[Relz] Down Under

Post » Mon Nov 15, 2010 8:17 pm

Down Under
A House and Quest Mod

Well, it's been a long time in the making, but here is the first release of "Down Under." This mod is a new house and quest mod that I'm developing. Please see the readme (below) for the full scoop.


http://www.fallout3nexus.com/downloads/file.php?id=12839


===========================
Down Under
A House and Quest Mod
===========================

Version 1.0
2010.05.28

by Mezmorki


===========================
Description
===========================

"Down Under" is a player house mod. To gain full access to the house, the player must complete a 3-part quest sequence. The quests may be difficult for low level characters to complete.

The house is located south of Big Town near an overturned boat along the dried up river. A new map marker is added which can guide you closer to the entrance.

The house is not intended to be a "starter-home-fresh-out-of-the-vault" type house. BUT, there isn't anything imbalanced or overpowered. Depending on what level you are when you gain access to the house will determine the level of loot and equipment you find.

The design intent of the house is that of a large ship buried underground. The mod uses the rivet city texture sets. The layout is compact, and the cluttering provides a good "lived" in feel, consistent with the back-story for the house. The house uses only standard fallout assets / resources.

The rooms of the house include:

- Entry foyer / ready room
- Medical bay / lab room
- Armory / workshop room
- Main living space with open kitchen and dinning area
- Master suite
- Sleeping area for followers with bathroom

Other features include:

- Home Laboratory - requires high (60+) science skill and various chemicals in order to get it working properly.
- Home Infirmary (Treatment + Diagnostic System) - requires high (60+) medicine skill and certain medical supplies to get it working properly.
- Water Purifier - requires high (60+) repair skill and various parts to get it working. Creating purified water requires periodic use of Rad-X.
- Sandbox activators so companions will interact with the house (if using a mod to set them to sandbox mode).


===========================
Quest
===========================

Version 1 of "Down Under" contains the first quest sequence, allowing you to gain access to house, hinting at the prior occupants activities, and setting the stage for a subsequent quest line. The follow up quest line is under development, and will be released as a update for Down Under.


===========================
Installation
===========================

Extract the .esp file and place it into your Fallout3/Data folder. Activate it FOMM, load your game and enjoy!


===========================
Legal Stuff
===========================

You are free to do whatever you want with this mod for PERSONAL use. You may not upload it anywhere else, in its original or in a modified form, unless you obtain my written permission first.

Contact me (PM):

Mezmorelda @ the official Bethesdat Forums . . . OR
Peekaboom @ The Fallout 3 Nexus.



User avatar
Karl harris
 
Posts: 3423
Joined: Thu May 17, 2007 3:17 pm

Post » Mon Nov 15, 2010 10:01 pm

Hooooooly crap. Looks...So...Amazing...

Finally! An interesting home! Maybe it'll take another certain home off of it's pedestal...

Downloading.
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sunny lovett
 
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Post » Mon Nov 15, 2010 3:01 pm

Hooooooly crap. Looks...So...Amazing...

Finally! An interesting home! Maybe it'll take another certain home off of it's pedestal...

Downloading.


Thanks! Let me know how you like it, I'm open to feedback.
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Olga Xx
 
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Post » Mon Nov 15, 2010 5:29 pm

This looks and sounds very good, I must give this a try soon! :)
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sam westover
 
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Post » Mon Nov 15, 2010 10:38 pm

Niiiice.

That's the quite the house. Leechin'.
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Jerry Jr. Ortiz
 
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Post » Mon Nov 15, 2010 3:22 pm

It looks ship shape, sailor. Carry on.

In keeping with the Navy ship theme it might be good to see references like galley instead of kitchen, crew's quarters instead of barracks, ward room instead of living area, Officer's or Captain's Quarters instead of Master, Crew's Mess. Sick Bay, CMC, CIC and so forth.
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Sophie Morrell
 
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Post » Mon Nov 15, 2010 10:18 pm

It looks ship shape, sailor. Carry on.

In keeping with the Navy ship theme it might be good to see references like galley instead of kitchen, crew's quarters instead of barracks, ward room instead of living area, Officer's or Captain's Quarters instead of Master, Crew's Mess. Sick Bay, CMC, CIC and so forth.


