author: Titanium 360 http://www.fallout3nexus.com/downloads/file.php?id=11445#fileanchor Uploaded 09:03, 27 February 2010, last updated 09:22, 11 June 2010 This mod adds an Enclave Sumbarine to the middle of the potomac, just across the water from project purity. Please note that this is my first mod and is still a work in progress so go easy on the criticism. REQUIRES:- All DLC (yes I know , Bummer for people who dont have) Recommended Mods:- "Friendly Enclave" http://fallout3nexus.com/downloads/file.php?id=2509 "PureWater" http://fallout3nexus.com/downloads/file.php?id=2599 These mods are not needed but are recommended. V2 updated and now available. You may use this file for whatever just be sure to give me notice and credit. Credit: Titanium 360 ========== Eradicator Heavy Autocannon Link: http://fallout3nexus.com/downloads/file.php?id=6110 Author: Designed by Mashadar and implemented by metalfreak_42 Eradicator Autocannon built to provide heavy duty saturation and suppression fire for those large encounter mods when you just need to lay the smackdown. Carries 9 40mm high explosive shells in a drum magazine. 40mm NUKE version also. Hint: A note clue in the Super Duper market will lead you to a place in minefield where you can find the autocannon and manufacture more shells for it. http://fallout3nexus.com/downloads/file.php?id=6110 Credits: Model by: Mashadar .esp by: Mashadar and Metalfreak_42 Eradicator Autocannon Retexture Retexture by: Koutetsu - Only autocannonbarrel_n.dds used here. http://www.fallout3nexus.com/downloads/file.php?id=11503 ========== Fallout Ammo Pack Author: Gennie v.1.4 http://www.fallout3nexus.com/downloads/file.php?id=10524 Uploaded 14:48, 24 December 2009, last updated 08:10, 1 November 2010 I did this mode in exchange text CALIBR(Community Ammunition Library) This mod adds bullets and sleeves for all fire-arms in game. Also adds the most popular ammunition for other plug-ins. Now in VATS, shooting for example from 10 mm pistol it will be visible not a rifle bullet, a bullet corresponding to the weapon and certainly a sleeve to a bullet. The list of the added ammo: For rifles: 4.7x33 mm Caseless 5.45x39 mm 7.62x39 mm 7.62x54R mm 7.92x33 PP Kurz 9x39 SP-5 9x39 SP-6 armor piercing .300 Winchester Magnum .303 British .338 Lapua Magnum .50 BMG 12.7x108 mm For pistols and submachine guns: 5.7x28 mm FN 7.62x25 mm 9x18 mm 9x19 mm 9x21 7H29/SP-10 .357 Magnum .357 SIG .45 ACP 14 mm (14 mm Pistol) .50 AE HN Needler Cartridge (Needler Pistol) Others: EMP shotgun shell(from Fallout Tactics) 40mm Grenades The mod is compatible with CALIBR (Community Ammunition Library) Also adds some nice Ammo Boxes. Credits: Mod Author : Gennie (plugin file, textures) The basic models of bullets and sleeves "Shells and Slugs Modders Resource" author ODIN_ml (Original files http://www.fallout3nexus.com/downloads/file.php?id=4542) Some textures are borrowed from - GSC Gameworld (S.T.A.L.K.E.R.) - texture 357 Magnum ammo box from "Dan Wesson PPC 357" - Author Ne$ter ========== Fallout Food v1.5 By Coleen Link: http://www.fallout3nexus.com/downloads/file.php?id=6338 Uploaded 21:20, 13 May 2009, last updated 12:47, 8 May 2010 Mutfruit plants have begun sprouting in the Wasteland! They may also yield mutfruit occasionally when harvested, and should regrow after three days. There are also urns of Radium Roast coffee located at several locations, including the player's house in Megaton. Activate an urn with a coffee cup in the player's inventory to receive a piping hot cup of coffee. Or, if that's not enough caffien for you, activate the urn with a coffee pot for a larger dose. Now added: the ability to get a cup of espresso roast, if you can find a can of espresso to fuel the coffee maker... Licensing/Legal This mod is free to modify and use. Please give credit where credit is due when using assets from this mod in other releases. Credits neunen for the cheesewheel, originally used by Smosh in Brahmin Dairy Products ThomasGideon for the full coffee mug, new coffee urn textures d_ivanov for his mutfruit plant meshes/textures CevSteel for his tin of Cup 'A Joe Coffee meshes/textures I used the full coffee cup meshes/textures and coffee urn & Mutfruit plants Credit: Coleen neunen ThomasGideon d_ivanov CevSteel The Fallout 3 community for inspiration as well as help and advice. ========== FireAxe - neunen's fire axe v1.0 And by that I mean a fireman's axe, not a flame axe ;) Link:http://www.fallout3nexus.com/downloads/file.php?id=4179 -talkie hooray, my first ever 3d model AND FO3 mod. I meant to release this a little while ago but got caught up with some other stuff. -usage feel free to use any of my stuff for anything you like whatsoever. credit would be nice, but its your karma. cheers, neunen Credit: nuenen Thanks for the Cheese :) freddy, used in brahmin products. ========== Followers fixer 3-3 hereticus http://www.fallout3nexus.com/downloads/file.php?id=12274 Uploaded 01:45, 19 April 2010, last updated 02:27, 24 March 2011 FOLLOWERS FIXER v3.3 is released ! (see the new video , it work realy perfect now due to a complete script modification And the customs followers will be supported too !!!!) (NEED FOSE 1.2 to work ). Log : 3.3: The script can now be triggered manually even if a controller is plugged in ( thanks to Gets Shot ). Fixing followers issues. -follower stop wearing sometimes weapon on his wrist. -follower follow you in every places ( because for some peoples followers don't follow you in history museum for exemple ) -follower don't get lost , when the follower is far as 30 units ( unfortunatly i don't know what is a "unit" in metres or feet .. ) , he will respawn next to you. -If the follower get lost or have the wrist bug again ( it seems to be completly fixed but .. in case of .. ) press O to teleport and reset your followers next to you ! Since the release 3.2 , this mod support also the customs followers that you add to the game. How it work : -When you launch the game for the first time , wait about ~ 5 sec and the mod will add to you 10 "Follower fixer unit". -Go in your custom follower inventory and simply add 1 ( AND ONLY 1 ! ) follower fixer unit. -Now your follower is fixed for all the bugs tolds before ( watch the video ), and if you press "o" he will spawn and reset next to you ! DON'T USE THE FOLLOWER FIXER UNIT WITH THE VANILLA FOLLOWERS !!! (they are all already fixed by this mod ^^.) For next version : -Control if the follower already have a follower fixer unit (in this case , prevent the player to put more than 1 follower unit in the custom follower inventory ). -Control if the follower is vanilla follower (in this case , prevent the player to put 1 follower unit in the vanilla follower inventory ) Please : Don't be rude but if you see issues , tell me in the comments. Thanks to endorse my mod if you like it , to give me motivation to keep working on it. Credits : Hereticus : codding and research. Gets Shot : For good advices and testing / and made my mod usable with controllers. }{ellKnight : Autor of garu ( GARU - Gnome Ammo Refill Unit ) , he give me the idea of using the follower like a container and hollowed me to use a part of his code. Credit: Hereticus ========== Ghosts KaylaKaze http://fallout3nexus.com/downloads/file.php?id=1328 Uploaded 13:13, 12 December 2008, last updated 13:29, 12 December 2008 Description This is mostly a modder's resource. It provides effects and scripts for ghosts. Also included are a ghost mole rat, ghost feral ghoul, and ghost NPC ghoul as examples of how to use the ghosts. When killed, ghosts explode and don't leave behind a corpse. This is done using the destruction data (for those who want to make new ghosts). The scripts show that the ghost should drop ectoplasm when killed, but they don't. It seems the disable from the destruction prevents the OnDeath script from running. History 0.1: Initial release Contact KaylaKaze on Fallout 3 Nexus Credits Thanks to Bethesda for finally getting the GECK out. Licensing/Legal You can do whatever you want with this mod but all I ask in return is that you give me credit if you distribute any part of this mod. Credit: KaylaKaze ========== Ghogiels Necronomicon by Ghogiel http://fallout3.nexusmods.com/downloads/file.php?id=13435 Last updated at 18:08, 5 July 2010 Uploaded at 18:06, 5 July 2010 Ghogiel Morphed Necronomicon Model & texture: Ghogiel Necronomicon Book as seen the evil dead films. With morph animation I didn't set it up like I did for oblivion, There isn't an animation sequence to call, so it plays as a looping idle no matter what. I suppose I could make add in the neccessary blocks and set a animation sequence to be called on a scipted condition or activation. But for now it comes "as is". Permissions: Free to use in any game mods, under the condition that credit for creation is given. Not to used in any commerial projects. ========== Name: Havok friendly Nif's Modders Resource Author: Chucksteel Version: 1.0 Date: 06/18/10 Category: Modders Resource Various things :) I'm releasing all DCInteriors Havok Friendly nifs and Many more done by request. There is a total of 186 nif's to date. Added Havok collisions to all 186 in game Items including Bobbleheads, TV's, Typewriters, picture frames and many many more. Also, changed the collision on the Vault sink so, now you can put dishes into them. Special thanks to Miss Sparkle for retexturing the Tennpenny Vase. Link:http://www.fallout3nexus.com/downloads/file.php?id=13154 Credit: Chucksteel ========== Ion Cannon Beacon ASAT Defence v1.0 By TheTalkieToaster http://www.fallout3nexus.com/downloads/file.php?id=1455 ----------- DESCRIPTION ----------- In 2077, the US Government finished it's ASAT Defence network, and... Aw screw it. There's no background. There's just 20 Ion Strike Beacons for sale at Craterside Supplies- drop one to call in an Ion Cannon strike on it's location. Just be sure to stand well, well back. Edit- Doubled timer to give you time to get back. ------ USEAGE ------ Drop beacons from inventory outside to trigger. No, you cannot call Ion Cannon strikes down indoors. ----- NOTES ----- Inspired by Phitt's Artillery Marker gun: http://www.fallout3nexus.com/downloads/file.php?id=1449 Do not reupload without permission. --------- CHANGELOG --------- 1.0- Initial release. Credit: TheTalkieToaster ========== Kikai's Equipment v2.0(3.24.2009) Author: Kikaimegami Link: http://www.fallout3nexus.com/downloads/file.php?id=4616 Contents: - Description - Special Instructions - Location - Installation - Known Issues/Bugs - Credits - Contact - Permissions/Legal/Etc. Description: Zoe's Fabulous Fashions is just west of Megaton and should be marked on your map as a discovered location that you may fast-travel to. A map is included in this archive to help you locate it if you're having trouble. New clothing, armor, and accessories are sold by Zoe. She stocks a few new clothing pieces, a new set of Power Armor, Night Vision Goggles along with other new headgear, and other accessories. There is also a tankless, gloveless Shishkebab for sale. Improvised junk weaponry is sold by Rachael. Included are clutter items that can be used as weapons, such as rakes, spatulas, mailboxes, and many more. A wearable Traffic Cone hat is also available. Dhev sells jewelry, collars and necklaces. The necklaces he has for sale cover the neck seam. Special Instructions: The Night Vision Goggles and UV Night Vision Goggles can be turned on and off. When equipped, they will add a consumable item (NVG Toggle On/Off) or (UNVG Toggle On/Off). Using this item will turn the goggles on or off, depending on their current state. This adds two of the item, so you may hotkey it. Note that unequipping them will remove the hotkey as well. There's a variety of glasses for sale which are basically copies of those that can be found in the vanilla game. This was done to make it so you can wear these with other items (such as masks or the eye patch). Since this is an equipment mod, the vanilla glasses remain un-edited. Location: West of Megaton, not far outside the city walls, just beyond the overpass. The location is pre-marked on your map. In this archive you will find a file called kikaiEquipment-LocationMap.jpg which will show the location. If you're a filthy cheater, you can also find all of the vendor chests in testQAitems (coc testQAitems), (coc megatoncommonhouse) to get out. UF3 Body Patch by SickleYield, available here: http://www.fallout3nexus.com/downloads/file.php?id=4626 Collar and necklace meshes, by Kikaimegami for Oblivion, converted for Fallout 3 Unless noted here, all meshes and textures, by Kikaimegami, in most cases using Bethesda assets. All scripting, dialogue changes, and other in the esp, by Kikaimegami The Cigar mesh is adapted from the Wearable Cigarette mesh, by GodofAlcohol, available in WEARABLE Cigarettes. http://www.fallout3nexus.com/downloads/file.php?id=1930 Heart pendant and texture for the neckseam necklaces, by Petrovitch, converted for Fallout 3. Chain and Collar textures, by AlienSlof. Awesomefied Plasma Rifle mesh used in Suzaku, by MadCat221 Thanks to the following members of the Official Bethesda Forums for their input, bug reports, and ideas: Col. Ivan Noble, YX33A, Tyana Rie, Vincent Crimson, Demoche, Moonmover, PsympleJester, MystykStar, Aquan, SickleYield, Smert, Aventhorn, Urge, Lucien834, Expersate, GrayeWolf, MadCat221, Mujica. Thanks to SangRahl for the Bandit Mask idea. Thanks to my beta testers: AlienSlof, Tyana Rie If you've contributed to this mod in any way and have not been included in these credits, please contact me! This mod lovingly created with: Blender 2.47 Blender NIF Scripts v2.4.3 Nifskope v1.0.18 Adobe Photoshop CS2 Contact Kikaimegami (daedra@kikaimegami.com) You may reach me via PM at Fallout3Nexus or the official Bethesda forums. I use the name Kikaimegami. Permissions/Legal/Etc. : You may use any art assets contained within this mod save for the esp file itself as long as credit is given to myself as the original author of this content. If you wish to include this weapon within your own mod, either compilation or the like, I ask you to please copy the data over from my esp. This includes merging.. I only wish for the esp itself to not be replicated and redistributed, but you are free to copy the information contained within. I do ask that if you wish to use any of my resources that you contact me. Permission will most likely be granted, as I allow free usage of my mods as long as credit is given, but I do like to know what projects my work is going into. Credit: Kikaimegami Thanks ! freddy ========== Name of plugin: Lady Li - Can resource 01 Version: 1.0 Release Date: 2010-02-02 Category: Modding-resource Authors: Lady Li - A project by Kagrenacs Gilde Adds 5 different new Food Cans (rusty container) available as Modder resources. Link:http://www.fallout3nexus.com/downloads/file.php?id=11091 Name of plugin: Food in a can Version: 1.0 Release Date: 02/10/2010 Category: Modding-resource Author: Lady Li Size: approx 18 MB Source: www.ei-der-zeit.com Link:http://www.fallout3nexus.com/downloads/file.php?id=11183 Description: 32 new cans: each sort of food got a separate one as container styled with typical patterns of the 50's (high res textures). Also includes a sorter script. Credits: My / Our thanks are due to: - Bethesda for the Fallout 3 game and the GECK Construction Set - Nfckitten for the bullet.nif which I overworked as a base for this resource - The Ei der Zeit community for their enthusiasm, their shared joy in our common hobby and the great perpetual mutual support. Lady Li - A project by Kagrenacs Gilde - I thank you... Credit: Lady Li ========== Landscape Texture Pack 1 Author: Harry Luck - Link:http://www.fallout3nexus.com/modules/members/index.php?id=1285368 Landscape textures i've created for a mod i am currently working on includes Base (some have alpha)/ Normal (with