~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Contents ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (1) Short description. (2) Long description. (3) CALIBR & Vanilla versions (4) Installing & Uninstalling (5) Conflicts & Issues (6) QUESTIONS & ANSWERS. (7) Thanks & Credits. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (1) Short description ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Adds an Auto 9 (Robocop's gun from the original 1987 film) & a Beretta 93R machine pistol that was the real world basis for the film gun. The guns can be found in the Gibson House in Minefield, on the kitchen table. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (2) Long description ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ I was asked by nismo240sx about the possibility of making an Auto 9 & while I don't normally do requests as I have to have a personal interest in what I'm making, the idea of having a go at one kept playing on my mind. As I've said before I'm a film buff, particularly Sci-Fi, so of course I loved the original Robocop. I've recently gotten into Blender & been honing my skills making handguns. When I finished a Hardballer Long slide it struck me it wouldn't need too much work to move from there to a Beretta & from there the Auto 9. Since the Auto 9 was a modified Beretta 93R I had to make the 93R as well & decided to release them together. Both have authentic sounds, custom muzzle flashes for their compensator ports & are set up to fire in the correct three round burst mode, three shots fired for every trigger pull & even three casings ejected. They can be found in the Gibson House in Minefield, on the kitchen table. There's also a footlocker full of 9mm ammo under the table. The .esp is fairly basic to avoid causing ripples in the vanilla game, it's mainly intended to let you have a go with the items without having to break out GECK first. I expect most will want to tailor the damage etc. to their own gameplay & tastes. BE AWARE that the animation for the three round burst slide effect requires that the vanilla animations for 1 Hand Pistol Attack Left are altered but they will function as normal for all other weapons needing their vanilla form. The modified animations WILL conflict with any mod also replacing those files, see section "(5) Conflicts & Issues" for work around. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (3) CALIBR & Vanilla versions ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ There are Two versions of this mod to choose from, CALIBR & Vanilla. Only use one version. Both versions add the same Weapons the only difference is the CALIBR version uses the correct 9mm ammo which requires the CALIBR mod & also adds vendor chests with 9mm ammo for Moira in Craterside Supply, Megaton & Flak & Shrapnel in the Rivet City market to stock. You get CALIBR from here: http://www.nexusmods.com/fallout3/mods/3447/? Once installed you should have CALIBR.esm in your load order & ticked. CALIBR is Community Ammunition Library - by Tubal & is a resource that allows multiple mods to use the same ammunition to help prevent clutter & confusion. The vanilla version is set to use 10mm ammo & has no requirements other than Fallout 3 of course. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (4) Installing & Uninstalling ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Using a Mod Manager: Download manually, right click on the archive & "Open With" Mod manger (FOMM/NMM). The mod will now open in your mod manager's Package Manager, left click on it & select "Activate" to complete the install. Don't forget to take care of archive invalidation, the version built into mod managers often needs to be turned off & then back on again AFTER adding a new mod. To uninstall, open your mod manager, open the Package Manager, left click on the mod & select Deactivate. Manual Install Download manually, unpack the archive, drag the extracted folder & drop it into your Fallout 3 folder (not into the Data folder as the package is already named Data). Say yes when asked to overwrite. Go to your Data Files & tick: Auto993R.esp Or Auto993R - CALIBR.esp Depending on which version you chose. Don't forget to take care of archive invalidation. Manual Uninstall: Go to your Data Files, untick: Auto993R.esp Or Auto993R - CALIBR.esp Go to your: Fallout 3/Data Delete this file: Auto993R.esp Or Auto993R - CALIBR.esp Go to your: Fallout 3/Data/Textures Delete this folder: Auto993R Go to your: Fallout 3/Data/Sound/fx Delete this folder: Auto993R Go to your: Fallout 3/Data/Meshes Delete this folder: Auto993R If you said yes to overwrites for the new versions of the animations, Go to your: Fallout 3/Data/Meshes/Characters\_1stperson Delete these files: 1hpattackleft.kf 1hpattackleftis.kf Go to your: Fallout 3/Data/Meshes/Characters\_male Delete these files: 1hpattackleft.kf 1hpattackleftdown.kf 1hpattackleftis.kf 1hpattackleftisdown.kf 1hpattackleftisup.kf 1hpattackleftup.kf sneak1hpattackleft.kf sneak1hpattackleftdown.kf sneak1hpattackleftis.kf sneak1hpattackleftisdown.kf sneak1hpattackleftisup.kf sneak1hpattackleftup.kf The mod is now uninstalled & removed. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (5) Conflicts & Issues ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - CALIBR version only - 9mm ammo is made available for Moira in Craterside Supply, Megaton & Flak & Shrapnel in the Rivet City market to sell. Therefore new vendor containers are added to those cells, if you have a mod making changes to either this may conflict. The changes are designed to be as unobtrusive to the game as possible & work with most mods that make simple additions & a Merged Patch should fix many clashes. - Both versions - The items are placed in the Gibson House in Minefield so if you have a mod making changes to that House there could be possible conflicts. - Both the Auto 9 & Beretta 93R have extended magazines so if your character dose not wear a Pipboy glove it could possibly clip the hands when they cup during aiming. I did my best to minimise this. - The animation for the three round burst slide effect requires that the vanilla animations for 1 Hand Pistol Attack Left are altered but they will function as normal for all other weapons needing their vanilla form. However, any mod that also alters the same animation files will be overwritten with the new ones from this mod. If you don't want to lose your other animations, say no when installing this mod when asked to overwrite the animation files (ending in .kf). If you overwrote your animation files with these already, simply reinstall the affected animation re-placer mod over this one or replace the listed .kf's by hand. The animation files modified by this mod are: Fallout 3/Data/Meshes/Characters\_1stperson 1hpattackleft.kf 1hpattackleftis.kf Fallout 3/Data/Meshes/Characters\_male 1hpattackleft.kf 1hpattackleftdown.kf 1hpattackleftis.kf 1hpattackleftisdown.kf 1hpattackleftisup.kf 1hpattackleftup.kf sneak1hpattackleft.kf sneak1hpattackleftdown.kf sneak1hpattackleftis.kf sneak1hpattackleftisdown.kf sneak1hpattackleftisup.kf sneak1hpattackleftup.kf ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (6) QUESTIONS & ANSWERS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Q: Fallout 3 crashes on startup with this mod installed, why? A: The only way that could happen is if you're using the CALIBR version & don't have CALIBR mod installed. Check that you've got CALIBR.esm in your load order or if you don't want to use the CALIBR version then switch to the other. Q: Isn't the Auto 9 meant to be fully automatic? A: No, the Auto 9 is basically a Beretta 93R Machine pistol with new grips, sights & a large compensator/barrel weight attached. It fires in three round bursts as the Beretta 93R does. Three round bursts are considered the best option as short controlled bursts are more likely to be on target, particularly with a machine pistol. Q: Doesn't the real Beretta 93R have a single shot option? A: It does, I figured the three round burst mode was the more interesting as you're less likely to have a gun that fires like that whereas single shot weapons are common. Q: Why the Gibson House? A: I struggled to think of a relevant location & also one that's not too often used by other mods to avoid clashing. Q: I use an animation re-placer, after installing your mod some of my animations are back to vanilla. Why? A: Please see "(5) Conflicts & Issues" above for the answer & solution to that. Q: What's that growling noise? A: Please put down your weapon. You have 20 seconds to comply. Q: I'm not carrying a gun... what...? A: You now have 15 seconds to comply... Q: Um... help? A: You have 5 seconds to comply... ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (8) Thanks & Credits ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Big Thank-You Kindly to the makers of Nifskope, who's work is so amazing that should anything happen to them in the line of duty they are bound by OCP contract to be brought back as cyborg cops... Thanks to the makers of Paint.net & DXTBmp, my tools of choice for textures. Thanks to the makers of Blender, I've finally got my head around it & am making some cool things with it. Thanks to the makers of Audacity, a wonderful & free program that allows one to record & edit sounds easily. Without which I'd have been unable to give the Auto 9 & Beretta 93R their distinct sounds. Thanks go to Bethesda for a great game with the fantastic ability to be modded! Thanks to the designers of the Auto 9 from Robocop (1987) & of course Fabbrica d'Armi Pietro Beretta for the design of the real world weapon upon which it was based. Thanks also to the Nexus for providing a safe home for mods, modders & mod users. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Special thanks to CLW, without whom I'd not exist & who's passing has left me so deeply saddened that there are no words to adequately describe it. From the Earth we come, to the Earth we return, to live again as a part of something new.