Yes, that's a good point :) Although the only actual references to the rooms are in the read me and the pictures. Unfortunately nexus won't let you change the caption for picture after you've uploaded it. Maybe if/when I re-upload or add new images I'll change it.

Anyone had a chance to work through the quest yet?

Cheers,
User avatar
Dalia
 
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Post » Mon Nov 15, 2010 11:36 am

Congrats on the relz! It may be some time before I can get to this home since I am a low level. I did check it out in the G.E.C.K. and it looks impressive!
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Brad Johnson
 
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Post » Tue Nov 16, 2010 2:32 am

Great! I've been patienting waiting for you to release this. I loved the pics when you WIP'd it. Thanks so much for sharing; I'll DL right away. My character just got out to PL though, so I won't be able to do the quest until I get back to the Wasteland.
User avatar
Lori Joe
 
Posts: 3539
Joined: Tue Jun 20, 2006 6:10 am

Post » Mon Nov 15, 2010 6:37 pm

I installed this mod and it seemed to crush my system. I've never used a house mod before, so I'm not sure if they're all like that. I was getting tons of stutters and ctd's, until I unchecked it in FOMM and back to normal. I ran masterupdate to no avail. Think I may just be taxing my machine too much or perhaps I aught to juggle my load order around?

Load order:
Spoiler
Fallout3.esm
PointLookout.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
CRAFT.esm
CALIBR.esm
StreetLights.esm
Project Beauty HD version.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
LingsFinerThings.esm
Enhanced Weather - Rain and Snow.esm
DarNifiedUIF3.esp
CASM.esp
CRAFT - Activation Perk.esp
CALIBRxMerchant.esp
GalaxyNewsRadio100[M].esp
Enhanced Weather - Rain and Snow in Fallout.esp
Enhanced Weather - Radioactive Rain and Snow Plugin.esp
Enhanced Weather - Weather Sounds in Interiors.esp
Enhanced Weather - Sneak Bonus during Storms.esp
Fellout-Full.esp
Fellout-BrokenSteel.esp
Fellout-PointLookout.esp
Fellout-pipboylight.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
FO3 Wanderers Edition - Project Beauty.esp
FO3 Wanderers Edition - Project Beauty (HD Addition).esp
FO3 Wanderers Edition - Project Beauty (Followers Enhanced B-S).esp
Tailor Maid.esp
Tailor Maid Anchorage.esp
Tailor Maid PITT.esp
Tailor Maid Black Retex.esp
Tailor Maid Brokensteel.esp
WeaponModKits.esp
WeaponModKits - FWE Master Release.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - PointLookout.esp
WeaponModKits - FWE Optional Worn Weapons.esp
Stealthboy Recon Armor - CRAFT.esp
EVE.esp
EVE - FWE Master Release.esp
EVE - FWE Master Release (Follower Enhanced).esp
EVE Operation Anchorage.esp
EVE - FWE with WeaponModKits.esp
EVE Anchorage - FWE DLC Anchorage.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - FWE with EVE.esp
Mart's Mutant Mod - FWE Master Release.esp
Mannequin.esp
Responsive Kill Reactions.esp
Existence2.0.esp
CharonImproved.esp
ZoomReworked.esp
MarkB50K_Wasteland_Patrols.esp
BlackWolf Backpack.esp
BlackWolf Backpack - Blank's Container Patch.esp
BlackWolf Backpack - Vendor Script Replenish.esp
The Groovatron.esp
LingsFinerThings.esp
sunglassescollection.esp
1SB_VenomousArmor.esp
MAXdog.esp
KBATRadio.esp
Project Beauty- Broken Steel.esp
Project Beauty- Point Lookout.esp
PB MMM.esp
PB MMM HD.esp
Project Beauty- Point Lookout MMM.esp
Choose your own hairstyle (load this last on FOMM).esp
CONELRAD 640-1240.esp
The Mantis Imperative - Mantis.esp
The Mantis Imperative - Jello.esp
Realistic Death Physics.esp
kikaiEquipment.esp
PWSerialKiller.esp
Comp_dont_steal_xp_hereticus.esp

Total active plugins: 87
Total plugins: 99


Just an fyi, I haven't updated my FWE. It still using old PB and Realistic Death Physics still compatible. Only mods I've added recently were Down Under and Comp_dont_steal...