spec alpha channel) (_n) / Height (_p) all in ready to use DDS format :) Link:http://www.fallout3nexus.com/downloads/file.php?id=6906 Credit: Harry Luck ========== Legendary Pimp Pals - Formerly George The Pimp Link:http://www.fallout3nexus.com/downloads/file.php?id=13038 Author: Chaos Theory and Jamo12 V 1.45a Ever wanted to have a Pimp companion? Ever wanted to have a friend in a cool suit fighting by your side? Well here's your chance with George "The Pimp" Gravarno! But where would a pimp be without Ho's? Krystal and Misty will never leave his side and will fight to protect him. They are in Megaton Player House and will travel to Moriarty's Bar on your first entrance and wait there if not Interacted with. Permission to mod granted by Jamo12 via PM. Used his follower script and quest as reference on my followers I made also. THANKS! His character is special - unique. Please Endorse this MOD on his page. http://www.fallout3nexus.com/downloads/file.php?id=13038 Credit: Chaos Theory and Jamo12 ========== Liberty Dollar Silver NEW Currency plus Gold Bars Bullion Author: Mark N and sparky84 Link:http://www.fallout3nexus.com/downloads/file.php?id=5476 This mod adds the liberty dollar to the wasteland. Also gold coins and bullion. There is a safe now in the megaton player house with some silver eagles. Also in the Megaton Men's restroom there is some bullion to be found.I have added two safes at behemoth locations one in capitol building the other at evergreen mills. you are going to have to earn the rest of your gold by fighting and hunting for it. You have 20-30% chances to find them : Enclave coins : Enclave npcs, Enclave chests. Gold bars : Enclave chest, safes US Indian coins : Talon npc's, safes Julius Caesar coins : Safes Silver Dollars : here and there Rumors of a federal reserve bank in the DC area... also MUW Government emergency supply crates about. please watch the video http://www.youtube.com/watch?v=FywT-txGuss Permission to mod given by sparky84 via PM. Thanks ! Credit: Mark N and sparky84 thanks to MJY - Mighty Joe Young Link:http://www.fallout3nexus.com/downloads/file.php?id=7242 used his gold bars and coins in this mod credits xoovermindox ========== LOD Generation Essentials Pack-13676 Name: Chucks LOD Generation Essentials Author: Chucksteel Version: 1.0 Date: 07/20/10 Category: Modders Resource Link:http://www.fallout3nexus.com/downloads/file.php?id=13676 This Modders resource is made in an attempt to relieve some of the frustration many modders have when trying to generate LOD. I've packed up all of the necessary files into there correct file paths and, formats for LOD to work . I'm also going to try to give an easily understandable explanation on how to run through the LOD Process. Starting with where to install these files on to how to run through the process itself. Explaining errors and, how to translate them, explaining one very important step, many people overlook. Finally telling you what files need to be included with your mod for your new worldspace to work properly once you've distributed your mods. Credit: Chucksteel =============== License/Legal: =============== Free use, This file is provided as is and the author holds no responsibility for anything that may come to happen from using this file. ========== LOD_Markers_v1-0-14164 Author: Ez0n3 Modders Resource: LOD Markers Ez0n3s Modding Resources Version: 1.0 Link:http://www.fallout3nexus.com/downloads/file.php?id=14164 Description: Some markers that help in making worldspaces without generation LOD (level of detail). These can be used to determine in-GECK, what will be visible to the player at any given point. - You may use and/or modify and/or redistribute the included file(s) any way you choose * - credit would be nice. ;) * So long as it does not violate Bethesda Softworks copyright. Credit: Ez0n3 ========== Log Fort Resource Author: cpocurtis http://www.fallout3nexus.com/downloads/file.php?id=13849 This is a modder's resource, Log Forts built and turned to SCOL's. Credit: cpocurtis ========== Mancers Talon Armor by Mancer http://fallout3.nexusmods.com/downloads/file.php?id=16980 Last updated at 16:07, 2 November 2011 Uploaded at 16:02, 2 November 2011 Talon Armor v1.0 By Mancer First, I would like to thank Bethesda for making the game and Fallout 3 Nexus for it's existence. Time for Talon Company to change their look from that dull black. So what I did is making 3 headgears, Backpack and an armor using dragonskin armor pieces from antistar: DragonSkin Tactical Armor http://www.fallout3nexus.com/downloads/file.php?id=10183 Excellent work from him so many thanks allowing me to use his work. I did not add any other pieces to the armor because if you enter a place crawling with talon mercs the hardware has already much to do. More detailed armor would mean higher pc load resulting maybe in crashes. You will not find an esp here, I only give you mesh and texture files adding them to the game is your job. The 1 and only reason is that I will not make a mod that conflicts with others. I provided helper images for you that show my setup of the armor. How you do it is up to you doing as replacer or not. It is easy. Note: I used a leveled item to give a random headgear with these 3 pieces and a chance-to-none of 30%. Meshes are a bit corrected also UV maps where needed. If you use this in your own mods give credit for the people who made all this. Textures and fonts used here are game content and free downloadables from the internet. Any comment is welcome tho i do not visit the site every day I will look back ;p Have much fun! Credit: Mancer antistar ========== Metal Crate Mod Author: Zalpha Link:http://www.fallout3nexus.com/downloads/file.php?id=10399 Meant as a modders resource and created for the FOOK2 Site computation. I turned big Metal Crates into usable boxes (containers). Rather than replacing the games already placed boxes. I created a new "crate" object, using the empty metal box as reference, and then changing the mesh to the big metal crate. I then named it, add a crate opening sound, placed it and tested it out. It works perfectly, I then went back and removed the test object. I created 3 unique textures for them and used nifscope to change the textures and saved the new crate variants. This is more of a modders resource, they can take the defaults games crates and attach or change them to being the new crate type. I noticed that boxes have packages attached to them which will spawn the contents, I didn't create any package, but any of the games or other mods packages could be attached onto them. Credit: Zalpha ========== More Shells HeroinZero http://www.fallout3nexus.com/downloads/file.php?id=2097 Extreme - 5 min and 400 shells... Standard - 3 min and 100 shells... Uploaded 19:12, 23 December 2008, last updated 19:45, 1 May 2009 - Shell Life Time - 5 sec. > 180 sec. Shell Max Count - 25 > 100 - --------------------------------- YOU CAN DO WITH IT MOD EVERYTHING, UNDER THE CONDITION THE MENTION OF MY AUTHORSHIP IN THE DOCUMENTATION --------------------------------- Credit: HeroinZero ========== Last updated at 08:53, 5 September 2011 Uploaded at 08:49, 5 September 2011 Megaton World 00 Point (ver1.1) Author : hdela http://www.fallout3nexus.com/downloads/file.php?id=16742 This is MOD to go to coordinates "0,0" of Megaton World. NPC which disappeared from Megaton Town is collected there. Please return to the town after talking to Missing NPC. (You must wait until Missing NPC begins to move to the south.) Missing NPC is returned to the town through the underpass. (While you don't notice) ---memo--- When I went to meet "Missing NPC" over the wall of Megaton, they were standing on the edge of "Cell 0,0". (WIKI : http://fallout.wikia.com/wiki/Recovering_missing_non-player_character_in_Fallout_3) However, when I landed on "Cell 0,0" using command "coe 0,0 (point 0,0 x2000 y2000)", they had gathered around me. Also when a door is set to the arbitrary places of "Cell 0,0" and Player uses it, the same thing happens. I do not know why it becomes so. However, I thought that I would use this phenomenon. ---caution--- When you have gone to already meet them over the wall of Megaton, their coordinates will be decided at the time. Therefore, they cannot be gathered in "Point 0,0" using this MOD. Next when they disappeared, you'd be able to use it. Author : hdela This mod was built with GOTY edition, however I believes the mod will work without DLC. Location : The entrance to this place is in Megaton Town edit: Mens Restroom now freddy. v1.1B : Open type. A surrounding situation is intelligible. When rescue of "Missing NPC" goes wrong, there is also the method of jumping over a low wall and going to meet them. v1.1 : Dome type. Finalized the Navmesh. v1.0 : Dome type. First MOD. Enjoy! by hdela Credit: hdela ========== My Mansion Author: Ez0n3 Modification: MyMansion Version: 0.3 (Beta) Development Time: 8 Months Link:URL: http://www.fallout3nexus.com/downloads/file.php?id=11852 Description: Best House MOD on the Planet :) freddy This is a large player house / home with tons of elbow room, containers and clean water. This is my first mod for Fallout 3 and the first time I've modded for the Gamebryo engine. First time working with Blender and NifSkope as well. I have modded some stuff for id Software games (Radiant) and FarCry - so I have a decent understanding of the mechanics behind editors. I really didn't think this out as well as I should have, although I like where it is. SE of Dunwich it is. Fix this, fix that. Realize 6 months just passed on a project I thought would take a few days. To summarize it into a single sentence: This is what you would get if you combined Dukov's place with Oasis on Tenpenny's budget. The acquire quest is pretty simple and short, it's my 1st quest - what can I say :P. If you buy your way in a full price, it's super short - not really worthy of the "quest" title (helps with debugging though, or if you've done the other parts over, and over, and over... :P). I recommend NOT trying to get in for free if you want something to actually do during the quest. As it stands, if you kill the guard - you're pretty much screwed. Load a previous save. Permission: To use Mod OK by Ez0n3 via PM. Can I use the files included with My Mansion in different mods? Yes, you can use any part of this mod* for any thing so long as you are NOT charging people to use what you make with it. If you DO charge them, then some kind of royalties would apply (contact me). Credit would be nice :) * The voice files (.LIP & .OGG) included with this mod can only be used in other Fallout 3 mods! If you use them for any other purpose, Beth has the right to sue your a$$ off! * You must get permission from the respective author to redistribute any resources provided by anyone listed in the credits. Credit where credits due. Credits: Bethesda for Fallout 3 Ez0n3 for My Mansion best house ever made. Malo for the animated fish from his aquarium: http://www.fallout3nexus.com/downloads/file.php?id=6263 Umpa for the dance and pose animations: http://www.fallout3nexus.com/downloads/file.php?id=634 Backsteppo for the "Some Poses" animations: http://www.fallout3nexus.com/downloads/file.php?id=1391 guerrerodelyermo the "Action Poses" animations: http://www.fallout3nexus.com/downloads/file.php?id=9857 AndyW1384 for the "Mannequins" mod: http://www.fallout3nexus.com/downloads/file.php?id=2060 Credit: Ez0n3 ========== Name: Portable Distilling Lab Version: 1.0 Date: 8/1/9 Category: Gameplay Effects/Changes Game: Fallout 3 Requirements: Win-Zip, Win-Rar e.t.c Author: Stewb Source: http://www.fallout3nexus.com/downloads/file.php?id=4822 Description: Portable Distilling Lab to makes most alcohol available in-game, Nuka-Quantum and Purified Water Details Lab Kits can be found at Moira Brown's or Lydia Montenegro's shops. Vodka, Whiskey, Scotch, Beer, Scumble, Nuka-Cola Quantum and Purified Water can be made. Note: To make Purified Water you will need to complete the quest "The Waters Of Life" Contact You can find me on Fallout3Nexus as 'Stewb', alternatively you can email at: stew1409@yahoo.co.uk Credits: Thanks to LHammonds for making this Readme Generator. Jerethi50 for making the Havoked GECK. Tools Used Readme Generator - http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp Licensing/Legal: You can do whatever you want with this mod, just remember to credit me if you put it in one of your own mods. Credit: Stewb ========== Portable_Turrets_and_Barricades-2791 Uploaded 18:16, 7 January 2009, last updated 12:09, 27 January 2009 Author: Diernayr Link: http://www.fallout3nexus.com/downloads/file.php?id=2791 Description: Adds portable Turrets and Barricades to the wasteland Features: 4 portable turrets that will attack anything hostile to the player faction 4 portable sandbag barricades Location: The Items can be found in the RobCo factory parking lot (north-east of Tenpenny tower) Also in the Emergency Government Supply Crate in Armory/Workshop MyUtilityWorld - outside Rotunda. Instructions: Activate while sneaking to pick up the items,a misc item will be added to players inventory, portable turrets and portable sandbags.(these are the activators) Place Activator on the ground looks like a book (green band up,red band down) in desired location with arrow pointing in the direction you want the item to face. While standing Activate (E) (note)-items will spawn in the same position as the activators were placed,if the activator is upside-down (red side up) the item will be upside-down, etc. (activators can be picked up when activated while sneaking) Credits: Thanks to williesea for the ammunition script Thanks to Bethesda for creating Fallout 3. Thanks to Fallout3Nexus.com for the a one-stop-shop resource for authors and players. Thanks to LHammonds for the Readme Generator this file was based on. Thanks to the Nifskope and Bsa unpacker teams Thanks to God for creating us all. Thanks to Diernayr for this MOD -freddy Licensing/Legal You can do whatever you want with this mod Credit: Diernayr ========== Revive_Caravan_ver10-10067 Author: Kaw - foxey Link: http://www.fallout3nexus.com/downloads/file.php?id=10067 Description: This mod is revive fallen caravan, give essential status to caravan members, and most important of all, give dialog to Uncle Roe to reset caravan investment status. Mod details: *Uncle Roe 1.Change dialog conditions from "Dead Count" of caravan merchants to "Dead Status" to fix the problem from preventing investment after caravan revived. 2.Add new dialog options to allow "reset" of investment status if caravan member died and invested before. (No refund of course) Thus you can invest again and gain the full advantage of better goodies line-up and trading funds from investment again. *Caravan members 1.Merchants, guards, Brahmin's could now respawn, and set to essential. Already dead members may respawn within a few days (game time). 2.Change caravan guards and Brahmin's AI package from "Dead Count" of caravan merchants to "Dead Status", thus they may follow the merchants again after merchants revived. Notice: Player may have to "approach" the run-away caravan guard to make the correct AI take effect again. 