[RELz] Levelers Chamber v2.0

Post » Fri Feb 18, 2011 9:06 pm

Leveler's Chamber
A Utility or a Cheat, you decide

A Home Base with several game cheats
by WillieSea

version 2.0 - 07/19/2010


Download:
http://www.fallout3nexus.com/downloads/file.php?id=13632

Requirements
- Fallout 3

Known Issues and Caution
1. Not compatible with game version 1.5. Patch to v1.6 or above.


Starting the Mod
Head South East from the entrance of Vault 101 towards a broken bridge. The sewer entrance is just below you.


The Special benefits of this mod for you!
MOST CONTAINERS IN THIS MOD ARE MARKED TO BE IGNORED BY NPC's.

*Exterior*
Ham Radio Summoner
-----------------------
- Summon specific Creatures 1 & 2, Ghouls, Raiders, Mutants and Robots
- Summon groups of enemies. Four of the selected group will appear.
- All summoned creatures will be west towards the barn.
- There are two 'disintigration' buttons that can be used to clear the dead bodies.

*Interior*
Static Bobbles of S.P.E.C.I.A.L. and Skills
------------------------------------------------
- SPECIAL attributes up to 10 pts, down to 3 pts, one per click.
- Skills up to 200 pts, down to 10 pts, 5 points per click until its over 194 or less than 15, then 1 point per click.
- Click the Bobblehead switch to DECREASE the points instead. Click again to change back to ADDing points.

Equipment Sorters
----------------------
- Switches sort different types of equipment into various containers
- Ammo option switch allows you to choose which ammo types to keep some of in your inventory
- Some items are not sorted. There are 'Unique' lockers where you can manually store that stuff

Water Foutain
------------------
- Take a drink of fresh water
- Get a purified water added to your inventory

Bed
--------
- Sleep the days and nights away in comfort (better than the hard ground)

Perk Terminal
------------------
- Select the perks you want!
- Warning Use at your Own risk!

Safe that will Summon Bottle Caps
--------------------------------------
- +5000 Bottle Caps every time you use it
- This safe will retain its previous contents

Ammo presses that will create Ammo
----------------------------------
- Select your ammo type and find it in the safe
- All crate's will retain their previous contents

Box that will Summon Bobby Pins
-------------------------------------
- +25 Bobby Pins every time you use it
- This box will retain its previous contents

Workbench
--------------
- Build all your special Schematic items.

Toolbox of Schematic Parts
-------------------------------
- Select your Schematic and the four parts necessary will be in the toolbox
- Will retain its previous contents

Incinirator
----------------
- Put items in the receptacle and press the button. All gone!

Good/Bad Karma Sets
------------------------
- Use this labratory set and increase or descrease your Karma by 50 points for each useage
- Two sets available. One for positive, the other for negative.

Light Switch
-----------------
- Switch to turn all the lights on/off in the area

Teleporter
----------------------
NOTE: No locations were changed, I used existing teleport markers at each location.
- Equip to activate it.
-- Go Home to levelers chamber
-- Mark your current location, up to 8 slots
-- Recall yourself to a Marked location
-- North West map locations
-- North East map locations
-- South West map locations
-- South East map locations
-- Recall after using 'Go Home', this sends you back to where you were when you selected the 'Home' option above.
-- Downtown City locations

First Aid Kit
------------------
- Heal all of your wounds instantly

Rad Away Kit
-----------------
- Remove all radiation damage instantly

Special Armors
------------------
- Armors all have the same special abilities attached
- Helmets have built in Night Vision ability

Night vision Helmets
-------------------------
- Wear any of the helmets to help you see in the dark
- Four Power levels to choose from: Darker -.25 to Brighter +2.5, +5.0, +7.5

Special Weapons
------------------
- Three types of weapons, each causes incendary damage in addition to the normal weapon damage.

Experience Mainframe
-------------------------
- Gain a leveled amount of XP everytime you use it

A Portable Turret
----------------------
- Once a day, for 1000 caps, you can manufacture a portable turret that you can take with you

A Working Clock
------------------
- So you always know what time it is

Merchant
-------------
- Repair items to 100%
- Trade with LOTS of Bottle Caps
- Get a Haircut
- Get Plastic Surgery
- When activated, if merchant is short on caps, will get more.