DxDiag:
Spoiler
------------------
System Information
------------------
Time of this report: 5/5/2010, 11:16:19
Machine name: MATTHEW-98F3E09
Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.100216-1514)
Language: English (Regional Setting: English)
System Manufacturer: Dell Inc.
System Model: Dimension 9100
BIOS: Phoenix ROM BIOS PLUS Version 1.10 A01
Processor: Intel® Pentium® D CPU 2.80GHz (2 CPUs)
Memory: 3326MB RAM
Page File: 423MB used, 4785MB available
Windows Dir: C:\WINDOWS
DirectX Version: DirectX 9.0c (4.09.0000.0904)
DX Setup Parameters: Not found
DxDiag Version: 5.03.2600.5512 32bit Unicode

------------
DxDiag Notes
------------
DirectX Files Tab: No problems found.
Display Tab 1: No problems found.
Sound Tab 1: No problems found.
Sound Tab 2: No problems found.
Music Tab: No problems found.
Input Tab: No problems found.
Network Tab: No problems found.

--------------------
DirectX Debug Levels
--------------------
Direct3D: 0/4 (n/a)
DirectDraw: 0/4 (retail)
DirectInput: 0/5 (n/a)
DirectMusic: 0/5 (n/a)
DirectPlay: 0/9 (retail)
DirectSound: 0/5 (retail)
DirectShow: 0/6 (retail)

---------------
Display Devices
---------------
Card name: NVIDIA GeForce 9500 GT
Manufacturer: NVIDIA
Chip type: GeForce 9500 GT
DAC type: Integrated RAMDAC
Device Key: Enum\PCI\VEN_10DE&DEV_0640&SUBSYS_0643196E&REV_A1
Display Memory: 1024.0 MB
Current Mode: 1440 x 900 (32 bit) (60Hz)
Monitor: Plug and Play Monitor
Monitor Max Res: 1600,1200
Driver Name: nv4_disp.dll
Driver Version: 6.14.0011.9713 (English)
DDI Version: 9 (or higher)
Driver Attributes: Final Retail
Driver Date/Size: 3/16/2010 02:51:59, 6432128 bytes
WHQL Logo'd: Yes
WHQL Date Stamp: n/a
VDD: n/a
Mini VDD: nv4_mini.sys
Mini VDD Date: 3/16/2010 02:51:59, 10232352 bytes
Device Identifier: {D7B71E3E-4500-11CF-2F5F-482600C2CB35}
Vendor ID: 0x10DE
Device ID: 0x0640
SubSys ID: 0x0643196E
Revision ID: 0x00A1
Revision ID: 0x00A1
Video Accel: ModeMPEG2_C ModeMPEG2_D
Deinterlace Caps: {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
{6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(UYVY,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(UYVY,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
{6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(YV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
{6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
Registry: OK
DDraw Status: Enabled
D3D Status: Enabled
AGP Status: Enabled
DDraw Test Result: Not run
D3D7 Test Result: Not run
D3D8 Test Result: Not run
D3D9 Test Result: Not run

User avatar
Jeff Turner
 
Posts: 3458
Joined: Tue Sep 04, 2007 5:35 pm

Post » Mon Nov 15, 2010 2:28 pm

I installed this mod and it seemed to crush my system. I've never used a house mod before, so I'm not sure if they're all like that. I was getting tons of stutters and ctd's, until I unchecked it in FOMM and back to normal. I ran masterupdate to no avail. Think I may just be taxing my machine too much or perhaps I aught to juggle my load order around?


Strange. My computer is a bit slower than yours (Core 2 duo notebook, geforce 7700 go) and I don't have many crashes at all. The interior of Down Under is a little slow on my machine because there is a fair bit of clutter, but it still runs a lot better than the rivet city market does. Is it slow only when inside Down Under, or is it slow all the time/everywhere when the mod is loaded? I'm surprised master updating didn't do anything. Anyone else having this problem?
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Cedric Pearson
 
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Post » Mon Nov 15, 2010 3:37 pm

Looking good Mezmo! :thumbsup:

Will be checking this out ! ^_^
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Emmi Coolahan
 
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Joined: Wed Jan 24, 2007 9:14 pm

Post » Mon Nov 15, 2010 3:18 pm

It's not dependent upon me being inside the house. I'm thinking that it might be too many mods going or perhaps something in the order of things...
User avatar
Chenae Butler
 
Posts: 3485
Joined: Sat Feb 17, 2007 3:54 pm

Post » Mon Nov 15, 2010 3:07 pm

It's not dependent upon me being inside the house. I'm thinking that it might be too many mods going or perhaps something in the order of things...