3.Merchants level scaling raised form "level 5~15" to "level 15~30" to prevent possibility to get stuck or trapped fighting tough enemies. Known bugs: Caravan guards may already disabled from the game. This may happen if the trader got killed, but guard successfully escaped to Uncle Roe's house before this mod applied. In such case the guard just can't respawn. To address this issue, you must manually use console command to enable the guard before he/she can be respawned. within console(~) type as following: (you must use the hex value on the list below instead of "[ref id]") prid [ref id] enable [ref id] Caravan Guard xx052bc2 Crazy Wolfgang's Guard xx052bc3 Crow's Guard xx052bbf Doc Hoff's Guard xx052bc1 Luck Harith's Guard kaw 2009/11/20 Credit: KAW ========== Reillys Ranger Combat Armor and Little Moonbeam Author: Ogramirad Date: 09 Jul 11 Category: Armor and Weapon Requirements: Fallout 3 http://www.fallout3nexus.com/downloads/file.php?id=16411 Uploaded 05:07, 9 July 2011, last updated 17:00, 9 July 2011 Description Adds Reilly's backup set of Reilly's Ranger Armor to the Reilly's Ranger HQ in a foot locker under the bunk that she usually sleeps in. Also adds a Unique SMG to the Statesman Hotel, called Mr. Miyagi's "Little Moonbeam" .32 SMG. It is an option that Reilly gives you to go to the Ranger HQ and get any supplies you need to go and get the ammo from Theo, so while you are there get her spare Armor set. (She is found recovering at the Chop Shop, in Underworld, wounded and she gives you info and the all Important THEO quest) Only way to get it. (ammobox combination) Now you know what GOB is really talking about when he mentions Underworld. This does not replace the set you get for completing the Reilly's Ranger's Quest, it is in addition to the set you can take there instead of the Eugene Mini-Gun. This Armor set actually has a little better object effects on it anyway, so now you can take this set when you go and get Eugene when you get back from Reilly herself. Also adds a Unique SMG to the Statesman Hotel, called Mr. Miyagi's "Little Moonbeam" .32 SMG. A note from Little Moonbeam's father, is found next to his skeleton in the Statesman Hotel, telling you in fact that Sydney is his "Little Moonbeam". Well that just happens to be the name of his Personal SMG also. And the one that he passed the knowledge down to Sydney to make her Ultra model she gives the player at the end of the Stealing Independence Quest. Also, added by this mod is a little bit of lore made by myself that gives Sydney and her Father the last name of Miyagi, and some of you might know where I got that from.. lol Mr. Miyagi, loved both of his Little Moonbeam's and he taught Sydney how to make hers. It is based off of the Ultra version that you get, but chambered in .32 caliber, so now you will have something to burn through all of that .32 caliber ammo you find laying around. lol It fires just a little bit quicker than the Ultra because of the smaller ammo allows a faster rate, and that puts more bullets on target for better damage. Maximum range has been shortend a little bit as well do to a less powerful round, but you never shoot very far with this kind of weapon anyway, so it should fit nicely. The clip size is 40 instead of 50, that you find on the Ultra, 40 should do you fine with the amount of bullets you can put on target. Also added to Theo, is a set of Vanilla Combat Armor, he was on a temporary contract to the Rangers and should wear at least that. You find him dead in the stairwell of the Statesman Hotel on the way to taking the Ammo to the roof. I never liked finding him in that Merc charmer outfit, Reilly is pretty upset at losing him, so I don't think she would have had him running around with something as important as the Rangers spare ammo in that Dandy Boy garbage Merc charmer armor. He was a member of the team, probationary or not his position was important, so he now is dressed in vanilla combat armor and helmet and has his default Laser Pistol as well is in his inventory. History 1.0 9 Jul 2011 Contact My contact name is Ogramirad, on the Nexus Forums and the Bethesda Game Studios Forums. Credits Bethesda, for a Awesome Game Tools Used The Garden of Eden Creation Kit? (GECK) wiki ? http://geck.bethsoft.com/index.php/Main_Page Readme Format: Lhammonds Licensing/Legal You can do whatever you want with *The Work* in this mod - credit would be nice. Credit: Ogramirad ========== RPG-7 Replacer and Non-Replacer v2.0 Author: Dude719 + Toxa Link:http://www.fallout3nexus.com/downloads/file.php?id=11887 Description* This mod is adds an RPG to the game, compatible with all mods. The RPG is found in the Megaton Children of Atom. Talk to a guy named Mr. Rocket who has a huge nose. He is now a repairman, merchant, doctor, and Follower. Set essential he will give you a RPG7 and some ammo thru some extra dialog, You do not have to kill him to get it anymore. He is also a master Big Guns, and Explosive class warrior and is good with the RPG7. He also uses Fisto! in tight areas (melee) now. So he keeps fighting. He will give you a teleporter device thru dialog so you can call him if he gets lost somewhere. This is a special dude... Also one other thing: RPG-7 - xx000ea6 Rocket Propelled Grenades (ammo) - xx000eaa Credits: Dude719 for retexturing and making the mod compatible and tweaking it Toxa01 for his awesome FO3 port from S.T.A.L.K.E.R. GSC Game World & published by THQ Games. NewInfo: It is from S.T.A.L.K.E.R. I have no problem with you using it, you just need to give me credit in the credits section and put Toxa for porting the model, it is not his property nor mine its GSC Game World's & published by THQ Games. Just give Toxa credits for porting the model and Dude719 for the retexture. Permission to mod by Dude719 via PM. Freddy here: I have purchased S.T.A.L.K.E.R. SOC Retail and I am reverifing model and texture at this time. Results: Same model, Has added handle and tweaked animations to fallout 3. Texture's same just much better detail and tweaks. ========== RR Companions Vault by NosRhyfelwr - ttomwv v5.65 http://fallout3.nexusmods.com/downloads/file.php?id=3644 freddy_farnsworth see MUW v3 Readme Load RRoverride.esp last (Do Not Masterupdate) Table of Contents: I. General II. Rooms III. NPCs IV. Features V. Plugins VI. Bugs VII. Installation VIII. Uninstallation ---------------------- Please refer to RR Companions Vault Changelog.txt for specific information on updates. ---------------------- I. *General: The RR Companions Vault is a combination house mod AND fully functional companion system. The house portion consists of Vault 1. The entrance to Vault 1 is located just south of Springvale, towards Megaton. There is a map marker that begins the game fast-travel enabled. Once inside the entrance, you'll find yourself in the service tunnels that lead to the vault proper. These tunnels contain access points leading to two hatches in the wastes, and can be used for quick access to places you would normally have to walk overland - and through very dangerous places - to get to, but are especially useful for people who don't use fast travel. Access points lead to: Underneath the Anacostia Crossing side of the Rivet City access bridge; Outside the western wall of Tenpenny Tower. Wasteland-side of the access points have map markers, as well, though they have to be discovered normally. Access to the Vault itself may be gained (starting from the Springvale entrance) by going straight down the hall, and hanging a left in the main tunnel. The large door at the end leads into Vault 1. It's hard to miss. The others are simple enough to find; just explore. The access tunnel cell is decent sized, but easy to navigate, and decently well lit. There is also a secondary Vault 1 access door, towards the Rivet City exit. It's a small utility door that leads to a tunnel underneath the Vault 1 Overseer's office. II. *Rooms: Vault 1, proper is a large underground area, bearing a passing similarity to other Vaults that you'll find around the wasteland. Unlike the other vaults, though, Vault 1 is not a run-down, dreary and depressing place filled with the poorly-dressed. Vault 1 is modern, well stocked, and bearing all the comforts of home - and then some. It has, in fact, more to do than nearby Megaton. Vault 1 has dozens of rooms, including: -Large Player's bedroom, containing pristine Nuka Cola machine, Bobblehead stand, My First Infirmary, My First Laboratory, Workbench, two safes, several lockers, a pair of dressers, couches, and a desk with an Overseer's terminal. -Museum, with pedestals to place sixteen mannequins for display of your trophy armors and weapons. (Note, the mannequins to go on said pedestals are NOT part of this mod, and must be downloaded separately from: http://www.fallout3nexus.com/downloads/file.php?id=2060) There are also several glass-fronted weapons cases along one wall, that you may use to display weapons or other small items. -Armory, with a sorting system to automatically remove items from your inventory and sort them into proper containers. Sorted items include: weapons, armor, workbench components, ammunition, food and medical supplies. Note however that the sorter works only with vanilla Fallout 3 items. Sorting is as follows: Ammo goes into the caliber specific ammo cans in the armory; armor goes into lockers in the armory; workbench components go into toolboxes in the armory; food and drinks go into the labeled non-respawning fridge in the mess hall; meds & chems go into the med-kit up in the guard house. -A large central area, containing a swimming pool, lounging rugs, and numerous couches. By default, NPCs will undress when they go swimming. Note here: some mod-added weapons don't like to unequip when the NPC swims. I'm not entirely sure why this happens, yet. -A bar/lounge, containing a bar, pool table, stools, and several booths. NPcs often eat dinner here, or stop in for drinks. The bar is well stocked with booze, if you're so inclined. -A mess hall/kitchen, seating a few dozen people. Also has a small bar to sit at. One of the refrigerators respawns and should not be used for storage. The other does not, and is safe to store your hoard 'o goodies in. The fridges are appropriately named, and you should have no trouble telling which is which. -A common room, with another pool table, several couches, and the lockers for the in-vault vendors. Also provides access to... -A set of dormitory apartments. Thirty rooms, each containing a bed, desk, chair, and wardrobe. Wardrobes have their own random list of clothing items, and will each spawn something different. These wardrobes do NOT respawn. These are the default NPC sleeping quarters, but rooms are NOT assigned to any specific NPC, so they tend to sleep in different places on a regular basis. -Overseer's office, with desk, monitors, two couches, another Overseer's terminal. Activate the Overseer's Desk to cause it to raise, giving access to a tunnel that leads out into the south-east end of the Vault 1 Access Tunnels. -Bathroom, with several showers and tubs. NPCs come here to bathe. Note: unless you have some form of nude body installed, the NPCs will shower or take a bath in their underwear. -Jail, with one large and three small cells. At present, the jail is decorative only. -A large laboratory, complete with test subjects, and a Mirelurk tank. The human test subject can be selected (male or female) as well as enabled and disabled totally from the Overseer's terminal, in either the Overseer's office or the Player's bedroom. -An infirmary, containing several beds. This is where the in-Vault doctor works. -A guard station, just inside the main entrance. This room contains the terminal that accesses the companion tracking system, as well as several protectron pods. Protectrons can be activated and used as guards, although they are less than amazingly reliable. Also contains the ammo can, weapons locker, and med-kit that go with the Vault 1 supply system. -The Vault 1 Access Tunnels cell includes a set of roving guards with full on/off duty packages and living habits. It also includes a guard equipment storage room, living, bathing, and eating facilities. There is a merchant, who brings along her own guards. The merchant and her staff have their own living and bathing facilities, although the merchant's guards share the mess with the V1 tunnel guards. III. *NPCs: Vault 1 comes with a few NPCs of its own. -Sunny is the bartender. She buys and sells food and alocohol. She is also your contact for the Vault supply system (more on that later). -Trish works in the Lab, and buys and sells Misc items, chems and stimpaks. -Sylvie wanders the vault and looks pretty. She offers you the ability to change your haircut and facial details. -Beth wanders the vault, trading in weapons and armor. -Jason is the cook, and hangs around the mess hall. He buys and sells food. -Doc Smith sells chems and stims, as well as being a doctor. She has the same abilities as most other wasteland doctors; healing, curing rads, fixing crippled limbs. -Chloe Boucher is a general merchant, who resides in the access tunnels, and sells nearly anything you want. Chloe's inventory is sorted by category. -Alice, Anni, Claire, Diana, Serena, and Zoe are the roving guards in the access tunnels. Unlike the guards from the RRGuards plugin, these can NOT be recruited as companions. -Isabella, Nikola, and Rebecca are Chloe's personal guards. They are not recruitable, and have little to say at the present time. IIIA. *Companions: RRCompanionVault.esm includes not only the companion SYSTEM, but five companions. These are half proof of concept, and half generic followers. They include no backstories or custom quests, but do utilize all the functions and features of the system outlined below. -Jill can be found in Moriarty's Saloon, in Megaton. -Joan and Michael can be found in the Lobby of Tenpenny Tower. -Sandra and Rick can be found in the Clubhouse, in Bigtown. Sandra and Michael default to melee class, the others are standard ranged class. They can, of course, have their class switched at your whim via the dialog options. They have been placed in what were hoped to be easy-to-find locations, but if you have trouble finding them to recruit, remember the tracking system. Iv. *Features: The RR Companions vault comes with several advanced and downright spiffy features. -Supply system. This system allows you to buy weapons, ammunition, stimpaks and meds. Speak to Sunny to access the system. Each option has several packages, varying in cost. Options only appear if you have the caps in your inventory to afford the purchase. You always have the option to change your mind, and back out without a purchase. Upon purchase, caps are automatically removed from your inventory, and items added to the proper container in the guard house. Weapons, ammunition, and meds are all randomly generated. Stims are bought by quantity. Note: don't leave anything in the supply system containers that you don't want to be communal property - the guards and companions who are NOT in your party WILL take weapons and ammuntion from the containers, if they see something they like. Thus far, they have only been observed taking one weapon each, and the accompanying ammunition for it. -Sandboxing. The Vault 1 cell contains dozens (perhaps over a hundred - I've never actually sat down and counted) of idle markers. Rather than standing around doing nothing, NPCs - and companions left in the vault - will engage in any of a myriad of activities. From sitting next to the pool relaxing, to taking a shower, to sleeping in a bed, to eating, sitting at the bar, peering through the glass at the captive Mirelurks. They even swim, and admire your displayed trophies in the museum. -Companion system. An entire document could be devoted to the RR companion system. Companions from the RR system are - in my admittedly biased opinion - some of the most versatile and fully featured available for Fallout 3 today. The companions will follow you, fight alongside you and protect you. Nothing special there, right? They also keep full time track of your health, and theirs, and will use stimpaks in their inventory to heal you or themselves when the need arises. The companions will tell you their stats, attributes, current health and DR rating on command. They'll allow you access to their inventory, and are more than happy to mule loot for you. Companion classes can be changed on the fly, by dialog commands. Combat style is automatically changed to match the new class. Companions can use virtually