Switch for Clearing Merchant goods
---------------------------------------
- Click switch to remove all items from the merchant chest
- Speeds up transactions

Living room
--------------
- Living area with a working fireplace that you can turn on and off
- Sniper weapon that uses special ammo. Explodes when it hits anything
- Night Vision glasses

Shooting Range
------------------
- Shoot the targets for experience. After each hit, the targets will automatically reset
- At long range, you can get 2-3 exp for each hit
- At medium range, you can get 1-2 exp for his hit
- Remember, there are perks that effect how much exp you gain
- If you use explosives, they will not register as a hit and will not reset themselves

Solar Blaster
------------------
- Find the dead alien and find its weapon
- The weapon recharges slowly when outside in the daylight and equipped
- It will recharge very slowly if its not equipped
- Once a day you can fully recharge the weapon by plugging it into the aliens suit
- There are 7 levels of this weapon so you can upgrade it as you level up on the workbench near the clock
- Percentage change of upgrading the weapon is your (((Repair * 2) + (Energy / 2)) / 2)
- If you have advanced enough in levels, you can attempt to upgrade it once a day

Gas Trap
-----------
- Fills lower room with gas which you can explode which kills the radroaches
- A grenade appears on the valve.


CREDITS
WillieSea - Entire mod

And most importantly to:
Bethesda for the game and construction set.

Play Testers
* WillieSea


Legal and Permissions
- You can re-use any of the scripts or ideas from this mod, as long as you give credit where it is due.
- You may convert it to another language, but you must keep the original English readme file intact and point to the download site on Fallout 3 Nexus.


Version History
Version 2.0 - 07/19/2010
- Moved entrance of sewers to the SE of vault 101
- Added Night Vision Glasses
- Fixed merchant 'caps' so when you sell stuff, you actually get the caps.

Version 1.0 - 07/17/2010 Initial Release
Beta 0.1 - 07/04/2010
User avatar
Stephy Beck
 
Posts: 3492
Joined: Mon Apr 16, 2007 12:33 pm

Post » Sat Feb 19, 2011 3:36 am

There is a new version available for all of you who have already downloaded this mod.

- Moved entrance of sewers to the SE of vault 101
There were conflicts with other mods at the previous location since it was a vanilla sewer grate. This is a new grate that I put in so it should be free of issues.

- Added Night Vision Glasses
Per a request since it was in the old 'Levelers Truck Trailer'.

- Fixed merchant 'caps' so when you sell stuff, you actually get the caps.
Finally figured this one out. It was an issue with the Truck Trailer as well.


NOTE: If you had the previous version, or you have been using the Truck Trailer

-If you were using the Truck Trailer: You can add this new mod to your mod list, retrieve everything from the truck trailer containser and then auto sort it all into the new sewer chamber containers. There will be no conflicts with the two mods installed. You can then remove the truck trailer mod if you wish.

-If you were using V1.0 of the Levelers Chamber: You can simply replace the new ESP file with the old ESP file. There should be no issue with the contents of your containers. But you should never save over the top of your last save, just in case.
User avatar
Nomee
 
Posts: 3382
Joined: Thu May 24, 2007 5:18 pm

Post » Sat Feb 19, 2011 1:59 am

A little bump for those who have not seen this new release. I also made some recent changes so its now version 2.0.
User avatar
Bad News Rogers
 
Posts: 3356
Joined: Fri Sep 08, 2006 8:37 am

Post » Sat Feb 19, 2011 4:15 am

A little bump for those who have not seen this new release. I also made some recent changes so its now version 2.0.


WOOT! I just got my FO3 reninstalled and was heading over to get the ole levelers truck. Glad I stopped by here. Thanks so much Willie. I was just in your ancient towers last night again. I will download then rate. *happy dance*
User avatar
Dean Ashcroft
 
Posts: 3566
Joined: Wed Jul 25, 2007 1:20 am

Post » Fri Feb 18, 2011 9:21 pm

Thanks for the reply, I was beginning to wonder if there was any interest! :lol:

This new version fixes a few issues I found and adds some 'requested' things into the mod that the Truck Trailer had.
User avatar
michael flanigan
 
