The Foundation
Written by The Guild Master   
Saturday, 18 April 2009 02:06

Fallout 3: The Foundation Mod V1.3.2

Part of the Wasteland Upgrade!

Download

The Foundation Download V1.3.2 Planet Fallout
(Requires the Waysted Resource Pack below)

REQUIRES:

Waysted Resource Pack to work

Warning:

The Foundation is mod that comes in 2 parts. The first part is a modders resource I am creating known as the "Waysted Resource Pack", this file is an esm file and as such every item in it is ready to use directly in GECK without any special knowledge being needed on your part. The second part is the mod it self which uses the resources from the "Waysted Resource Pack". You need both the main Foundation Mod and the Waysted Resource Pack to use this mod.

Both are available from the download link above.

About Sincity

The Foundation Sincity esp included all versions from 1.2 and over is required for the Sincity quests. Also it can be reset by turning off the esp, then loading the game, saving the game and then turning it back on. So if any of the assaults on sincity kill off any vital NPC (plasma and laser vapourising effects kill of NPCs perminantly, whether respawn is set or not), then you can get them back this way safely. Just avoid doing it whilst any SinCity related quests are operating. 

Also the Assault on Sincity Quest reappears if you stay out of Sincity for at least 4 days. 

About The Foundation Mod

This mod is loosely based on Asimovs Foundation series and uses certain characters from the series in its background story simply to acknowledge the fact the mod was inspired by those books. The Foundation series was in turn inspired by a book called "History of the Decline and Fall of the Roman Empire" by Edward Gibbon, which might allow you to see why it makes a good wasteland story too.

Asimov allowed the reader to watch the fall of 1 empire as a second empire grew from the ashes of the first and explained the problems each had as this happened, that is the story this mod has adopted for its main theme.


 

 

 

 

 

About the game play.

With resources running out and mankind heading fast in to a new stoneage as the products of the old world are finally used up, those groups that posses the few remaining resources begin to guard them even more aggressively. You find your self forced to start making your own items or face the prospect of fighting with bows and arrows in the near future. In the process you halt the slide in to the new stone age by making new items to replace the old ones that are vanishing fast from the wasteland.

It starts when you leave the vault and stumble in to Canterbury commons for the first time, you find out your arrival was predicted by some old geezer named Hari Seldon (nod to Asimov for his inspiration) and are told of a second crisis that only you can beat. You are given control of the Foundation and allowed to mold it so it can take on this second crisis successfully. Upgrading it and Canterbury commons to meet this crisis head on and creating a small pocket of civilization in the wasteland as a result which in turn attracts citizens and helps the town grown.

After a while, the resources you collected have served their purpose and are simply being stock piled, you can start to research your own armour, finally producing it so your own troops can use it to help defend the Foundation and Canterbury commons from attack and later selling the technology to other pockets of civilization around the wasteland to raise the standard of living out there too.

As you do so, greedy eyes notice what you have done and decide they want a bit of this pie of yours and try and take it from you. You are forced to defend your self, to build up an army and take the battle to them. Fighting to keep hold of what you created as you continue to try and improve the lives of wastelanders.

My Intentions and the Post War Feel of Fallout 3.

My intention is not to destroy that post war feel Fallout 3 has, for example, I will not be letting players build shiney new cities. I want to keep that destroyed and rebuilding feel alive, I want to show some faction, somewhere has started to make a serious attempt at rebuilding the world. That is my intention here, not to actually rebuild it. Asimovs Foundation books spanned a 1000 years and the story basically was the story of that happening over the course of many generations. This mod will span 1 life time and what can be achieved in that life time.

So do not expect to see brand new cities appearing from the ashes, that is not my intention here.

Everything I do will fit within the Fallout 3 game play as much as possible and not break the immersion of that game if I can help it. Players have a desire to improve things in the game, this lets them do that within the bounds of the original games theme and then see the results play out before their eyes. Save

Game Lore.

Most of Fallouts lore comes directly from classic scifi and my mods will be based on classic scifi so you judge if I am lore friendly or not for self. My sources of inspiration are the same sources that inspired the Fallout series in the first place. For example, in 1967 a guy named logan escaped from a sealed city in to a wasteland inhabbited by irradiated baddies.

Sound Familiar ?

Well I am not talking about a Vault or Fallout, I was talking about Logans Run.

Most of Fallouts actual game lore comes from various scifi sources that existed before, even the Power Armour is a Games Workshop idea that was probably borrowed from somebody else before them. Protectrons are spitting images for Robby the robot from Forbidden planet and the "THOSE" quest is a homage to the film THEM, the Andriod a nod to Asimov...the list is endless.

In my view Fallout 3 Lore is the same as classic scifi, if you agree, you will believe this is a lore mod, if you disagree you will not.

So decide for your self if this is a lore mod or not.

Inspiration for this mod.

I am a fan of scifi, it is my favourite genre. Asimov is my favourite Scifi author, the Founation series (which first appeared in the 50s) are my favour scifi books and "Giskard", the nickname I have used since 1990 actually comes from R Giskard, a character in another Asimov Book. Basically I like Asimovs work so you can see why I might use a 50s scifi classic as a basic for a mod for a game thats stuck in the 50s :)

Foundation series wiki link for those not familar with it.

I also love 50s Scifi movies and how many are so inaccurate these days as to be funny, but if I am being honest here, that is why i love them. The Ants in Fallout come from the file THEM, the Protectroms come from This Island Earth and the Robot known to all scifi fans simply as Robby. A real star of the Scifi circuit. Fallout 3 draws heavily from those old movies and pays homage to them, much of the games charm comes form this connection and I intend to base my mods on this very theme.

Imagination not Scientific accuracy will rule here.

That means you might find quests like "attack of the 50 foot Super Mutant" (name that film if you can)...oops beth already did that. DeathClawZilla maybe even a more modern "Ghoulie dawn of the seriously burned" done "Wasteland Style" of course.

These are some of films, books and games I take inspiration from for my Fallout 3 mods.

"The Foundation"
"Them"
"This Island Earth"
"Forbidden Planet"

And the following games.

"It came from the Desert" by Cinemaware
UFO Enemy Unknown by Microprose (UFO Defence in the US)

Fallout 3 takes it's inspiration for the same sources as I do. For example, it is not by accident the Ants Quest is called "THOSE", or that an Andriod with a positronic brain is in the game, or that the goal of the Brotherhood of steel smells like an Asimov story.

 The Foundation: Problems and Solutions

Lets all gather at the dinner.....(erm river....lol)

The problem of the NPCs all gathering at the Dinner first appeared after the 1.4 patch was released and extensive reworking of the Navmesh and cover in Canterbury commons seems to have solved the issue for most people. But it has come to my attention that is a mod edits the Navmesh in canturbery commons and overrides the Foundation changes then the problem will reappear.

To ensure this does not happen, if you are effected by this, use the Fallout 3 Mod Manager by Timeslip to move the Foundation mod to the bottom of your load order. This will allow the Foundation mod to edit the navmesh in that area instead of other mods.

Living Dead issue.

Another problem that first appeared after the  1.4 Patch was releases was the problem of the NPCs just stopping dead and not moving. Whilst this issue is rare, I have seen it my self once. Nothing can be done, the NPCs appear to just turn off their AI and stop moving. This is not a mod issue, this is a game bug because there is nothing in any mod that can cause this effect to happen randomly to every NPC in the loaded cell. 

 

Last Updated on Monday, 26 October 2009 23:46
 

This is the end...my friend.

Copyright © 2010 The Engineering Guild. All Rights Reserved.
Joomla! is Free Software released under the GNU/GPL License.