any weapon you put into their hands. Companions can use any armor, including power armor. Companions can be ordered to follow, stay, guard their current location, go home (to vault 1), or sleep in any of the thirty-one beds in Vault 1, or sleep anywhere they choose in a non-Vault 1 cell (including outdoors). -Tracking system. Accessible from the Guards' terminal in the guardhouse in the Vault 1 entryway, the tracking system allows real time monitoring of the whereabouts of any of the RR companions included in the RRCompanionVault.esm master file. Simply select the companion tracking menu, and then choose which companion(s) you wish to track. You may select multiple single entries, or track all at once. Each entry selected adds an entry to the Quests tab of your Pip-Boy. Selecting this entry will display a map marker, showing the location of the indicated companion(s). The marker is set to ignore locked doors, where pathfinding is concerned. If you wish to no longer track a companion, return to the Guards' terminal, again select the tracking menu, and choose "End All Tracking". This will remove all tracker quests, and their accompanying markers. Tracking quests can be removed and re-added as many times as you like; there is no limit. Note: Because of the nature of quest generation in Fallout 3, this system will NOT work directly for your custom companions. However, if you'd like to create a tracking entry for your custom companion plugin, post a comment or PM me, and I can give you instructions on how to do so. -Chloe Boucher. Chloe is a merchant, who has moved herself and her crew into the access tunnels. She'll sell you a WIDE variety of equipment and supplies; including, but not limited to: Weapons, armor, chems, a full set of schematics, a custom .44 Magnum revolver, and ammunition. She will also sometimes carry power armor. Chloe always stocks scrap metal and lockpicks. Chloe's inventory is categorized. When speaking to her, choose a category to view that type of item in her inventory. Chloe has a substantial stock of caps. Though only 25000 will show in the barter window because of a bug in the Fallout 3 engine, she has a reserve of bartering currency that's moved to and from her main inventory via script. Closing the barter window and opening it again will allow the script to work, and replenish her stash. Because of the nature of the multi-container setup she has for buying and selling, items that you sell to Chloe will be available to purchase back in all category optiions, until you leave the cell. Once you leave and reenter the cell, her "general" container is emptied, and your sold items will no longer be available for repurchase. As well, Chloe sells limited edition Vault-Tec bobbleheads. She has one complete set, and will be willing to part with them for low, low prices. Don't forget to bring along your first born, and possibly extra arms and legs. Bobbleheads are not purchased from a barter window, and are instead bought via dialog. Once your purchase is made, the appropriate safe will open on the shelves next to Chloe's desk. You can then retrieve the bobblehead within. Because the bobblehead is collected normally, acquiring them in this way is fully compatible with any mods your run that change the points or effects a bobblehead gives. V. *Plugins: One of the great strengths of the RR system is its modular nature. With a simple plugin addition, you change any number of things: NPCs, weapons, armor, contents of the supply system, attacks on the vault, even the furniture and decorum. Included in the same archive as the main master are a number of these. -RR5MoreFemales.esm - This plugin does what it says, and adds five new female NPCs to vault 1. Useful only as a means of populating the vault. -RR5MoreMales.esm - Same thing, except this one adds five men. RR5MoreFemales and RR5MoreMales can be run simultaneously. -RRGuards.esm - Adds several male and female guards to the Vault 1 cell, who will patrol, guard, watch, and use their combat shotguns to lay the smack down on anyone hostile who comes into the vault. -RRWastelandPosters.esp - This one adds several posters to the walls around the Vault. It uses the standard game posters, so if you have a poster replacer installed, it'll show on these, too. I personally use one full of the works of Luis Royo. Other plugins: There are numerous other plugins for the RR system. -RRQuests, by ttomwv - this one adds a quest to Vault 1, requiring you to obtain some deuterium to power the vault reactors. It was intended to be the first stage in a MUCH larger quest, but alas ttomwv decided to retire from modding FO3 before he had the chance to take it any further. Can be downloaded from the RR Companions Vault main file entry, under "Optional Files" -RRUMPA, by ttomwv - "This one adds support for Umpas Animation Plugin. To use it Download and install Umpas Mod. Download this plugin and load it last. Turn on the music from the office terminal. Then go to the party menu on the terminal and start the party. This will enable several areas in the upper floor as dance zones. Give the actors some time and soon you'll have them dancing all over. Quite fun. When done go to the terminal and choose stop party. If anyone gets stuck just talk to them and they will go to normal." Works fine, as far as I know, but I was never a fan. -RR Companion Vault 20thCW Supply, by me - this one adds 20th Century weapons and CALIBR ammo to the Vault 1 supply system, as well as to Chloe's inventory. -RR Companions Vault Follow Distance Plugins, by me - Contains four plugins that reset the companions to follow at a distance of 100, 200, 250, or 300; rather than their normal 150. 150 has proven to be the best combination of keeping the companions close, but not overcrowding you. If you want more or less distance, though, here you go. As of v5.64 these are included in the master archive. -RR Companion Vault Attackers, by me - this one adds a set of Raider and Feral Ghoul spawns to the Vault 1 access tunnels. -RR Vanilla Companion Integration, by me - This one is similar to the vanilla companion firing fix listed below, except that it also modifies the vanilla followers' wait packages, to allow them to sandbox when told to wait. Intended mostly around Vault 1, but they should sandbox in the vast majority of cells. -RR Vault 1 No Automatic Doors, by me - This was made mostly for my own personal game, but I figured others might find it useful, too. It removes the activators that trigger the automatic opening and closing of the sliding doors in Vault 1. Changes nothing else. Note: Refurbished reportedly adds some extra door activators to the vault. This plugin does not affect those, and because Refurbished is not a master file, a version of the plugin cannot be written to do so. -RR No Vault 1 Protectrons, by me - This plugin removes those every annoying and unreliable Protectrons from the Vault 1 guard house. Also disabled their terminals. Does not affect standard game protectrons in any way. External files: -RR_Refurbished, by Fry1969: This one is a huge mod. A complete re-envisioning of Vault 1's interior, into a warmer and more contemporary style. I always thought it looked like a hunting lodge from one of the British Colonies, circa early 20th century. Popular, and with good reason. http://www.fallout3nexus.com/downloads/file.php?id=6686 -RR Residents Refurbished-Lings Edition, by Fry1969: A beautification of the default inhabitants of Vault 1, using clothing and other resources from Ling's Finer Things. http://www.fallout3nexus.com/downloads/file.php?id=14939 -RR Guards Refurbished-Lings Edition, by Fry1969: Similar to the above mod, except this one alters the vault guards from the RRGuards plugin. http://www.fallout3nexus.com/downloads/file.php?id=14980 -NosCo Vault 1 Remodel, by me - this one came about because I thought the base Vault 1 decor was too drab, but Refurbished didn't suit me. Not yet as extensive as Refurbished, but it's a pretty hefty overhaul. Remodels the vault to use lots of marble tile and pillars. Also adds lights that can be turned on and off. http://www.fallout3nexus.com/downloads/file.php?id=8457 -RR Companions Vault Alternate Guards, by me - This one adds eight new guards to the Vault. While they are not necessarily stone hotties, they are in my opion VAST improvements over the ones in RRGuards. This plugin and RRGuards CAN be run simultaneously, but don't blame me if your computer tries to murder you in your sleep for making it render too many NPCs at once. http://www.fallout3nexus.com/downloads/file.php?id=8458 -Nos' RR Companions, by me (duh) - This one is my baby. What got me modding FO3 in the first place, and really brought me to ttomwv's attention. It adds ten new companions using the RR system to various places in the wasteland. Companions are somewhat diverse, and have personalized comments, armors, and responses. http://www.fallout3nexus.com/downloads/file.php?id=8090 -RR Vanilla Companions, by me - In my usual overreaching style, this one is a biggie. This is a series of plugins, rather than a single mod, and creates copies of various and sundry wasteland NPCs for you to take as companions, make live in the vault, or whatever. I'm not here to judge. Best part is that because they're copies, and not the original NPCs, sending them to live off in Vaultlund won't break any quests, and the originals are still there to be merchants or keep quests together or whatever it is they do. http://www.fallout3nexus.com/downloads/file.php?id=11315 -Bernie Companion, by NeilUK02 - The first non-NosCo companion for the RR system to be uploaded to the Nexus (so far as I know). Bernie is a sniper-girl, and a redhead. What more need be said? http://www.fallout3nexus.com/downloads/file.php?id=11043 -Brooke Companion, by NeilUK02 - Another companion from the talented NeilUK02. Not a redhead this time, but still a cutie. Again, recommended. http://www.fallout3nexus.com/downloads/file.php?id=11078 -Ariana Companion, by NeilUK02 - Number three from the talented mister UK02. Ariana is a 'sister' to Amata, and comes with a quest, even. http://www.fallout3nexus.com/downloads/file.php?id=11276 -'Offer You Can't Refuse' Companion, by NeilUK02 - Male companion. I think it's a Godfather thing, but I'm a heathen and never watched it, so I have no idea. http://www.fallout3nexus.com/downloads/file.php?id=11516 -More Residents for RR Companion Vault/Taking Over Vault 1, by NeilUK02 - This adds eleven new NPC residents to Vault 1, and includes a quest to explain how you took possession of the vault. http://www.fallout3nexus.com/downloads/file.php?id=12077 ElrawielRRCompanions, by Elrawiel - Adds two new companions, weapons, and a backstory. Seems like one heck of a 'first effort', to me. http://www.fallout3nexus.com/downloads/file.php?id=11360 Vault 101 Security Companion, by Elrawiel - Adds a companion to Vault 101. Has the slight downside of requiring you to play the tutorial to get him, but in the process plugs one of the rather large plot holes Bethesda left in the main quest. http://www.fallout3nexus.com/downloads/file.php?id=11483 Shojo Companions, by Herculine - Adds fourteen anime-styled companions, that use the 'Shojo' (young girl) race. Expect heavy cuteness, and no realism. Also includes a fun feature; a radio that allows you to call all fourteen into the vault without having to go recruit them manually. You see, Herculine loves you people more than I do - I make you go recruit companions yourselves. http://www.fallout3nexus.com/downloads/file.php?id=12574 Chespeake Companion, by Ladydesire - Adds a new female companion for you to Megaton outdoors. http://www.fallout3nexus.com/downloads/file.php?id=12748 Little Sister Robyn, by Polarbearcub777 - Adds a cute little girl type companion. She can be found inside Vault 1, itself; starting out inside the dormitory rooms. http://www.fallout3nexus.com/downloads/file.php?id=12701 Toad's People, by Toadlet - Adds several new companions to various places. These are apparently specifically designed to be 'normal' companions, and not the unrealistic hotties some of us prefer to unleash upon the world. Strange people, eh? http://www.fallout3nexus.com/downloads/file.php?id=12761 Toad's People Pack 2, by Toadlet - Some more from the talented Toadlet. If you like your companions realistic, these are certainly the packs for you. http://www.fallout3nexus.com/downloads/file.php?id=12786 Toad's People Pack 3, by Toadlet - Entry #3 in what's apparently a series. Surely, you know the drill by now. http://www.fallout3nexus.com/downloads/file.php?id=12940 Smith and Jones, by Toadlet - These are apparently Toadlet's personal companions. http://www.fallout3nexus.com/downloads/file.php?id=12966 Toad's Many Men, by Toadlet - It is what it sounds like. http://www.fallout3nexus.com/downloads/file.php?id=13075 Toad's Minions, by Toadlet - "A pack of 30 RR Companions Vault Followers placed throughout the wastelands." http://www.fallout3nexus.com/downloads/file.php?id=13256 Herculine's RR Scout Companions, by Herculine - Excuse me a moment, I need to wave goodbye to my top companion monger title. There are two files to this set, one for the base game, and one for DLC owners. Between the two, they add A HUNDRED AND THIRTY individual companions. If I wasn't already an artist at self-deprecation... this one would push me into learning. A massive, and outstandingly done setup - all 130 companions have their own teleporting device to be summoned to your side, no less! - I fully encourage everyone to check this one out. http://www.fallout3nexus.com/downloads/file.php?id=12899 Polarbearcub777's Kid Companions, by Polarbearcub777 - A second release from Polarbearcub777, this package apparently incorporates the earlier Little Sister Robyn release, and places new, child companions for you in the Muddy Rudder. http://www.fallout3nexus.com/downloads/file.php?id=12902 VI. *Bugs: Despite much effort, there are some still floating about. Companions still stop following occasionally. These "stops" are mostly coded in by Bethesda, and can not be fixed. Areas that do this include: The Washington Monument, Vault 112, and Vault 87. Problems may also be observed in places in the DLC areas. This happens to all followers, so far as I know, and there's little to be done about it. While not strictly speaking a bug, you should be aware that the Vault 1 cell - especially when loaded down with plugin-added NPCs - can eat a LOT of system resources. This tends to cause problems from low framerates all the way up to CTDs. It is being worked on, but it's simply the nature of the beast, and there will ALWAYS be some issue with it if your PC isn't up to the task. Running the RR Companions Vault or any of its plugins with FO3Edit's Masterupdate running is VERY HIGHLY RECOMMENDED AGAINST. In testing, it has shown to play havoc with any modular set like this one, and will cause numerous problems with doors, furniture, and sometimes even NPCs. VII. *Installation: Extract the files to Fallout 3\Data\ Everything should end up in the proper place on its own. If it doesn't, meshes go into Data\Meshes\RR Vault 1\ Textures go into Data\Textures\RR Vault 1\ Once extracted, apply archiveinvalidation in whatever method you prefer. Open your mod manager of choice, and tick the pretty little box next to RRCompanionVault.esm. Do the same for any others from the archive you've decided to run. Load order: RRCompanionVault.esm needs to come after any DLC, weapon/armor/clothing masters, or beauty packs you may be running. RR plugins should come after RRCompanionVault.esm, but are otherwise fairly load order insensitive. Refer to individual plugin readmes for more detailed information. Apparently, there is a bit of a SNAFU surrounding two of the plugins and Refurbished. As I understand it, RRSorters must be run BEFORE RR_Refurbished, with RRQuest loaded AFTER