I don't know if this will help you, but you need to have MMM and then your weather mods placed last in your load orders. The most important thing is to move Fellout after any mods that make changes to interior cells ( WMK for example) cause of the changes it does to interior cells. It could be one of the reasons you are having.

You may consider updating Project beauty as well, but if you don't... you don't need both PB MMM.esp PB MMM HD.esp at the same time. It has been a little while, so I can't tell you which one the FOIP already covers. The new Project Beauty is so much easier to install.

Place your companion mod(s) right after MMM and before weather mods.

Latest version of FWE covers what Realistic Death Physics.esp would do, so you don't even need that anymore (plus you can configure it).
User avatar
Dalia
 
Posts: 3488
Joined: Mon Oct 23, 2006 12:29 pm

Post » Tue Nov 16, 2010 12:54 am

It looks fantastic. When I get home from school I will have to try it out. I'm excited to see another person making a mod that adds quests to the game. Too few of us do it. Its all, balance this, tweak that. Bah! I will give it a try. :)
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Bereket Fekadu
 
Posts: 3421
Joined: Thu Jul 12, 2007 10:41 pm

Post » Mon Nov 15, 2010 12:54 pm

Okay, I was so excited about this house that I brought my character back from PL to do the quests so I could get into it and check it out. I've played through it and gotten inside and this is what I have to say.

First the quests. They were great fun.
Spoiler
The terminal's personality really made it for me. And the third quest was really tricky for me at the end. I get lost going anywhere in the Wasteland and I've been everywhere so finding the right spot was a challenge; I ended up jumping over cliffs. I couldn't find it any other way. The whole thing was fun and exasperating because they were simple tasks that I had to trek all over the Wasteland for but the terminal was entertaining. Great stuff.


I love the house. It looks great, has room for companions, it is compact yet roomy, the lighting is gorgeous and I really like the master bedroom.

Thanks so much for sharing. I've been looking for a house to settle into for a long, long time.
User avatar
Lynette Wilson
 
Posts: 3424
Joined: Fri Jul 14, 2006 4:20 pm

Post » Mon Nov 15, 2010 10:22 pm

Okay, I was so excited about this house that I brought my character back from PL to do the quests so I could get into it and check it out. I've played through it and gotten inside and this is what I have to say.

First the quests. They were great fun.
Spoiler
The terminal's personality really made it for me. And the third quest was really tricky for me at the end. I get lost going anywhere in the Wasteland and I've been everywhere so finding the right spot was a challenge; I ended up jumping over cliffs. I couldn't find it any other way. The whole thing was fun and exasperating because they were simple tasks that I had to trek all over the Wasteland for but the terminal was entertaining. Great stuff.


I love the house. It looks great, has room for companions, it is compact yet roomy, the lighting is gorgeous and I really like the master bedroom.

Thanks so much for sharing. I've been looking for a house to settle into for a long, long time.


Great, thanks for the feedback!

Regarding the quests and such:

Spoiler
Glad you liked it. I did keep the tasks pretty simple, but I tried to make you go some places that you otherwise might never visit. Jumping over the cliffs is the only way to do the last part that I've found as well.


I plan to do a follow up quest sequence, given the loose ends concerning the house's history. I have it all mapped out paper, and it shouldn't be too tricky to implement, although I'll be a little short on time for a bit, so it may be awhile.

Anyway, thanks again!
User avatar
Susan Elizabeth
 
Posts: 3420
Joined: Sat Oct 21, 2006 4:35 pm

Post » Mon Nov 15, 2010 9:34 pm

Great, thanks for the feedback!

Regarding the quests and such:

Spoiler
Glad you liked it. I did keep the tasks pretty simple, but I tried to make you go some places that you otherwise might never visit. Jumping over the cliffs is the only way to do the last part that I've found as well.