Posts: 3449
Joined: Thu Jun 14, 2007 2:33 pm

Post » Sat Feb 19, 2011 9:58 am

I've installed, but I keep putting off the finding of the place. Maybe I'll do that today. Not far from the other place I need to access in that area.
User avatar
Kayla Bee
 
Posts: 3349
Joined: Fri Aug 24, 2007 5:34 pm

Post » Sat Feb 19, 2011 12:23 pm

Downloaded it only for the Solar Scorcher. Still waiting or the awesome looking Vault 13 mod...
User avatar
Allison Sizemore
 
Posts: 3492
Joined: Wed Jul 19, 2006 6:09 am

Post » Fri Feb 18, 2011 11:56 pm

The solar weapon script is pretty neat. Making the new texture for the weapon in Vault 13 is pretty hard. Perhaps others will make retextures for it after I release it. :lmao:
User avatar
Marie
 
Posts: 3405
Joined: Thu Jun 29, 2006 12:05 am

Post » Sat Feb 19, 2011 9:35 am

I am making a new version of this mod that will require all 5 of the DLC.

Features of the new version:

1) Sort the DLC items into the containers.
2) Explosives ammo press - make any explosive even from the DLC - never run out again.
3) Schematics Printer - Print out any schematic you want.

And anything else I or 'you' can think of. Was there something you wanted to see in this mod?
User avatar
Neliel Kudoh
 
Posts: 3348
Joined: Thu Oct 26, 2006 2:39 am

Post » Sat Feb 19, 2011 3:19 am

Version 3.0 is now available!

http://www.fallout3nexus.com/downloads/file.php?id=13632

Check the full description on the Nexus for more information.
Brief description of changes:

Version 3.0 - 09/13/2010 - Requires all 5 DLC
- Added all DLC to the automatic sorters
- Added explosives ammo press
- Schematics Printer - Print out any schematic you want
- 'Automatic' setting on night vision glasses
- All special weapons have a different projectile now
- Teleport ball has new effects. Added a back button to some menus
- Added some new weapons
- Added some new armors
- Added special weapons manufacture
User avatar
Jonathan Montero
 
Posts: 3487
Joined: Tue Aug 14, 2007 3:22 am

Post » Sat Feb 19, 2011 1:27 am

Nice, downloading new version now, been using this to test mods that fiddle with the levelup menus!


Can you add an item that decresses your level by one, so you can use the experience giver to get to the levelup menu again after hitting the level limit?
I've done this manually in the console to get levelup perks that certain mods provided (IE: Companion Share and Recruit), but an ingame item along the lines of whats already here would be alot more convenient!!
User avatar
ONLY ME!!!!
 
Posts: 3479
Joined: Tue Aug 28, 2007 12:16 pm

Post » Fri Feb 18, 2011 11:17 pm

Aww man! If you had just requested it a bit earlier when I asked for additional ideas...

Ok, let me get a patch made.
User avatar
Brian Newman
 
Posts: 3466
Joined: Tue Oct 16, 2007 3:36 pm

Post » Sat Feb 19, 2011 12:28 am

XD Sorry man, hadn't noticed the thread earlier! And fiddling with leveling couple hours ago.
User avatar
SWagg KId
 
Posts: 3488
Joined: Sat Nov 17, 2007 8:26 am

Post » Sat Feb 19, 2011 12:19 am

Uploaded v31.
The only change was to add a button on the Experience Mainframe that will lower the players level by 1. Down to a minumum of 2.

If you downloaded v30, I put up the optional file to just download the ESP for v31.

http://www.fallout3nexus.com/downloads/file.php?id=13632
User avatar
Taylor Tifany
 
Posts: 3555
Joined: Sun Jun 25, 2006 7:22 am

Post » Sat Feb 19, 2011 2:29 am

Little bump since its not getting much attnetion. :lol:

This mod has been updated to v3.1.
User avatar
ImmaTakeYour
 
Posts: 3383
Joined: Mon Sep 03, 2007 12:45 pm

Post » Sat Feb 19, 2011 2:16 am

Installed but since I'm currently in the middle of the Ancerage Simulation, I've yet to try out the new requested feature!!
User avatar
Joanne Crump
 
Posts: 3457
Joined: Sat Jul 22, 2006 9:44 am

Post » Sat Feb 19, 2011 3:19 am

Little bump since its not getting much attnetion. :lol:

This mod has been updated to v3.1.