RR_Refurbished. To do otherwise will cause a hole to open in the fabric of space time and doom us all. Okay, maybe not. It actually has to do with the placement of some items moved by the sorter, and the door that leads to the reactor room in RRQuests. Don't look at me - I just work here. VIII. *Uninstallaton: Collect up any items from Vault 1 that you want to save. Collect any items from Guards, Companions, or NPCs inside Vault 1 that you want to save. LEAVE THE VAULT 1 AND VAULT 1 ACCESS TUNNELS CELLS. Save and exit. Delete RRCompanionVault.esm, as well as Meshes\RR Vault 1 and Textures\RR Vault 1 Be aware, that once the master is gone, no RR plugins will function, and all your RR companions will be gone. All prisoners will be gone. All items in the vault will be gone. Attempting to run any RR plugin without the master will result in an instant CTD on game load. Thanks go out to: -Bethsoft, for leaving such huge, gaping holes in their games that give modders like me a reason to write this stuff. -ttomwv for writing the base of this mod, asking me to join the team, and ultimately trusting me enough to leave the vault in my care. -Sgt Ovakil, for not only helping me track down many bugs now, but also for being kind enough to let me bounce insane modding ideas off him regularly. -NeilUK02 for being the first person to be kind enough to go to the trouble of sharing his RR system companions with the world. -Herculine, for continually giving me new modding ideas, and also prodding me with a sharp stick to get me to actually work on them. Although I still hold her responsible for my unleashing my cosmetic pack upon the world. -Last, but pretty much the opposite of least: my own personal Guardian Angel, for being not only a neverending source of inspiration, but as a talented scripter in her own right. You can reach me, or view a list of my other mods here: http://www.fallout3nexus.com/modules/members/index.php?id=956857 Credit: ttomwv NosRhyfelwr RidgeRunner ========== SCC Companion Tutorial Version: 2.0 Date: 03/18/09 Category: NPC/Companions Author: wogz187 Link: http://www.fallout3nexus.com/downloads/file.php?id=2399 This is how I learned companion and quest making :) Great Resource ! The BDU armor meshes and textures they wear are from it. You are not allowed to upload this Guide or associated images without permission. The texture files contained in the download may be used with your Character but NOT as an Armor Mod. If you would like to create a new Armor using the DPAT pattern please PM me and I'll send you the base texture. Special thanks to: ZableBlaze, LHammonds, Jaysus, Ar13, Loxy and everyone else who helped make this guide possible! Credit: wogz187 ZableBlaze ========== Shells Slugs Ammo Modders Resource by odin_ml http://fallout3.nexusmods.com/downloads/file.php?id=4542 Last updated at 18:43, 26 December 2009 Uploaded at 23:39, 2 March 2009 "Shells Slugs Ammo" a modders resource Working on a personal project, i decided to make a shell casing, and projectile for every ammo in my game, the included meshes are to scale with each other. other meshes may follow as they are needed or requested. Now includes new ammo box meshes. plz give credit if used in a public mod, also plz link mod via comments, i would like to see the mods that its used in, happy modding. Photoshop .psd files also available. Meshes included are as follows, includes casing, projectile, ammo box, and pipboy icon. 9x18mm Makarov 9x19mm luger 10mm auto 14mm ap 32 acp 44 mag 45 acp .50 BMG .300 Win Mag 545x39mm 556x45mm NATO, .223 762x25mm Tokarev 762x39mm 762x51mm NATO, .308 762x54mm Russian 792x33mm Kurz .30-06 Springfield 12Ga Buckshot meshes and textures by "odin_ml" History 1.0 Initial Release 1.1 updated collision meshs on all casings 1.2 Textures Improved added, .50 BMG Casing and 3 Projectiles added 1.3 Updated lighting on all casing/projectile meshes to better suit the environment. 1.4 Added 3 new casing/projectile meshes 545x39mm, 762x25mm Tokarev, 792x33mm Kurz Credit: odin_ml ========== Skykappa 3000 by Skykappa (custom meshes and textures) http://www.fallout3nexus.com/downloads/file.php?id=12978 Last updated at 01:54, 9 June 2010 Uploaded at 06:12, 7 June 2010 I can`t support them anymore, but I was wrong to remove them so apologies all round. They belong to the universe now, so I`m reupping all my released mods here. Along with a few nice bonus farming and weapon meshes/texture as an apologetic offering and final gift for now. None of these can be used in any commercial endevour of any kind without my permission. But Modders are free to use any of the resources in their own FREE mods without permission, but credit my hard work please. Used the NukaCola Clear bottle and a custom vending machine mesh and texture. Thanks: freddy Credit: Skykappa ========== Some Katanas necKros' Weapons mod: Some Katanas V1.0 (Release) - 15 April 09 Fallout 3 mod You saw it first at Fallout 3 Nexus http://www.fallout3nexus.com/downloads/file.php?id=5660 What is it? -------------------------- I'm a japanese sword lover, a Fallout freak, and recently a 3D modeler. That's the main reason for this mod. This includes three katanas: Fine Katana: A fabulous blade mounted on a very well conserved tsuka (handle) and tsuba (guard). Scrap Katana: The blade of this sword is antique, but the mounting was presumably lost and was mounted on a quite rudimentary lead piece. It was done with strange care though. The author was unable to mount a tsuba though, watch your fingers! Rusted Katana: This sword was once a great one, but looks like the humidity of the place ruined it. The kissaki (tip) is broken, but it still cuts. Good for a more challenging gameplay. The swords can be repaired with scrap metal (nothing to do with the blades, but more than the chinese swords) and with the other katanas except the rusted one. You will find them east of Tempeny Tower, in an abandoned house that was previously sealed (see images for a map). I recreated the house and the basement where you can find them. I like to create atmospheres : D Now, I started this a self-homework to practise with 3D modeling, and these are my first complete "from scratch" meshes ever (by complete I mean with geometry, diffuse map elaboration, UV mapping and normal mapping). I think they turned out quite well, and that's why they're here now. It's the first time I make a working static with non-convex collition (the sword stand), so autokudos to me. Yatta! Can I use them for other mods? -------------------------- Yeah, everything here is released as modders resources, so either be the katanas or the sword stand, you can use them and modify them. Tell me though, I'd like to see about it. Contact data -------------------------- If anything, or nothing at all, but only if needed, send your love or hatred, to n3ckros@gmail.com Credit: neKros ========== Soviet Flak Cannon From Fook 2 open beta v1.2 Author: FOOK Team, LinkesAuge, Toxa & Natan's Russian Arsenal, KRIGos2. http://www.fallout3nexus.com/downloads/file.php?id=4448 http://www.fallout3nexus.com/downloads/file.php?id=6345 http://www.fallout3nexus.com/downloads/file.php?id=3617 Added a modified Soviet Flak Cannon to the MOD. 25mm cannon shells. Credit: FOOK Team, LinkesAuge, Toxa & Natan's Russian Arsenal, KRIGos2. ========== Sniper Equipment - Barrett M82A1 Author: Nart2007 Version: 1.0.1 Date: 4/10/2010 Category: Items/Weapons/Modder's Resources Link:http://www.fallout3nexus.com/downloads/file.php?id=12126 Details: =============== There are 2 Variations of the M82A1: A .416 Caliber Barrett and a .50 Caliber BMG. Each of these comes in 3 colors: Black/Gray (Original), Woodland Camo and Sand (Light Tan). Each has data that roughly fit the specs on Barrett's Website:http://www.barrett.net/firearms/model82a1 Includes a great set of Textured gunlockers and ammoboxes (barrett) NOTE: Weapons can be found on the left side of the Tenpenny Tower, when facing the front of the building. They are on the inside area of the complex, although NOT inside the building. Just go through the gates after talking on the intercom and veer to your left and down a ways... Also I scattered them around a bit, you will find em. Credits: M82A1 Barrett Sniper Rifle: (Adapted from 19th & 20th Century Weapons) AlexScorpion - AlexScorpion's Sniper Gear - Entire Model - Genius ! Nart2007 ========== Sniper Hideout v1.0 Author: rebel28 Link: http://www.fallout3nexus.com/downloads/file.php?id=8580 Description: Now I've seen loads of sniper posts/hideouts, but none of the ones I've seen have actually had a firing post. So this mods adds a sniper post to "The Mall", it's next to the Museum of Technology. I suggest getting Mart's Mutant Mod, if you don't have it already. I made this in about a day, it adds a small hideout, unreachable by NPCs* (not anymore :) fully navmeshed, repaired and finalized they can follow you in now. I didn't do lots of work on the interior, but creating the exterior was a bit harder. I hope you like it. *Unless they take the same route as you (I haven't encountered this. Edit.. they will now. SuperMutants have been found inside on occasion. Permission to mod by rebel28 via PM. and Thanks ! Great location and Idea. Credit: rebel28 ========== Taurus Walker Revolver by Andrew - gamerowns http://fallout3.nexusmods.com/downloads/file.php?id=13789 Description: Adds a Unique revolver completely created by me with custom sound, ammo type, texture, reload, and mesh. It Is a hybrid gun between the Taurus Judge and the Walker Colt (Real Guns) with a textured engraving (completely unique and designed by me). The gun fires a .410 Bore Shotgun Slug (yes it exists in real life too, and yes can be fired from a Taurus Judge Revolver). A Slug shotgun shell (It fires one lead bullet instead of 9-12 lead pellets) that utilizes the whole explosive force of one projectile for for massive damage. To install copy the contents of this folder into yout fallout 3 data directory. When prompted merge folders if prompted.(You may leave out the Readme) To find this gun ingame travel to the rivet city market and you'll find the gun along with 100 ammo on the pool table. To get more ammo you can buy it from most if not all weapon salesmen. To aquire through command console type "player.additem XX00154F 1" for the Taurus Walker and type "player.additem XX000EA6 #" #=number desired. Thank you to all who download my mod. Please leave feedback of any kind good or bad, but please be reasonable if you're going to say improve your mod, say why. Or don't just say your mod sucks. Leave constructive critism if any. Credit: Andrew - gamerowns ========== Tenpenny Suite After Saving Megaton Author: Wyverex Link: http://www.fallout3nexus.com/downloads/file.php?id=2625 You can get the Suite one of 3 ways. 1. In the Tenpenny Tower Quest Kill Roy and his gang and Gustavo will give you the suite. 2. In the Tenpenny Tower Quest convince the residence and Mr. Tenpenny will give you the suite. 3. I heard Tenpenny likes to hide things in his garden gnome. In his own suite.. ** This is the easy way, put here so those who have completed the quest can get it. ** Just have good enuf speech skill to get by the room guard. All of the themes and items for the suite can be bought the normal way. Even if the ghouls have taken over. I created new theme and item refs so you can have different house themes between Megaton and Tenpenny. Bubble head stand is linked together.. just activate it so it will update. Items for the Suite now start with Suite: and not House: Everything worked okay after I blew up megaton. Permission to use mod by Wyverex via PM Credit: Wyverex ========== Tenpenny Suite Map Marker Author: Scarecrow Link: http://www.fallout3nexus.com/downloads/file.php?id=9222 A map marker to the balcony of your Tenpenny Tower Suite. Couldn't find a mod that added just a map marker and not a bunch of other unnecessary stuff, so here is one. Thank You ! simple and elegant... Credit: Scarecrow ========== The Good The Bad The Ugly Outfit "GBU" Author: wintermuteai1 Link: http://www.fallout3nexus.com/downloads/file.php?id=14764 Uploaded 22:22, 25 September 2010, last updated 08:28, 10 October 2010 My attempt at Blondie's Outfit from "The Good, the Bad and the Ugly" You MUST have Mothership Zeta Addon to use this as it uses textures from it. Full credit to Hoodz for his Lone Wanderer Modding Resource (I used the poncho) Male only. You can find this outfit plus 2 hats inside the big dumpster right outside Silver's house in Springvale. *Edit* made a new Dumpster repawning container and put it next to the Original FO3 container you will no longer find these in every dumpster in FO3 :) hehe. -freddy Permission - Credit You CAN use this in any way you wish just give me credit for my part. Credit: wintermuteai1 Hoodz for his poncho. Enjoy :) ========== The Project by OriginOFPain http://fallout3.nexusmods.com/mods/11203 Last updated at 17:00, 6 Nov 2010 Uploaded at 20:18, 11 Feb 2010 Name: The Project Author: OriginOFPain Version: 1.1 Date: 2/14/2010 Category: Quests ATTENTION: I AM NO LONGER MODDING FALLOUT 3! The game is way too damn buggy for me to handle anymore. I went and did a complete uninstall of the game, so.. DON'T EXPECT ANYMORE UPDATES FOR THIS MOD! I will be modding Fallout: New Vegas though, provided that it isn't unstable.!!!!!!! !!!!!!!!!!!! freddy here: The Project v1.3 modified for MUW Ok Soldiers ! Debugged and ReNavmeshed. Soldiers, Commandos, Scientists, Stealth Units, Snipers and Bosses Updated UI. Health Boost. Fixed some triggers (not persistant and "on local map" checked) some portals realigned (missing floor and rooms). Floaters, sunk trees, removed some unneeded landscape changes and Navmesh, in The Pitt train station and radio tower areas.(FO3 wilderness not in the pitt). Quests are still linear, if you read the terminal before killing target, Quest will fail, just follow along the quest targets no matter what. I used Stealth to penetrate the bases. Read thru all his fans comments and took care of them all even the regulators campsites as that is next, All three of these Colby, Project, Regulators will be one big "I get along with FOOK2 and AArmory and Lings MOD" then merged into MUW when all is well. Opposition has SAW's, Pulse Rifles, M16's ect. Thankfully not to many missle launchers tho. Bring Scoped in the 80-100dmg class, MG's at 70 to 80 or so. Some of Sy's tools will get you thru. I came in to the Springvale Bunker at level seven finished mod at level 16... looted everything. About 16hrs of play. 2-3hrs per run no crashes, using the FULL MUW LoadOrder plus some that are not ready yet. I need feedback and testing :) Will be merged to MUW. Have fun this is a Massive Mod By OriginOFPain, so go over there, check out his screens, give him some Kudos ! =============== Description: =============== As the Lone Wanderer, you stumble across a bunker under siege by Talon Company. Inside, you discover that Talon Company has targeted The Project for elimination. The Project, a consortium of ruthless tech hoarders, possesses many secrets within their bases across the wasteland. Hunt down the Project's leaders and make your way to Camp David, their center of operations. Eliminate them as they have eliminated so many innocent lives in their pursuit of advanced technology. =============== Details: =============== Adds a new quest to the game for the player to follow. Also adds a new technologically advanced faction, called The Project. New maps to explore and an entirely new world space called Frederick County, which is situated north of DC. A G36c, M16A1, M249, MP5A4, MP5SD5, SVD Dragunov, and a M41A pulse rifle have been added to the game. A few unique weapons of my own creation have been added as well. To start the quest, simply enter the Springvale Bunker Entrance. Bring a LOT of stimpacks so you don't die! =============== NEW IN VERSION 1.1: =============== •Fixed the M249's 3d firing sound and reduced its damage •Reduced G36c damage and fire rate •Springvale Bunker Entrance is now follower friendly •Reduced M16A1's damage •Removed the weapons locker on the first level for more balance •Placed the unique weapon "The People's Dragunov" in the Springvale Bunker Storage =============== BEFORE UPDATING TO V1.1: =============== YOU MUST DELETE ALL OF THE VERSION 1.0 FILES FIRST!!!! (Read Uninstall) ONLY AFTER ALL OF VERSION 1.0 FILES ARE REMOVED CAN YOU INSTALL VERSION 1.1 =============== Requirements: =============== Fallout 3 Patch 1.7 ArchiveInvalidationInvalidated! FOMM ( YOU NEED FOMM TO SET LOADORDER! It is actually a .7z archive which can be installed with FOMM Package Manager) Operation Anchorage DLC The Pitt DLC Broken Steel DLC YOU MUST HAVE ALL OF THESE DLC'S IN ORDER FOR THE MOD TO WORK! (SORRY) =============== Install: =============== 1. Open Fallout Mod Manager. 