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Fallout 3 Guides
- Category: Fallout 3 Guides
- Last Updated on Monday, 12 September 2011 21:41
- Written by Giskard
- Hits: 1297
Mod Installation Guide
Oblivion Mod Installation
Fallout Mod Installation
Oblivion Mod Manager
Fallout Mod Manager
Guild Exe Installers
Some of you out there are having trouble installing mods so I am going to write a guide to help you do it. Try and remember there is no way I can help people that do not read the docs, asking for help always results in you having to do some reading. Failing to read the docs results in you having to do more reading than you would have done, e.g. this guide is an example.
So this guide is for those who read the docs and still do not understand why the mods are not working. Its not for people that do not want to read, those people cannot be helped. They are lost causes and we ignore them usually.
Installing a Mod
First a word about packing.
I pack my mods so when you extract them anywherethey create a folder called Data where you extracted them too and all the mod folders are put in that Data Folder. The Data folder is where Fallout 3 and Oblivion put the mod files. All you need to do is find the game, and extract it directly in to the games main folder (its root directory) So this extra step in packing means you do not have to know the mod files need to go in to data. I have taken care of that for you.
Other modders pack their mods so when you extract them some place they do not create a folder called data. The files are dropped loosely in to what ever folder you extract them too. They require you to know they need to be extracted in to the games Data folder. If you do not know that and you extract them in to the games main folder (its root directory), they mod will not work.
I choose to extract my mods in to the games main folder because decades of experience has taught me that over time, players forget where these mods go, its always fine when a game is new, but wait a few years and even those who played the game to death start forgetting these things.
Depending on whether a mod was packed with the data folder intact or without the data folder as described above, all mods are installed by extracting them either directly in to the game folder or in to the game folders data folder.
Mods without a data folder packed in to them extract to
Mods like mine that do have a data folder packed in to them extract too
After that you enable the mods from the Data Files menu that pops up when you insert your Oblivion or Fallout 3 DVD. When you run the game the mods will be enabled.
Special Step Required for Fallout 3 Mods.
If your using a Fallout 3 mod that contains textures and other things, you have to Toggle Invalidation on or the new textures will not be used and you will see some rapidly changing textures on your models that gives a bit of a freaky 60s hippy effect in game. The easiest way to deal with this is to download the Fallout Mod Manager and just click the Toggle Invalidation Button in that problem.
Oblivion Mod Manager (OBMM) and Fallout Mod Manager (FOMM)
You can use these mod managers without creating Omods (Oblivion mods) or FOMods (Fallout mods), they allow you to adjust your load order, enable or disable mods and if your using Omods or FOMods, uninstall them easily. Since the programs are very easy to use I'll focus on making Omods and FOMods and throw in some tips and tricks you might be interested in knowing about.
If you want either of these problems, just Google them, you will find them easily.
Creating Omods that can be installed or uninstalled easily.
If a mod creates a data folder when extracted, just extract it some place safe and then load up the Oblivion mod manager. If the mod does not create its own data folder, create one first and then extract it in to that new data folder and then load up the Oblivion mod manager. When your ready, follow the instructions below.
For Oblivion you do the following.
Load up OBMM and click on the create button. Fill in the details for the mod the best you can, these are information only except for the data compression stuff, which really translates too how fast these mods can be installed or uninstalled. High compression is slower but takes up less hard drive space basically.
Find the "Add Folder" button and a window will appear asking you to browse to a folder, go and find that Data folder where your mod was extracted too. When you have found it, select and press Ok. Bow select Create Omod. When it finishes packing the files the new Omod will appear with the name you gave it in the mod list of OBMM on the right side of the program. You can select it and "Activate" it easily from there. OBMM takes care of everything for you.
All OMODs you create are stored at Oblivion\obmm\mods.
Creating FOmods that can be installed or uninstalled easily.
Fallout mods should be extracted to a folder named after the mod because FOMM uses the folder name to name the FOMOD it creates. You can leave it at data and just go to Fallout 3\fomm\mods and change the name from Data to what ever the mod is called later after the FOmod has been created. That works too if you prefer to do it that way.
