[RELZ] Back to the Future

Post » Sat Jun 19, 2010 3:59 pm

PLEASE SEE http://ypdesign.com/fo3/daggerhead/index.htm FOR A FULL LISTING OF DETAILS AND TONS OF PICTURES!!!

DOWNLOAD FILE DIRECTLY FROM MY SERVER AT THIS LINK: http://ypdesign.com/fo3/daggerhead/Back_to_the_Future.zip

2-21-10 - NEW VERSION 2.0 - Updates include a marked quest titled "Daggerhead Base"

CHANGE LOG FOR V 2.0


--> Version 2.0 makes a few significant changes including adding a "marked" quest for the base. The gameplay is exactly as the first version, but it just adds a marked quest to help you as you go along. I added a modest amount of XP for each stage of the quest.

--> All new entrance and exit doors. I was never really thrilled with the way I set up the teleport doors with the first version. I just felt touching a rock and a push button switch were not very realistic and a little lame. So, this version changes the teleport doors to a hatch outside up above, and a ladder to a hatch in the bar. I think that it's just a little more realistic. (At least as realistic as these things can be, lol.)

--> Complete overhaul of lighting. (See pics of new lighting here.)One of the only things I didn't absolutely love from the original version was the green tint to everything inside the base. So, this version changes the lighting to something a little more neutral in color. The contrast is really nice and the colors really come to life with these changes. I also softened up a couple of the "kicker" lights that I felt were too bright and caused certain areas to "wash out" due to the brightness. These changes are in the bar and armory, and they really soften up the brightness quite a bit.

NOTE: For users of V1.0 who wish to update to V2.0, you should only have to download the new file and overwrite it over the first one in your Data folder. I would always make a backup of the original just in case. Also, I would probably just exit the base and fast travel somewhere else like Springvale or whatnot, and then fast travel back to the entrance just to re-load the cell. When you enter the base via the new hatch, it will probably trigger the completion script for the new quest. Also, if you never picked up the Daggerhead Master key from the oroginal version you will HAVE to do so to use the new hatch. (You can still use the Portal though)



CREDITS
First and foremost, this UPDATE is as much of a tribute to "cdagger" (the creator of the Built for the Future mod for Fallout 3) than anything. Without cdaggers hard work and exceptional skill to not only create "Daggerhead" itself, but his vision and creativity with the story line and quest to find the base, none of the modest contributions I have made to this mod would have been possible. Thank you cdagger for all of the many, many hours of enjoyment I have gotten out of using your mod, and for the opportunity to use your work as a starting point for my education in the modding process! It is to you and your work that this site is dedicated! And thank you once again for your permission to release my updated version of your mod.

Also, I would be remiss if I did not thank raveage for starting all of this for me by adding the ability to bring followers into the base in the first place. After he set up the teleport mechanism and I was able to populate the base the first time, I mustered up the motivation and determination to try and add more of the features I wanted to see in the base. Thank you, raveage, for your help as well!

DESCRIPTION
With that being said, what exactly is "Back to the Future"? Well, it is an enhanced or tweaked version of the original Built for the Future mod with several key updates. The updates include a means of teleportation for your followers, a new automated sorter, many radios added for the music buff, added new NPC's and makeovers for the original NPC's. Please see the New Features page on my website for a complete list and LOTS of pictures. It is now a "follower friendly" player home with all the bell's and whistles that you could ever need for a high-tech and luxurious combat command center or base of operations for Fallout 3. The base has my updates, as well as all of its original features including:

--> a HUGE armory stocked with hundreds of weapons and TONS of explosives and ammo

--> a specious barracks area with 16 beds for your squad to choose from

--> a fully operational Science & Medical Lab stocked with supplies & Doctors

--> a Facial Reconstruction machine

--> a tool room full of parts & schematics for custom weapons

--> a community bath/shower area with radiation removing water

--> a gorgeous CO Quarters with Well Rested bed, rad removing shower, wet bar and lots of storage

--> an Engineering area where NPC's keep things working properly

--> a trophy "War Room" with dozens of pedestals to display items from your exploits as The Lone Wanderer

--> more storage containers than you could ever need all conveniently placed in all the main areas

--> a fully stocked bar & grill with lots of food and alcohol in storage

PLEASE SEE http://ypdesign.com/fo3/daggerhead/index.htm FOR A FULL LISTING OF DETAILS AND TONS OF PICTURES!!!


NEW FEATURES
--> New teleport system for bringing your followers into and out of the base (Original system left intact)

--> New automated sorting system to sort your parts, scrap metal, chems, apparel, clutter & aid items to containers in the bar & tool room - basically 70% of your inventory can be managed automatically with a couple of clicks of your mouse!

--> New parts retriever at the workbench in the tool room for making custom weapons

--> Removed fans over grill area in bar to hear the music better

--> 11 new NPC's with full AI & Vendor Packages

--> Facial makeovers for all of the existing NPC's

--> Reworked the AI Packages for existing NPC's

--> Radios added to every room

--> Storage added to bar

--> Sorting terminal in bar for convenience

--> Clutter items added (for decorating) to Trash Can in bar

--> A few outfits of Vanilla clothing added to Wardrobe Locker in bar

--> Added new weapon - Dagger Nuka Launcher to the Small Guns Locker in the bar. Weapon used shotgun shells as also but shoots Nuka Grenades as its projectile

PLEASE SEE http://ypdesign.com/fo3/daggerhead/index.htm FOR A FULL LISTING OF DETAILS AND TONS OF PICTURES!!!

INSTALLATION
Download zip file to directory of your choice and unzip the file.
There should be 2 folders named Documentation (see below) and Data.
Copy the Data folder and paste into your Fallout 3 directory where your existing Data folder is located. When prompted to overwrite the existing files, tell it to overwrite them. Load it up in either the Fallout 3 launcher, FOMM, FOSE or whatever you use to launch the game.

ENJOY!

DOCUMENTATION
The Documentation folder includes the Read Me from the original mod, the original spoiler note that cdagger included and the Back to the Future READ ME. Basically, I wanted to include all the original documentation as well as my own.

PLEASE SEE http://ypdesign.com/fo3/daggerhead/index.htm FOR A FULL LISTING OF DETAILS AND TONS OF PICTURES!!!!

CAUTION!!!
This update makes several changes to the original Built for the Future mod. If you are using the original mod, you might just want to gather up all your belongings and leave the base before you switch to the new updates. The only containers that I changed were in the bar, so if you don't have anything stored there you SHOULD be OK, but I can't promise you that this won't reset the containers where your gear is stored. Also, this SHOULD NOT affect any items you have on display in the War Room with the exception of the 2 displays where I added the radios. If you have something displayed on them, the radios should just push your stuff to the side a little, but it should be fine. (I have play tested BOTH issues and these are my results, but yours may vary.)

PLEASE SEE http://ypdesign.com/fo3/daggerhead/index.htm FOR A FULL LISTING OF DETAILS AND TONS OF PICTURES!!!

Also, if you have any questions, please don't hesitate to post them here! I will do my best to answer them promptly.
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jessica sonny
 
Posts: 3531
Joined: Thu Nov 02, 2006 6:27 pm

Post » Sun Jun 20, 2010 4:51 am

Version 2.0 released including fully marked quest and lighting overhaul. (see above, or at BTTF website, or at The Nexus)
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Steve Smith
 
Posts: 3540
Joined: Sat Jun 30, 2007 10:47 am


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