2. Click on package manager. 3. Click on Add New. 4. Find the directory where you downloaded to and open the .7z file. (It takes a while to load) 5. You should see TheProject on the list, highlight it and click activate 6. You should see TheProject.esp on mod order list with the checkbox filled, so run Fallout 3 7. Enjoy! (If you like my mod, be sure to endorse it as I put a lot of time and effort into it) =============== Un-Install: =============== (Fine, if you must) 1. Start FOMM and click on Package Manager. 2. Highlight TheProject and click deactivate. 3. Then go to the FOMM directory and open the mods folder. 4. Delete TheProject.fomod and you're done! =============== Compatibility: =============== No compatibility issues so far. =============== Bugs/Issues: =============== Crash to desktop when exiting game. (minor) -fixed - freddy =============== History: =============== 2/11/2010 - Initial Release 2/14/2010 - Version 1.1 Release =============== Contact: =============== OriginOFPain @ Fallout 3 Nexus =============== Credits: =============== Thanks to Bethesda for creating Fallout 3. Thanks to Fallout 3 Nexus for just being awesome. Thanks to InsanitySorrow for the ReadMe Generator this readme is based on. Thanks to HAL9000 for his G36C mod. Thanks to xzax for his M16A1 Assault rifle mod. Thanks to Heroin Zero for his M249 SAW mod. Thanks to Zealotlee for his MP5 Pack and SVD Dragunov mod. Thanks to Jab_Bauer for his Aliens M41A Pulse Rifle mod. Thanks to me OriginOFPain for creating The Project. If there is anyone else that I forgot, please let me know. =============== Tools Used: =============== GECK Fallout 3 ReadMe Generator FOMM FO3Edit Paint.NET 7 Zip License/Legal: Feel free to use or expand this mod to your heart's content, just be sure to credit me and the others for their work. If you would like to make compatibility patches, then feel free to do so. Please do not upload this mod to any other site. Also, please take note that using this mod might kill you, your family, or everyone you know! I am not responsible for any damage done by this mod in any kind; it was probably your fault in the first place. Credit: OriginOFPain ========== The Regulators by WillieSea WilliamSea - http://fallout3.nexusmods.com/users/132433 http://fallout3.nexusmods.com/mods/15645 Last updated at 15:22, 24 Jan 2011 Uploaded at 11:56, 17 Jan 2011 The Regulators ================== Missions for the Lawbringer Perk by WillieSea version 1.1 - 01/22/2011 Requirements ============ - Fallout 3 Hello Lawbringers ! The Regulators v 1.3 modified for MUW This fine mod made by WilliamSea has been modified for MUW and Colby East, The Project, The Retreat, Broken Satellite Relay, FOOK2 locations and any other location conflicts I could find. ( Moved cells on a few, made new entrances on a few) This MOD adds 47 new locations to FO3 with mapmarkers, Quest MOD for the lawbringers Perk. With FOOK2 you still have the original door (floats a bit :) on the new Cruz Estate. This Mod is enabled on vanilla by taking the Lawbringer Perk, with FOOK2 it is automatically given at level 7 with good karma. Works both ways. Navmeshed everything not finished, made some new door portals. Companion friendly. If you go there before the perk is given the place will be pretty empty. To see Sonora you must use the FOOK2 entrance, to use the Quest terminal you must use the original shack door. Made bosses Alot tougher, so they will not be killed of by all the random spawns. they have custom statted armor that you cannot loot, 60+ DR. 500+ health. SideKicks (gang members) 100+ health and standard DR armor. (at lvl 36 I had 5 albinos 2 yaoguai and a sentry all at once at one location. Vanilla spawn rates.) no MMM yet.... When you are at the quest terminal, look up ^^ the Clock is by WilliamSea and Works, Keeps time perfectly in game - amazing. Now you can see how fast time flys in FO3 as the Hand that looks like a second hand is actually minutes slippin by... This is for testing it will change, then if all is well be merged into MUW v4 Permission to mod/merge this into MUW given by WilliamSea A wonderful person ! DoRah ! GoTo his site give him Kudos ! http://fallout3.nexusmods.com/mods/15645 See his screens... freddy Future Plans.. well that all depends on you now dont it... Play this thing ! =========== THIS README FILE CONTAINS EVERYTHING YOU NEED TO KNOW ABOUT THE MOD. Please read it before asking questions... Story ===== Having joined the Regulators after getting the Lawbringer perk, you notice a computer in the downstairs room. From it, you accept contracts on fugitives and their gangs all over the wasteland. Its time for some wasteland justice! The 'Regulators HQ' is part of the original game and can be found NE of Megaton, West of the Weaton Armory. Features =========== - There are 47 new missions at locations all over the wasteland. - The missions are to take out a fugitive and his gang of outlaws. - The missions start out easy but they soon become very difficult. - You will have to use everything at your disposal to win! - Each contract completed rewards you in Karma and caps. - Complete all 47 missions without cancelling any of them and be rewarded with the 'Regulators Speciality' perk. -- The Perk gives you +10% damage resistance, +10% critical hit chance and +20% chameleon when you are sneaking. - Two special weapons which you must search for in the Regulator HQ if you want them. -- Sawed off shotgun which has better accuracy and damage -- Silenced 10mm Submachine Gun for the silent kills. Has a slower rate of fire but does more damage. - Purchase Heavy Regulators to patrol the compound and Gun Emplacements to protect your HQ. ======================== Known Issues and Caution ======================== 1) Created and Tested with game patch v1.7 installed. 2) There is a limit to the number of AI that can be active at one time. Remember this when you are purchasing protective Heavy Regulators and Turrets. 3) CEI - Broken Satelite Facility so I turned the door a bit so you can access either one. - fixed - new silo entrance - freddy 4) Fook 2 - Reported that the interior cannot be gotten into. - fixed - enabled original door - freddy Reported solution was a mod that added a floating door. http://www.fallout3nexus.com/downloads/file.php?id=9299 INSTALLATION ============ 1. Download the 7z file. 2. Unpack the 7z file and copy all the files and folders "as is" to your game folder \Fallout3\Data\* 3. Activate the mod from FOMM and set Load Order You must have your game patched to v1.7 4. Play the game. See 'Starting the Mod' below. *NOTE* If the textures are purple on objects in the game or have random texture on them: a) Make sure you have some form of Archive Invalidation installed. http://www.fallout3nexus.com/downloads/file.php?id=944 FOMM is preferable to set Load Order and Invalidation. b) And that you placed the textures in the proper folder as defined above. *NOTE* If you see a red/yellow diamond then you did not install the meshes to the correct folder path. Starting the Mod ================ After you get the Lawbringer perk, visit the Regulator HQ and access the terminal. CREDITS ===================== WillieSea - Entire mod except resources noted below. Resources by: WillieSea - Clock resources and script Ez0n3 - fixed sky dome And most importantly to: Bethesda for the game and construction set. Play Testers --------------- * WillieSea * kalixx1 Legal and Permissions ===================== - You can re-use any of the scripts or ideas from this mod, as long as you give credit where it is due. - You may convert it to another language, but you must keep the original English readme file intact and point to the download site on Fallout 3 Nexus. Version History =============== Version 1.1 - 01/22/2011 Changed caps reward lists, lessened caps on bosses, new house for Cul-de-sac house, adjusted door on satellite facility. Version 1.0 - 01/17/2011 Initial Release Credit: WilliamSea Ez0n3 ========== They let me play with their pucks Prensa http://www.fallout3nexus.com/downloads/file.php?id=16582 Uploaded 09:38, 8 August 2011, last updated 09:59, 8 August 2011 Sudden-Death Overtime: "I like these guys. They let me play with their pucks." - Centre Dubois, 2277 AD Another small fix for a minor but irritating bug. Sudden-Death Overtime are a crazy team of would be hockey players encountered outside the Red Racer Factory during The Nuka-Cola Challenge quest if you find the Nuka-Cola Clear Formula. If you sell the Nuka-Cola Clear Formula to them they will run to the Nuka-Cola Factory & that's where the problem starts. Once in the Factory all three members will perpetually run on the spot with weapons drawn. Rather immersion breaking & a sad end to a comical trio. This mod allows everything to play out the same, except once Sudden-Death Overtime reaches the Nuka-Cola Factory they will now chill out & wander about even sit & relax. I've tried to alter as little as possible, I have bumped up the team's Base Health as it seemed pointless for them to move about naturally only to be slaughtered by a Nuka Cola Robot! They are also much more likey to survive the run from Red Racer to Nuka Cola. This mod will work If you haven't encountered Sudden-Death Overtime yet or if you've already sold the Nuka-Cola Clear Formula to them & they survived the trip to the Nuka-Cola Factory. There is also a bug in vanilla Fallout 3 that means Goalie Ledoux will remain at the Red Racer Factory when his team mates head to The Nuka-Cola Factory. This bug is fixed by a tweaked script in The Unofficial Fallout 3 Patch. If you don't use The Unofficial Fallout 3 Patch, don't worry I've included that tweaked script into this mod. I quote from The Unofficial Fallout 3 Patch Readme: "Q: I'd like to use one of the Unofficial Fallout 3 Patch's fixed meshes\textures ect. & base my changes on it, is that alright? A: Sure is! credit isn't necessary but always nice." So a big Thank-You Kindly to Quarn & that monumental work to improve Fallout 3, The Unofficial Fallout 3 Patch: http://www.fallout3nexus.com/downloads/file.php?id=3808 It contains tons of fixes to Fallout 3 like this & much, much more. I highly recommend it. Tools used: FO3Edit & FOMM Thanks to Bethesda for a fantastic game! Credit: prensa ========== Unofficial Fallout 3 Patch v1.2.0 Author: Quarn - Quazzy Link: http://www.fallout3nexus.com/downloads/file.php?id=3808 Uploaded 19:16, 8 February 2009, last updated 21:02, 11 August 2009 I used a few meshes and textures to fix some things in MUW, really good work here Thank You ! freddy Disclaimer: Unofficial Fallout 3 Patch is provided free and "as is" for use at your own risk; the creator(s) cannot be held responsible/liable for anything that happens while using it. This product is not created by nor associated with Bethesda Softworks, Zenimax Media, nor any of their affiliates. Thanks: The NifSkope Team - no mesh fixes would of been possible without NifSkope, invaluable program! sialivi - for reporting well over 1100+ issues (which I'm still working on fixing). Crypton - for providing and setting up the Unofficial Fallout 3 Patch bugtracker! Great in helping the project! MadCat221 - for fixing the issues with plasmarifle.nif, laserpistol.nif, laserrifle.nif, the over glossy hair, the enclave\tesla power armor collar, fixing the nuke imagespace modifier and reporting lots of other bugs! dr_AllCOM3 - for improving the litter texture fix even more, fixing the incorrect alpha on 2 textures (neoclassicalmaintile03.dds and neodarkmaintile03.dds) and also improving the road chunk texture (roadwasteland01.dds). ElminsterAU - for the wonderful FO3Edit program! Ryu Doppler - for fixing the Enclave Officer's Uniform glove clipping into the Pip-Boy if the Pip-Boy glove was unequiped and fixing Elder Lyon's Robe (\Armor\EnclaveOfficer\glovel.nif, \Armor\EnclaveOfficer\gloveml.nif, \Armor\ElderLyons\go.nif, \Armor\ElderLyons\outfitm.nif, \Armor\ElderLyons\outfitf.nif, apperal_Elder_Lyons_Robe.dds). throttlekitty - for the Head Fixes (HeadChild.nif, HeadChildFemale.nif, HeadFemale.nif, HeadHuman.nif, HeadOld.nif, HeadOldFemale.nif, headchild.egm, HeadChild.tri, HeadChildFemale.egm, HeadChildFemale.tri, HeadFemale.egm, HeadFemale.tri, HeadHuman.egm, HeadHuman.tri, HeadOld.egm, HeadOld.tri, HeadOldFemale.egm, HeadOldFemale.tri). Alystin - for the GameDaysPassed fix. And a big thanks to everyone else for sending in bug reports! Credit: Quarn - Quazzy ========== Underground Hideout v7.2 DLC Author: DantheGeek Link: http://www.fallout3nexus.com/downloads/file.php?id=9592 Description: Best Hideout on the Planet :) freddy This Mod adds a Player Vault on the South East end of the Wasteland near Rivet City. The vault includes all the amenities including a stocked Armory, Display areas, Item Sorters, special Weapons, and is Companion Friendly. The entrance is located West of the Rivet City Entrance in the Parking lot with the crashed planes and wrecked cars. DLC Version - Fallout 3, Anchorage, The Pitt, Broken Steel, Point Lookout, and Mothership Zeta. All of the DLC must be int he Fallout 3 data folder. You can not use LIVE to load the content. You can use Disable Live - Link: http://www.fallout3nexus.com/downloads/file.php?id=1086 to move the content. If you do not do this and still use the DLC version, Fallout 3 will crash on startup. The Vault includes standard features such as: Bedroom Bobble-head Display Laboratory Bathroom Armory Workbenches Light Switches Water Purifier Wonder Meat Maker Other Features include: De-Tox(Rads) area at front door: Removes Radiation while you stand under it, also sounding a bell when all radiation has been removed. Chems Sorter in the Lab Ammo/Explosives Sorter in The Armory Materials Sorter in the Armory Mannequins by AndyW1384 Fish tank by Malo Special Weapons: Katanas by necKros USP by HeroinZero Silenced Glock by HeroinZero M4 by metallicalec Silenced Scoped Hunting Rifle by Lostinmymind -------Credits------- I DID NOT CREATE THESE SPECIAL WEAPONS- If you like the Katanas by necKros, please endorse his mod: http://www.fallout3nexus.com/downloads/file.php?id=5660 If you like the HK USP by HeroinZero, please endorse his mod: http://www.fallout3nexus.com/downloads/file.php?id=6426 If you like the Glock18c SD by HeroinZero, please endorse his mod: http://www.fallout3nexus.com/downloads/file.php?id=6088 If you like the M4 EOTech by metallicalec, please endorse his mod: http://www.fallout3nexus.com/downloads/file.php?id=6264 If you like the Marksman's Dream by Lostinmymind, please endorse his mod: http://www.fallout3nexus.com/downloads/file.php?id=2334 joefoxx082 for his amazing Scoped Hunting Rifle http://www.fallout3nexus.com/downloads/file.php?id=1517 Pelinor for his gorgeous scope reticles http://www.fallout3nexus.com/downloads/file.php?id=2029 Now called Snipers Bliss -------Credits------- A Special Thanks to Malo for his wonderful Fish tank mod. A special thanks to AndyW1384 for his Mannequin Mod. If you like the Mannequins, you