For Fallout 3 you do this.
Load up FOMM and click Package Manager, then select "create from folder" and browse to that folder containing your Fallout mods files and select it. Then press OK FOMM will do the rest, the new FOMOD will appear in the Package Manager list and you can tick the box and start using it right away. If you have to rename the file, close FOMM, and go to Fallout 3\fomm\mods and find the file you have to rename. Then reload FOMM and enable that mod.
All FOMODs you create are stored at Fallout 3\fomm\mods.
Tricks using OBMM or FOMM.
Removing an old mod:
If you still have the archive for an old mod, make it in to an Omod or an FOMOD as described above, then install and uninstall it to remove all the old files from your game directory. This is a 100% accurate way of getting all the files that mod originally installed.
The Engineering Guild Exe Installers
The exe files offer me a method of protecting my self legally from the assholes out there that I used to allow to edit my mods freely. Unlike normal reasonable people, those folk banded together and thanked me for allowing them the freedom to edit my stuff by attacking me. So I put a stop to that freedom to edit my stuff for that reason. Is it really too much to ask for a simple thank you ? Seems so.
Anyway, the point is, I refuse to share these mods with people unless they agree to the licenses first, no agreement, no mod. That is why I use exes not zip files, it a way to defend my self from the idiots out there. Other than that, they install the same way as the zips.
You just click on the exe and select the Games main folder (the games root directory) and the exe will automatically install things in the right places for you. Creating a data folder in the process if one does not exist.
If you install these files some place else, you can easily make the mods in to an Omod or FOMod as outlined above and install or uninstall these at will.
- Category: Fallout 3 Guides
- Last Updated on Monday, 12 September 2011 21:29
- Written by Giskard
- Hits: 1209
The Foundation Mod Guide
This is a guide to an incredibly complicated mod I made for Fallout 3 called The Foundation. Now I am known in some circles for my AI work, in others for my Guides and in Beths community for my Lore mods. So this may seem like a departure from that but its actually not. Fallout 3 is basically 1 giant hommage to 50s Scifi and every aspect of the game is borrowed from scifi released else where. So it is entirely in keeping with the game lore to add Asimovs Foundation which is classic 50s Scifi.
The foundation mod allows you to develop the town of Canterbury Commons in to a thriving community and defend it against attack. It has automatic and manual features that allow you to emulate this in a realistic way but these features are enabled as a result of other things you do and those things require some explaination. As you read this please remember this is not a linear mod, so things may happen in a different order.
Also remember you need the Waysted Resource Pack, either the full complete pack or parts 1 to 3 for this mod to work. All are available on the Engineering Guild website.
Joining the Foundation.
The first task you must do when you arrive in Canterbury Commons is join the foundation, usually it is best to wait until after you have started the "The Superhuman Gambit" involving the Antagonizor since it gets that quest out of Canterbury Commons nice and early. After that you start by speaking to Bob "The Builder" Lanceright who will explain everything to you and ask if you wish to join the Foundation.
At important point to note at this stage is most quests are only offered during office hours, between 9am and 5pm. If you are on a quest and need to speak to somebody about it, you have to wait until those times to do so. Once the Foundation staff knock off for the day, they will not want to speak about Foundation business. This is one of the most confusing aspects of the Foundation mod that many fail to understand.
Monitoring your progresss.
Scattered around various locations within the Foundation are computers that provide detailed information about your progress. Should you need to know anything, the first place to look is those computers. Every department has a computer of its own but your office computer is the master computer that contains the most information. There are some unique options available from certain offices that are not available from your own office so its worth checking out all the office computers as you progress because new options will start to appear.
Also the same is true for NPC dialog options, as you gather enough resources, new research options become available, new building options become available and once you choose to do one. Resources are expended, and some options may no longer be available again until you replace the resources used.
Collecting items to Research.