I plan to do a follow up quest sequence, given the loose ends concerning the house's history. I have it all mapped out paper, and it shouldn't be too tricky to implement, although I'll be a little short on time for a bit, so it may be awhile.

Anyway, thanks again!



Re: spoiler info

That makes it even better!

I'll watch for the follow up sequence.
User avatar
Arrogant SId
 
Posts: 3366
Joined: Sat May 19, 2007 11:39 am

Post » Mon Nov 15, 2010 8:20 pm

I don't know if this will help you, but you need to have MMM and then your weather mods placed last in your load orders. The most important thing is to move Fellout after any mods that make changes to interior cells ( WMK for example) cause of the changes it does to interior cells. It could be one of the reasons you are having.

You may consider updating Project beauty as well, but if you don't... you don't need both PB MMM.esp PB MMM HD.esp at the same time. It has been a little while, so I can't tell you which one the FOIP already covers. The new Project Beauty is so much easier to install.

Place your companion mod(s) right after MMM and before weather mods.

Latest version of FWE covers what Realistic Death Physics.esp would do, so you don't even need that anymore (plus you can configure it).



Nice suggestion. I put fellout at the bottom and viola! No stutter (more than normal *cough*) and no ctd's after two hours game play. That's good imo. Now to find this thing. I'm across the wastes and heading to Big Town!
User avatar
Mariaa EM.
 
Posts: 3347
Joined: Fri Aug 10, 2007 3:28 am

Post » Mon Nov 15, 2010 8:13 pm

I would edit my previous post, but this is kinda a new train of thought (now that I'm working 100%!)

Okay...

Perhaps there should be a note added or something highlighted on the quest menu as to what is necessary to complete the initial quest. I talked to the machine and just answered the dialogue (as I'm wont to do.) Thought I was paying attention and thought to myself, I have all of that in my Megaton storage, yes! Turns out I was wrong and now I can't remember what was needed and when I go talk to the terminal again, it won't resume the discourse without the repair materials. I checked my notes/quests in my pipboy and nothing was added other than, 'Gather repair stuff for terminal....' blah (my paraphrasing!)

I know most of you are probably professional gamers and badasses with eidetic memory, but some of us other people are morons and on top of that we drink beer. :foodndrink:
LULZ! I'm stuck on the entrance quest!
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Cool Man Sam
 
Posts: 3392
Joined: Thu May 10, 2007 1:19 pm

Post » Mon Nov 15, 2010 2:25 pm

Nice suggestion. I put fellout at the bottom and viola! No stutter (more than normal *cough*) and no ctd's after two hours game play. That's good imo. Now to find this thing. I'm across the wastes and heading to Big Town!


Glad it worked for you :)
User avatar
jessica Villacis
 
Posts: 3385
Joined: Tue Jan 23, 2007 2:03 pm

Post » Mon Nov 15, 2010 9:13 pm

<--- Totally not drunk at all...

I got in! LOL :celebration: all the same, I stand by my previous post. People forget things and don't write them down, ask my wife, she'll attest to my inabilities at remembering things!
User avatar
John N
 
Posts: 3458
Joined: Sun Aug 26, 2007 5:11 pm

Post » Mon Nov 15, 2010 5:10 pm

<--- Totally not drunk at all...

I got in! LOL :celebration: all the same, I stand by my previous post. People forget things and don't write them down, ask my wife, she'll attest to my inabilities at remembering things!


Yes, that's a good catch, the quest note should say what items you need to complete the repair at the door. I probably wouldn't remember either if I wasn't the person who made the thing . . . now what do you need for the repairs again . . . :)
User avatar
marina
 
Posts: 3401
Joined: Tue Mar 13, 2007 10:02 pm

Post » Mon Nov 15, 2010 8:30 pm

Just finished the quest, and looted the house for its items.
This mod is very well done. It's very unique, very entertaining, and well-thought out. I will be endorsing momentarily.

Suggestions:
1) There were minor typos throughout (I believe there were three)\
2) Please include a warning for those allergic to awesomeness... I almost died :goodjob:
User avatar
Meghan Terry
 
Posts: 3414
Joined: Sun Aug 12, 2007 11:53 am

Post » Tue Nov 16, 2010 12:27 am

Awesome, thanks for the feedback!
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Brιonα Renae
 
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