can download his mod giving them more features such as the ability to hold weapons and set poses. http://www.fallout3nexus.com/downloads/file.php?id=2060 Terms of Use: Change it, mod it, do what you want. Just make sure the authors get credit for their mods. Permission to use mod by DantheGeek via PM. Thank You ! Just the best Hideout on the planet :) Credit: DantheGeek All the guys above :) ========== Vault 77 Vaultboy Puppet Author: Ryu Doppler Version: v1.0 Uploaded 14:21, 15 February 2009, last updated 03:12, 16 February 2009 Link: http://www.fallout3nexus.com/downloads/file.php?id=4064 Details : Do you know the puppet man? The puppet man. The Puppet man. Do you know the puppet man? Who kills all slavers where he goes... The Puppet Man didn't kill EVERYONE he met. He only killed Slavers. After the Slavers captured him and he killed them all, he went wandering, eventually becoming a ghost story among Slaver groups. That's why his Vault 77 Jumpsuit is found at Paradise Falls, a Slaver base. And that's why the Holotape next to it says that it "freaks the boys out", and that "he might come back for it". The mod adds another Vault 77 item that can be found at the Barracks at Paradise Falls. On the shelf above the Vault 77 suit you'll now find the Vault 77 Vaultboy Puppet. An unarmed skill weapon perfect for continuing the legacy of the Vault 77 wanderer. I added: Weapon repairs with Bubblegum or Epoxy :) Additional Puppet Texture Options Included: A Puppet with Bloody texturing A Puppet with Dirty texturing A Puppet with Pristine texturing Permissions and Usage: My simple request for any modding usage stemming from this mod's contents is simply the credit for the work I did. Just a single line of recognition in the credits is all. Although thats all I ask here (at current) I would definitely be much more appreciative if one would also link back to this mod as well in credits if they would. You can also contact me to ask or to let me know you're going to be using the mod too as well if you would want. History: v1.0 - vault Puppet created. Includes Meshes for Unarmed weapon, as well as textures for mesh and Icon. Credits: Thanks to Me, Ryu Doppler for creating this Puppet weapon mod. Thanks to Bethesda for creating Fallout 3. Thanks to Penny Arcade for the awesome concept. Thanks to Fallout3Nexus.com, for the a one-stop-shop resource for authors and players. Credit: Ryu Doppler ========== Wasteland Recovery Author: WillieSea http://www.fallout3nexus.com/downloads/file.php?id=15468 Edit: Borrowed some Trees and Cacti for MUW freddy Add some life and green to a Recovering Wasteland. You choose the tree style, and I add the more diverse grasses. by WillieSea version 1.0 - 12/11/2010 History After 200+ years, some life takes hold in the wasteland. Requirements - Fallout 3 - Use only one of the included ESP plugin files* + I use a 'Real World Lighting' mod to bring out the colors. *See the screenshots folder for a view of what each one will make your wasteland look like. CREDITS WillieSea - Grass retexture One of more of the following tree resources were used: Siegfried - Modders Resource Tree Resource: http://www.tesnexus.com/downloads/file.php?id=18586 Disturbed742 - koniption - Modders Resource KoniptionsKreations resource pack: Tree Resource Pack: http://www.tesnexus.com/downloads/file.php?id=25826 Illiana - Elsweyr the Deserts of Anequina: http://www.tesnexus.com/downloads/file.php?id=25023 Jakhajay - Elsweyr: http://www.tesnexus.com/downloads/file.php?id=16657 And most importantly to: Bethesda for the game and construction set. Play Testers * WillieSea * ghoulsrpeople2 Legal and Permissions: - You can re-use any of the ideas from this mod, as long as you give credit where it is due. - You may convert it to another language, but you must keep the original English readme file - intact and point to the download site on Fallout 3 Nexus. Version History Version 1.0 - 12/11/2010 Initial Release Credit: WillieSea ========== Water Beggar Script Fix Broken Steel Flight24 http://www.fallout3nexus.com/downloads/file.php?id=16545 Version: 1.0 Date: 5-10-09 Author: Flight24 Description: Aqua Pura no longer kills beggars when you choose not to inject FEV into the purifier. After MQ and Broken Steel has started. Edit: great idea. modified the script a little with help from Cipscis Script Validator. freddy Credit: Flight24 ========== Weapons Of The Shogunate - Katanas Resource Moraelin http://www.fallout3nexus.com/downloads/file.php?id=16456 Uploaded 06:54, 17 July 2011, last updated 08:34, 17 July 2011 WHAT IT DOES It adds a few Edo era Japanese weapons, because every game needs a good katana and derivatives ;) However, funnily enough, it is canon-friendly, as Fallout 2 did have a wakizashi blade as a playable weapon and the Fallout 3 DLC adds a katana. Well, ok, so Fallout 3 already had a katana, but I don't have that DLC. And besides the main weapon I wanted was the Nagamaki, which wasn't already in the game. The weapons ARE powerful, but hopefully not over the top by the time you're level 30 in Broken Steel. The blades are made in hira-zukuri style, which is to say: flat, without a raised ridge line. Although this is more common for tanto, there are historical katanas built in this style. They are made of folded steel (hence the metal pattern), differentially hardened (hence the traditional white hamon along the edge), and as shiny and polished as the art of sword polishing historically got in this period. We're talking whole dynasties of specialized sword-polisher craftsmen. They do however have their fair share of nicks in the edge, because we're talking weapons used in battle, not museum pieces. The folded or pattern welded steel is sometimes incorrectly called "Damascus steel", but that's incorrect. The real Damascus steel is Wootz, an alloy where bands of high-carbon steel precipitate naturally during tempering. Japanese swords are not real Damascus steel, but really pattern welded steel. You know, folded and hammered repeatedly. Note that when discussing the dimesions below 1 shaku is very very close to 1 foot, so you can take the dimensions pretty much 1 to 1 when comparing to japanese standards. The weapons are: 1. A katana. It's got an approximately 2.5 shaku long blade, which actually makes it a fairly long katana. Most are under 2.4 shaku, some significantly under. There is no fixed length though. To be a proper katana, it can be anywhere between 2 shaku (under that, it becomes a wakizashi), and 3 shaku (over 3 shaku, it becomes an odachi.) The blade is about 1.35 inch wide and a quarter of an inch thick, both of which are fairly average. And, of course, it sports a gentle curve, largely because that's what happens when you differentially harden a single-edge sword. The tsuba (guard) is based on a historical Edo era tsuba, made of steel with inlaid gold. The tsuka (handle) sports the traditional silk wrap that Japanese swords are well known for. 2. A wakizashi. It's got a blade that's just slightly under 2 shaku in length, which means it barely misses qualifying as a katana itself. Blade width and thickness are just like for the katana above. It has the same tsuba as the katana, and a shorter handle, as was generally the case for wakizashi, since they were strictly one-hand weapons. 3. A nagamaki. The nagamaki is an interesting polearm, in that it basically has a long katana grip that is actually wrapped all the way. Even the name means "long wrap." The blade is also a full sized katana or nodachi blade, and slender like one, instead of the shorter and wider blade on a naginata. So, as you'd expect, it sports the same tsuba and tsuka as the katana, only it's a much longer tsuka. This is actually one of the shorter nagamaki, but you do have to wield it in cramped hallways. The more typical longer ones were used on open battlegrounds against cavalry. What got me sold on making a nagamaki was basically the animation. The way to wield it is with the hands not moving around on the hilt much, and never switching positions. You can't slide your hands as well on a wrapped hilt as on a naginata pole, so the techniques are made for holding the hilt strongly. It's also used in wide slashes. Are you thinking what I'm thinking? Yep, it's practically made for the Fallout two-hander animations. 4. A naginata, the better known Japanese polearm. Until the 15'th century it was the main polearm on the battlefield. However, it required lots of training and stamina to use well, and the rise of the cheap ashigaru troops also meant giving them little training or even no training at all. It was cheaper and more effective to just give them a yari (straight-tipped spear) and tell them to keep the pointy end aimed at the enemy. So by the Edo period, the naginata was completely phased out as a military weapon, and was relegated to the role of self-defense weapon for samurai women and girls. The rationale being that a woman could use the extra range and cutting power to keep an attacker at bay. Anyway, now you too can fight like a girl ;) This one is a fairly typical naginata, with a slightly less than 2 shaku blade that starts relatively straight, but curves more towards the tip. It also widens slightly before starting to tapper towards the tip again. It has a 4 ft pole which, again, is actually pretty typical for an Edo period woman's naginata. 5. A yoroidoshi, a.k.a., "armour piercer", a style of tanto especially designed for piercing through armour. I.e., the Japanese idea of a stiletto. It has a relatively thick blade, some even go all the way to half an inch at the base, a straight back and a more tappered tip. This particular one has a 0.3 inch thick blade and 1.2 inch (1 sun) wide, and almost a shaku long. I.e., it's one of the biggest tanto ever made. It is made in aikuchi mounting style, which is to say, without a tsuba and with typically a non-wrapped tsuka. This style got very popular for tanto in the Edo period, which is to say, the period I'm modelling here. For this one, I gave it a black lacquered wooden handle. 6. A ninjato, i.e., "ninja blade." This one is actually somewhat ahistorical. As I've mentioned before, a single-edge differentially hardened sword would curve because of the different density of the two metal structures. The ninjato would be straighter or even completely straight by virtue of its being a poor man's sword, without such fancy forging techniques. Some were really just thin iron bars with an edge ground into one side. Which wasn't necessarily a bad thing, as the straight blade and sharp tip also make a sword better at piercing against armour. On the other hand, people have come to expect a beautiful hamon and folded steel in Japanese swords, and I did want a pretty blade myself. So it sports a katana texture, but it's straight. It has a blade that's barely under 2 shaku in length, as ninjato were shorter swords, designed for fighting in close quarters. It also has a square-ish guard, that's a little larger than a katana's. RETEXTURING AND MODDING As most of my mods, it's designed for ease of retexturing, so the textures are separate pieces, and the mapping such that you can just swap in some other material. This is probably less easy to do for the blade, unless you're willing to lose the hamon, though even there it's possible if you want to end up with a more simple metal blade. You can however safely replace similar textures included in the mod with each other. E.g., if you want a tsuka (handle) with black fittings instead of yellow, you can just replace the Tsuka.dds file with the NinjatoTsuka.dds, and suddenly the katana, ninjato and nagamaki will have black at the ends of the tsuka too. Similarly you can replace the RoundTsuba.dds with the NinjatoTsuba.dds to remove the yellow star on the guard (though the star-shaped indentation will remain.) The same can be copied over Habaki.dds to get a steel blade sleeve like the ninjato has instead of the yellow one. The mesh pieces are separate too, somewhat like in Neverwinter Nights 2, so if you're not affraid to copy nodes around in NifSkope, you can mix and match. Katana with square guard? Wakizashi blade on the pole on my Roman Spear? Ninjato blade on an Epix Dagger hilt? You can do that. It's just copy-and-paste exercises, in fact. HOW TO GET IT They're in a crate on the top shelf near the safe where you found the night gown and got ambushed by Lug Nut, down the Marigold tunnels. The easiest to get there is to enter the tunnels from Falls Church and simply follow the wall on your left. Very soon you'll see a rotating light, it's hard to miss. Go through the door near it, find the safe inside and look UP. The crate is locked, but it's a very easy lock, so you can even pick it at 0 skill. HOW TO INSTALL IT Search for "set bInvalidateOlderFiles=0" in your Fallout3.ini file and change it to "set bInvalidateOlderFiles=1", if you haven't done so already. Extract the archive, with directories, in your "Fallout3\Data" folder. Select it in the list of plugin files in the launcher. HOW TO UNINSTALL IT Delete the .esp file from your Data directory. Delete the WOTS directory in both the Meshes and Textures directories. CONFLICTS It shouldn't conflict with anything. LICENSE I release it in the public domain. You can do anything you wish with it. I would, of course, appreciate it if you give credit, but if not, so be it, I can live with that too. VERSION HISTORY 1.04: First Fallout 3 port. Credit: Moraelin ========== Whitefang Grand Piano model resource Authors: David Whitefang (original meshes & textures) HugePinball (conversion/modification of meshes, new textures) Link: http://www.fallout3nexus.com/downloads/file.php?id=13746 Version: 1.0 Date: 07-25-2010 Description: This resource is a conversion and modification of David Whitefang's piano resources for Oblivion. The original work by David Whitefang can be found here: + David Whitefang Piano Improved - http://www.tesnexus.com/downloads/file.php?id=18942 + David Whitefang Piano Lid Open Improved - http://www.tesnexus.com/downloads/file.php?id=18988 I've converted the mesh to Fallout 3 NIF format, and also made some modifications, namely increasing the height of the legs about 2.5 times, overall rescale to what seemed a more appropriate size (slightly smaller), some new UV mapping (on keys and trim), added the manufacturer's name ("Whitefang"), and created new textures for the keys and trim. Credits: Primary credit to David Whitefang for his original resources: + David Whitefang Piano Improved - http://www.tesnexus.com/downloads/file.php?id=18942 + David Whitefang Piano Lid Open Improved - http://www.tesnexus.com/downloads/file.php?id=18988 Many thanks to all the developers of these open-source tools: + Blender - http://www.blender.org/ + NifSkope/NifTools - http://niftools.sourceforge.net/wiki/NifTools Permissions/Modding Usage: These assets may be used for any non-commercial purposes. If used, please include an appropriate note of credit to David Whitefang and myself, and let me know so I can add a link to your project here. Thanks! -HugePinball Credit: David Whitefang HugePinball ========== White House http://www.fallout3nexus.com/downloads/file.php?id=10173 Author Meyer189 The White House Rebuilt http://www.fallout3nexus.com/downloads/file.php?id=15228 Author:Meyer189 + Bond123 Credits: Meyer189 for the initial mod from which this was advanced. This mod is dedicated to its originator, Meyer189, who expended a massive effort in bringing the White House to life, and inspired my own efforts in joining him to complete this mod. Any kudos should be for Meyer189 without whose initial efforts this mod would not have been made. freddy- I used the remesh and retextures for the presidential vault door. Thank You ! PERMISSIONS Permission for use of any assets attributed to me may be freely used in your own mods without further permission of notification. Those assets