Once you have joined the Foundation you need to gather items for research, these are taken to Geoge "Brains" Mellowton in the foundation offices. The sort of items he seeks include these.
PreWar Books = Value 1 research point
Tales of a Junktown Jerky Vendor = Value 2 research points
U.S. Army: 30 Handy Flamethrower Recipes = Value 2 research points
Nikola Tesla and You = Value 2 research points
Duck and Cover! = Value 2 research points
Tumblers Today = Value 2 research points
D.C. Journal of Internal Medicine = Value 2 research points
Grognak the Barbarian = Value 2 research points
Dean's Electronics = Value 2 research points
Big Book of Science = Value 2 research points
Guns and Bullets = Value 2 research points
Chinese Army: Spec. Ops. Training Manual = Value 2 research points
Lying, Congressional Style = Value 2 research points
Pugilism Illustrated = Value 2 research points
Also every one of these books except for Prewar books is counted separately, so if you hand in a book on medicine, the mod knows you did and these grant special bonuses in unique areas else where in the mod.
Collecting Scrap and similar items.
Paul Scrapyard Rustin handles the collection of scrap and other items within the Foundation offices, these are used as resources needed to Build items once you have enough research material mentioned above, to unlock certain features. Unlike other things you collect, these items are expended as you make upgrades and perform research. Even assault quests require resources and use them up. So if you run out of them, you will not be able to make upgrades, do research or conduct assaults on places like SinCity.
Paul Rustin collects the following items
Fission Batteries = + 1 Tools
Hammers = + 1 Tools
Wrenches = + 1 Tools
Steam Gauge Assembly Units = + 4 Resources
Conductors = + 3 Resources
Scrap = + 1 Resources
Sensor Modules = + 2 Resources
Paint Guns = + 1 Resources
As is the case for Books, the mod also remembers which type of resource you handed in and if they are tools and enables things based on what is available. Tools are used to raise the engineering level, resources are expendend when building or researching things.
Bio Tech Items
Dr Saran Dawnfang collections items to help increase the Biotech Research and production stims and other things that can be sold or used to help you. The Items needed to increase the Bio Tech level are.
Forceps = Worth 1 Bio point.
Medical Brace = Worth 1 Bio point.
Scalpel = Worth 1 Bio point.
Bonesaw = Worth 1 Bio point.
Surgical Tubing = Worth 1 Bio point.
Tweasers = Worth 1 Bio point.
Also accepted for medical use are (not related to Biotech levels).
Antmeat = Makes 1 Psycho
Ant queen phermones = Makes 10 Radaway and 10 Stim paks
Mireluck Meat = Makes 1 Stim pak
Radroach meat = Makes 1 Radx
ReadScorpion Poison = Makes 1 Medx
Tech Level Chart
The books handed in as described above are converted in to Tech Level Research as shown below. Certain books provide bonuses here.
Tech Level 1 = Between 5 and 10 Research points.
Tech Level 2 = Between 10 and 15 Research points.
Tech Level 3 = Between 15 and 20 Research points.
Tech Level 4 = Between 20 and 25 Research points.
Tech Level 5 = Between 25 and 30 Research points.
Tech Level 6 = Greater than 30 Research points.
Bio Tech Level Chart
Bio Tech Level 1 = between 10 and 20 Bio points.
Bio Tech Level 2 = between 20 and 30 Bio points.
Bio Tech Level 3 = Greater than 30 Bio points.
Engineering Level Chart
Engineering level 1 = Between 5 and 10 Tools
Engineering level 2 = Between 10 and 15 Tools
Engineering level 3 = Between 15 and 20 Tools
Engineering level 4 = Between 20 and 25 Tools
Engineering level 5 = Between 25 and 30 Tools
Engineering level 6 = Greater than 30
Resource Level Chart
Unlike other charts, resources can go up and down during the game.
Low Resources 1 = Between 10 and 20
Medium Resources 1 = Between 20 and 30
High Resources 1 = Greater than 30
The resources are catagorized as low, medium or high so they can be accurately listed on a computer terminate in the Foundation office and allow you to check the stock levels when ever you wish.