for which I have credited others should be attributed as I have. Freddy, you have my permission, and Meyer189 seems to be out of touch for some time. I'm fairly certain he wouldn't mind. As I recall the door was his idea, and I created the seal. Credit: Bond123 Meyer189 ========== Wooden Shelf Reskin Author: RustySpannerz Link: http://www.fallout3nexus.com/downloads/file.php?id=7611 I really Hated the texture for the wooden shelves, it was just so blurry! So I took it into Photoshop and made this! It's 1024 x 1024 and looks quite nice if I may say so myself! No real Legalities of using it in anything, just don't re-upload it because that will make the magic Paper Clip from MS Office sad :( Good luck ;D Credit: RustySpannerz ========== WorkShop - Spare Parts Modders Resource V1_1 Workshop Switches Modders Resource Workshop Tools - Lockpicks Modders Resource Workshop Tools - Pliers Modders Resource Workshop Tools - Soldering Irons Modders Resource Workshop Tools - Wrench01 Modders Resource Analog Meter Modders Resource Author: Lord Inquisitor Link: http://www.fallout3nexus.com/modules/members/index.php?id=872676 Use for your mods, but send me a download link to your mod if its released. So i can see what you did. Gadgets and Gizmo's for clutter :) Credit: Lord Inquisitor for all his modders resources ! ========== eXcalibr Munitions Shop - Earache42 Mod Name:eXcalibr Munitions Shop Release Version: 2.5 - final Author: Earache42 Uploaded 19:47, 4 April 2010, last updated 16:09, 12 October 2010 "OMG. Its a Wasteland Candy Store!" - the Lone Wanderer "Frack Moira. I buy all my ammo at eXcalibr" - Jericho (paid endorsement) "eXcalibr Munitions is the finest weapon shop in all the wasteland" - Lucky Harith (paid endorsement) "This place sucks" - Clover (awaiting a better gun) eXcalibr Munitions adds a new vendor to Megaton. Featuring a vast array of rare ammo on full display, and custom weaponry for the small arms enthusiast, this truly is a Wastleland Candy Store. eXcalibr Munitions is open 7x24, and is well stocked with a random, moderate assortment of CALIBR ammunition refreshed daily. The shopkeeper is also a talented gunsmith whose puts his custom weapons on display from time to time. If you become a regular customer, he might even sell you some. He'll ask a steep price for most, so be prepared to shell out caps and more. But hey, what else are you gonna do with all that loot you've been hording. :) eXcalibr Munitions is a shop designed to grow with your character. The shop is difficult to access for lower level players, but develops into a highly detailed and more rewarding resource as your character advances. Even as your character grows past the available weapons, previous purchases may become upgradable. The shop packs even more surprises for the advanced player. Keep your eyes open when new stuff appears and ask the vendor about them. The shop lies in plain view somewhere in Megaton, but you need to figure out how to get to it. So find your way there. Warm yourself by the blast furnace. And please don't drool on the display cases. The proprietor doesn't take kindly and he is rather well armed. Mod Name:eXcalibr Munitions Shop Release Version: 2.5 - final Author: Earache42 A Note Regarding Comments: xCalMuni may surprise and delight you, or it may frustrate and annoy you. Either way, please use discretion in your comments to avoid posting spoilers that will ruin the mod for others. Thanks. ************* IMPORTANT NOTICES ********** The v2.5 update adds AP ammo capability to the Whispering Death. Upgrade to xCALIBR Ammo Pack v2.2 is now required. Other new features include 4 stage adjustable zoom on the HK416 match and burst mode on the PittBull. I could not get select fire to work with the hotkey Eagle so burst mode is only available on the static model. Ask Sy to get you sorted. SP6 AP ammo scores 50% bonus damage against power armor and robots, but has a 50% penalty against soft targets. The Select Key will toggle the Whispering death between between the ammo types is you have them in inventory. Sy sells both. The current Beta release of FOOK2 is not compatible with this mod. The designers of FOOK2 have removed both vanilla assault weapons from the game, which makes it impossible for you to collect the requested items and move this mod forward. ************* Special Notice for Noobs ********** If you are new to modding, congratulations on entering this wonderful community. Loading and running mods is a bit more complicated than playing a console, but the rewards are well worth the effort. There are things you need to learn before you can use mods successfully. The learning curve is not too steep, but you are expected to climb it yourself. People here will be glad to help you ONLY if you try to help yourself first. The problems you are having are no different than those we all went through, and the question you are dying to ask has already been answered a zillion times. SEARCH BEFORE YOU POST! The answers to flickering textures, red exclamation points and 99% of what ails ya are easily found by searching the forum. This page contains all the information you need to successfully install this and most other mods. Take the time to read it through. Follow the tutorial links. Become familiar with the Fallout3 directory structure. Learn the term "archive invalidate" and understand that required files are required because they are required. No-one can do this for you, but once you master the basics, you will become master of your own gaming universe and a valuable member of this community. Remember, if you are unwilling to invest the time to teach yourself, then don't expect others to invest their time teaching you. Requirements and Masters: The following MUST be installed for xCALIBR munitions to function Follow the links below to download these files. Read the instructions CAREFULLY and install. Fallout v1.7 or GOTY edition Community Ammunition Library - CALIBR Version 1.3 released 2009/09/13 eXcalibr Ammo Pack v2.2 or higher Archive Invalidate Invalidated or FOMM (toggle invalidate button) Fallout Script Extender (FOSE) required for FOSEnhancements weapons scripts. If xCALIBRmunitions crashes your game on start, it is because YOU did not install these files properly. Try using the FOMOD install. The comments thread and my mailbox are NOT the places to seek answers. Read How to install Fallout 3 Mods and study the FO3edit Web Manual. Highly Recommended: FO3edit GECK CASM Installation: Use FOMM's package manager to install the FOMOD file. Go here for a FOMOD tutorial. Manual Method: You can open the FOMOD file with any ziptool and install as you would any other mod. It is assumed if you do this that you know what you are doing. Use the package manager if you are unsure. -Done- merged Recommended Load Order: Edit: No longer applies - merged - freddy [X] Fallout3.esm [X] Lings.esm [X] Anchorage.esm [X] ThePitt.esm [X] PointLookout.esm [X] BrokenSteel.esm [X] Zeta.esm [X] LingsDLC.esm [X] CRAFT.esm [X] CALIBR.esm [X] xCALIBR.esm [X] Streetlights.esm [X] 20th Century Weapons.esm [X] Mart's Mutant Mod.esm ... [X] M14_EBR.esp [X]xCALIBRmunitions.esp [X]xCALIBRmunitions_FOSEnhancements.esp [X] UBMagpulMasada.esp ... [X]merge01.esp [X] xCALIBR_override.esp The mod does not seem effected by load order, so put it where it makes sense. Must load AFTER CALIBR.ESM and xCALIBR.ESM. If you are having problems running xCALIBRmunitions, then load the esps last in your list. Edit: No longer applies Merged to MUW - freddy Uninstall: Delete the following from your installation \meshes\xCALIBRshop \Sound\FX\xCALIBRshop \Textures\xCALIBRshop xCALIBRmunitions.esp xCALIBRmunitions_FOSEnhancements.esp Known Unknowns: The shop is quite small and may cause problems with more than 2 companions. The bolt on the Sako TRG-42 is the best I can make it right now. Edit - fixed by freddy User Reported Compatibility: Compatible with Extended Megaton Mod (EMM) Incompatible with Megaton Walkways Incompatible with Megaton Tweaks - Sniper Edition Incompatible with Point Lookout Motel Suite Q&A: Q: How can I get to the shop? I blew up megaton. A: Start a new game and make smarter decisions this time Q: Where is the damn shop? I can't find it. - Moved outside Megaton - freddy A: You are not looking very hard. Stop running around looking for doors and take in the big picture. Try take a smoking break with Colin. Remember, X marks the spot. Q: I see the shop. Oh very clever. How the hell do I get there? A: Finding your way to the shop is your first challenge. It gets worse from there. Frustrating, isn't it, to see it so clearly just out of reach. There IS a path put in by Bethesda, you need to think about where it might be. Certain NPCs will even venture there in the course of events. Use your wits and the clues around you. Q: Where are those cool weapons in the screenshots? The vendor doesn't sell them. A: The weapons are not sold through the usual vendor barter screen. They are offered only via dialog, are made to order, and take some time to build. If you prefer free weapons in a crate outside vault 101, there are many great weapon mods on the nexus. This mod is about immersion. Q: OK, I'm talking with the vendor, but he still isn't offering me the cool weapons. A: The vendor will have more offerings as you develop as a player and become a regular customer. Availability is tied to player level and number of shop visits. You must be level 13 and a frequent patron before you see all the weapons. Q: I got the weapons, but they are too new to be "LORE". Your mod sucks. A: These are not rusty old weapons found in some forgotten cache, but heirloom quality firearms crafted to your specifications by a master gunsmith. How should they look? Q: What are these FOSEnhancements you keep running on about? A: FOSEnhancements are optional scripts that enable the hotkeys and give the xCALIBR weapons their special abilities. The Readme file has more details on each of the weapons and how to use them. Q: What are the default hotkeys with FOSEnhancements? A: SmokeMonster [G] default changeable to [C] Taclight [L] key non-configurable Custom Eagle AE [C] default changeable to [Z] All others Selector toggle [X] changeable to [Z] Q: Why is package manager telling me that xCALIBR.ESM is missing? A: Because it is missing. You MUST install eXcalibr Ammo Pack 2.0 before installing this mod. Q: Why do I just see ? A: Don't humiliate yourself by posting this question. Search the forum for any of the 4 zillion answers this question has already generated. Research has shown that actually reading the installation instructions and file requirements can be quite helpful. - missing mesh it is. Credits and Resources: Custom Eagle Redline_C64 FN-SCAR L Redline_C64 AR Five Seven MunkeeNuts HK-416 MunkeeNuts Kriss Vector Clint1337wood Sako TRG vashts1985 TRG wood texture Azraelsdo Barrett M82a AlexScorpion Ahzteks Full Overhaul Mod Compile Ahztek Dragunov SVD Krigos Benelli M1014 Toxa01 Forge Resources RegentEagle DRX Glowing Chems coreoveride Display Cases grffnhwk Workbench Retex Konji Many of the weapons have been significantly tweaked from their original release. Others were perfect as is or slightly enhanced. Selective fire scripts are based on work by kerededyh. Experimental TacLight shamelessly based on Pelinor's groundbreaking work. If it works, kudos to him. If CTD, my bad. Additional thanks to Pelinor who tossed out the undocumented ini setting for reflex sighting in a forum discussion. Where he finds this stuff I'll never know. Special thanks to Thugan for great discussions and crucial help. This mod would not have been possible without his assists. The man has mad skills with mesh. Shout Outs: Special thanks to einherjrar for generous permission to scavenge his arsenal for parts. Special thanks to Toxa01 for additional parts and that sleek ,beautiful, oh so tempting but clearly off limits Intervention that adorns the workbench. - Belongs to Sy, still there - However added a working consumer model by enroger. -freddy Special thanks to coreoveride for inspiring the quantum enhanced drugs. Special thanks to Thugan for taming the un-tamable M1014 animation. Special thanks to Chrome Hamster for help de-glossing the Vector. Special thanks to Skullhunter for capping the havok supervolcano. Best user evah. Special thanks to Skullhunter, Domanz, and HNCice9 for patiently testing my crappy beta builds. Special thanks to Jackpack for purchasing a collection of accessory models and sharing them with the community. Power to the pimpers. Permission policy and extended credits: Custom Eagle ------------- FO3 compile: Redline_C64 Laser beam: MunkeeNuts Model Edits: earache42 FN-SCAR L(ight) ----------- Special thanks to lordbelfast Special thanks to bushmasta101 for giving permission. Fallout Port and Compile: Redline_C64 Texture and Model Edits: earache42 Credits from original readme.txt: End Of Days - Scar model Racer445 - Scar Texture Milo - Scar Uv edits Unknown - Normalmaps Mr. Brightside - Tan edit, Model Hack TheLama - Acog model AcidSnake - Acog Texture Hellspike - ANPEQ-2 model El Maestro de Graffiti - ANPEQ-2 texture Unknown - Sounds Sick420 - Animations Igor - Compiles, Video , screens, etc... AR Five Seven ----------- AR57 model: Sureshot AR57 textures: Vile Mag model: Short Fuse Mag texture: Cyper Silencer Model: Twinkie Masta Silencer Texture: AcidSnake Stock model: Twinkie Masta Stock texture: El Maestro de Graffiti Sound: Vunsunta FO3 Compile and Port: munkeenuts Texture and Model Edits: munkeenuts, earache42 HK-416 ----------- Model: Anti-Death, Soul-Slayer, Stoke, TheLama and Twinke Masta Textures: AcidSnake and Thanez Sounds: Vunsunta and xLongWayHome ACOG model: TheLama ACOG Texture: AcidSnake ANPEQ-2 Model: Hellspike ANPEQ-2 Texture: El Maestro de Graffiti FO3 Compile and Port: MunkeeNuts Model Edits: earache42 Kriss Vector ----------- MODELS: RedRogueXIII, DeadPixel TEXTURES: SilentAssassin12 SOUNDS: Greg_Boyington, GOTTCHA FO3 compile and Port: Clint1337wood Texture and Model Edits: earache42 SAKO Nightstalker Ahztec ----------------- Darkstorn dreadus TheLama Vunsunta SilentAssassin12 Model Edits: Earache42 Sako TRG Vashts1985 ----------- Barrett M82a AlexScorpion signed textures ----------- Dragunov SVD Krigos ----------- Benelli M1014 Toxa01 Model Edits: earache42 ----------- Permission to Merge to MUW given written permission by Earache42: Sent 20 January 2012 - 08:24 AM OK Freddy. You have my permission to incorporate xCal Munitions shop into your mod. No conditions. Best of luck. Sent 20 January 2012 - 06:06 PM BTW - I also grant to permission to incorporate the Ammo Pack resources into your mod if Nexus does not restore it. Credit: Earache42 ========== ==========End I used these tools to develop My Utility World: CFF Explorer DDSconverter v2.1 FO3edit v2.5.3 ---- Absolutely Essential FO3Plugin v1.8 FOMM v12.6 FOSE v1.3 GECK v1.5.0.19 IrfanView v4.27 NifSkope v1.0.22 Notepad nvDXT v8.31.1127.1645 Paint.NET v3.5.8 UltraEdit v16 MilkShape v1.8.5 ogf3smd v203 blender v257b 7zip v9.20 Gallons and Gallons of Mountain Dew :) 300 .99cent Banquet TV dinners :) Thank you for this ! If I have missed anyone please tell me, I will add it in to the Description... Einherjrar misc textures 20th CW Permissions: If you want this sent to another site tell me, I will send it. If you want to MOD my MOD :) tell me I will let you. You must obtain permission from others in this mod to use their resources. Nexus has some rules to follow also. Notes: 1) If you go to Project Purity early looking for DAD Do NOT kill off all the Super Mutants ! Questbreaker for Project Purity when dad wants you to clear the place out to make it safe for the scientists. 2) Do not fast travel from V101 exterior to Springvale School map marker fallout 3 will crash. BUG in FO3, if you change anything in V101 exterior, I added a QuickBOX and a Bobblehead Radar. 3)