Bob "The Builder" Lancright offers many things for you to build providing you have the resources and right tech level or bio tech level. If you do not, he will only tell you about those items. You will know when you have built everything because Bob will run out of things to tell you about. Bob will inform you what is required to build each item on his list if asked.
Build a Lab (Resources Required = Medium)
This is a Tech Level 2, Bio Level 1 Upgrade and is required by many other upgrades so it is a good one to build early on.
Build a Power Generator Station (Resources Required = Medium)
The Power Generator is part of the Power Upgrade path and is a Tech Level 3, Engineering Level 2 building needed by all other advanced buildings. The Workshop has to built first.
Build a Water Tower (Resources Required = Low)
This is a Tech Level 1, Engineering Level 1 and Bio Tech Level 1 upgrade, it is part of the Bio Tech research group and Engineering Research Group.
Build a Workshop (Resources Required = Medium)
This is a Tech Level 2, Engineering Level 1 Upgrade that allows you to build more advanced buildings later on. This is part of the Engineering Research Group.
Build a Fence (Resources Required = Low)
This is a Tech level 1, Engineering level 1 upgrade that builds a fence around Canterbury commons. This is part of the Army Research Group.
Establish a Security Force (Resources Required = Low)
This is a Tech level 2, Engineering level 1 upgrade that puts security guards on the streets of Canterbury commons. This is part of the Army Research Group.
Create a Defense Force (Resources Required = Medium)
This is part of the Army Upgrade path and is a Tech Level 4, Engineering Level 4, Bio Level 3 Upgrade. It puts power armoured troops on the streets of Canterbury commons and is required before other Power Armoured options become available. For this to be built, the Workshop, Fence, Security and Lab Upgrades must all be completed. This is part of the Army Research Group.
Plant Some Trees (Resources Required = Low)
This is a Tech Level 3, Bio Tech Level 3 Upgrade. Once Built trees and shrubs appear around Canterbury Commons and makes it look a little nicer.
Build a War Room (Resources Required = High)
This is a Tech Level 4, Engineering Level 4 Upgrade and enables you to send out patrols and conduct missions against other settlements. It requires the Security force upgrade to have been completed first. This is part of the Army Research Group.
Research takes place in the Lab and you can research new upgrades for the Foundation from there. Primary catagories include
Research Foundation Power Armour Mark 1 to 3
The Power Armour research must be conducted in order, starting with the Mark 1, and working your way forward. It requires Tech Level 1, a low amount of resources and the Warroom be built because these become available. Together with Laser and Plasma weapon research, these enable additional troop types over at the war room.
Research Lasers Weapons
Laser weapons require Tech level 3, Engineering Level 3 and need a low amount of resources before they can be researched. Together with Mark 2 Armour Research, this enable additional troop types over at the war room.
Research Plasma Weapons
Plasma weapons require Tech level 5, Engineering Level 5, a low amount of resources and the laser weapons to have been researched before Plasma weapons can be researched. Together with Mark 3 Armour, this enables additional troop types over at the war room.
Research Protectron Robots
The Protectron is a Tech Level 3 research item that requires a medium amount of resources and the war room to be built before becoming available for research. Once completed, these Robots are available for use from the War Room providing you have the resources to build them.
Research RoboBrain Robots
The RoboBrain is a Tech Level 4 research item that requires a medium amount of resources and the war room to be built and the Protectron research be completed before becoming available for research. Once completed, these Robots are available for use from the War Room providing you have the resources to build them.
Research Mr Gutsy Robots
The Mr Gutsy is a Tech Level 5 research item that requires a medium amount of resources and the war room to be built and the Protectron & RoboBrain research be completed before becoming available for research. Once completed, these Robots are available for use from the War Room providing you have the resources to build them.
Research Sentrybot Robots
The Mr Gutsy is a Tech Level 6 research item that requires a medium amount of resources and the war room to be built and the Protectron & RoboBrain & Mr Gutsy research be completed before becoming available for research. Once completed, these Robots are available for use from the War Room providing you have the resources to build them.
The War Room
The War room is run by Herbert Jones (named after Col H Jones, winner of the Victory Cross in the Falklands War of the early 80s). From here you can configure various things about the foundations defenses and assaults. The more you build, the more research you have conducted, the more options are available here. Once the mod is fully upgraded, the War Office features take over for the rest of the game.
Defending Canterbury commons.
From the War Office you can send out patrols around Canterbury Commons, choose the type of troops to use, the type of robots to use and so forth. You can also set how often you want canterbury commons to be randomly attacked. The choices are....
10% of the time
25% of the time
50% of the time.
I recommend setting it to 10%.
Any troops or Robots in Canterbury during an attack will help defend the town.
Assaults against Canterbury Commons must be defended against or they will invade Canterbury Commons and kill everybody. Whilst all the Foundation NPCs do respawn, Beths originals do not. Every type of bad guy in the game has a chance of attacking Canterbury so you will never know who you will face until the attack starts. A Defend HERE marker is placed at the point where the attack will take place so you know where to go. One word of warning, if the NPCs do not move or are standing in the corner of the dinner, then a Fallout 3 bug is going to prevent this quest from working. If that happens, save your game, quit Fallout 3, and restart it. That should fix it.
Troops available for missions.
The types of troops and their weapons available in quests are listed below.
Defense Force squads (Zero Resources Required on Missions)
Mark 1 Power Armour + Assault Rifles (Low Resources Required on Missions)
Mark 2 Power Armour + Laser Rifles (Medium Resources Required on Missions)
Mark 3 Power Armour + Plasma Rifles (High Resources Required on Missions)
Also Herbert Jones will not let you waste the Mark 3 units on trival duties.
Assault on Sin City.
The other repeatable quest available from the War Room is the Assault on SinCity, this is an epic battle similar to the ones seen on my youtube channel. For this to work you must have the TheFoundation_SinCity mod enabled. The Assault takes place once you have chosen the forces you wish to use and go to Sincity. You can choose between Mark1, Mark2 and Mark3 Power Armoured units and they come equiped with Assault Rifles, Laser Rifles or Plasma Rifles respectively. See the available troops above for a list.
Be warned, any NPC killed by a critical laser or plasma hit that turns to goo, will NOT respawn, another Fallout 3 bug. So if you find Sin City is an empty place after multiple attacks on the town. Disable the mod, load and save your game without Sincity loaded and then enable it again and it will reset the city.
Gaia Project Infestation
Once the lab upgrade is done and the Create a Defense Force build option has been completed the repeatable Gaia Project Infestation quest becomes available from Kyle Wilfred Spleenripper in the Foundation Lab.
In this quest you have to kill 15 Ants, then you get a note when completed. It may be 16, I forget if the quest counts from ZERO or 1. So if you do not get the note at 15, just kill one more ant.
When the note about the ants being dead is given to you, return to the Lab during office hours and speak to Kyle Wilfred Spleenripper again to complete the quest.
Sincity is more than just an assault quest, if you have a bad Karma Rating it is also a friendly haven for you to visit. They love nasty characters in Sincity and hate goody two shoe types. You will find it a fully functional city in its own right with its own characters.
Sincity consists of 2 mods.
The Sincity arena is as you might expect a small arena where citizens place bets on who will win a fight to the death. You can take part in the arena if you wish, its entirely up to you.
Recommended support mods.
My Fallout 3 Waysted Container Respawn Mod is recommended since it allows containers to respawn their goods and also marks none respawning containers as NR so you know you can use them to store your own items. This helps allow you to create a home anywhere in the wilderness. The sort of items added to the default chests that support the Foundation mod are the sort of resources you need in this mod. So it allows you to easily get more of the sort of things you need for the Foundation mod to work.
Forum and Website Logins
Please be aware that the forum and the main website are 2 completely different logins.
Fallout New Vegas Menu
Fallout 3 Menu
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