Oh don't worry, I'm watching this :D
User avatar
Kat Stewart
 
Posts: 3355
Joined: Sun Feb 04, 2007 12:30 am

Post » Sat Feb 19, 2011 12:58 am

Thanks for making and sharing this WillieSea! I initially downloaded it to remake an old character to use with the latest version of FOOK but instead of a simple leveler's chamber this mod is SO much more! I have been using that room with all the storage as my new character's lair and loving it! I haven't found the solar scorcher yet, I presume its behind that locked door. You really made a fun leveler's tool as well as handy player home all in one....not surprising since your mods are always incredible, both for Oblivion and Fallout 3!
User avatar
Nick Tyler
 
Posts: 3437
Joined: Thu Aug 30, 2007 8:57 am

Post » Fri Feb 18, 2011 10:50 pm

Uploaded v31.
The only change was to add a button on the Experience Mainframe that will lower the players level by 1. Down to a minumum of 2.

If you downloaded v30, I put up the optional file to just download the ESP for v31.

http://www.fallout3nexus.com/downloads/file.php?id=13632


OK made my way back to the chamber, and the button works just as requested!!

Thanks Willie! ^_^
User avatar
Albert Wesker
 
Posts: 3499
Joined: Fri May 11, 2007 11:17 pm

Post » Sat Feb 19, 2011 8:54 am

Thanks for making and sharing this WillieSea!
I haven't found the solar scorcher yet, I presume its behind that locked door.

Thanks! I am glad you found it a fun place to live. My goal for Vault 64 (much better) is to get it done by Christmas. ;)

OK made my way back to the chamber, and the button works just as requested!!

Good to hear! Thanks for letting me know.
User avatar
IsAiah AkA figgy
 
Posts: 3398
Joined: Tue Oct 09, 2007 7:43 am

Post » Sat Feb 19, 2011 1:29 am

Thanks! I am glad you found it a fun place to live. My goal for Vault 64 (much better) is to get it done by Christmas. ;)


I have definitely been keeping tabs on your Vault 64 progress too....its sounding like its gonna be epic like your Ancient Towers for Oblivion is!
User avatar
jodie
 
Posts: 3494
Joined: Wed Jun 14, 2006 8:42 pm

Post » Sat Feb 19, 2011 5:15 am

Thanks! I am glad you found it a fun place to live. My goal for Vault 64 (much better) is to get it done by Christmas. ;)


I remember a topic about Vault 64 ages ago, I searched on Nexus recently to see if it was finiched when I found the Levelers Chamber.

Looking forward to it!
User avatar
LuBiE LoU
 
Posts: 3391
Joined: Sun Jun 18, 2006 4:43 pm

Post » Sat Feb 19, 2011 7:09 am

I am currently working on my mod for Halloween. 'Nightmare Realm'.

Its getting spookier by the day. :lol:

I should get a WIP up on it, but they are so much work sometimes. I have some information on it here (including an early video) if your interested.
http://www.invision.tesalliance.org/forums/index.php?/topic/2935-wip-nightmare-realm/
User avatar
Jenna Fields
 
Posts: 3396
Joined: Mon Dec 11, 2006 11:36 am

Post » Sat Feb 19, 2011 2:31 am

I have made so many changes to this mod, I don't even remember what has changed.
New armor, weapons, perks, lots of stuff.

Some items of note:
1. Weapon that removes everything from the target in the blast radius and teleports it to a big box in the Chamber.
2. Blaster Rifle, explosions of purple flame.
3. Date and time display.
4. Some texture replacements to make Sophia's sign look older.
5. New 'skinny' outfit for Sophia, you don't need the skinny mod installed for this to work.
6. Button to disintigrate the radroaches from the utility well area.
7. Button to reset the targets if they become lost.
8. New perks.
-- Packer: 10 levels of this perk, each level adds 200 pounds of carry weight. Requirements: Level 26, Strength 9+, Endurance 8+
-- Stealth Ninja: 5 levels of this perk, each level adds 5% to your chameleon ability. Requirements: Level 28, Agility 9+, Sneak 100+
-- Speedy: I am testing this now. Each level of this will increase the players base speed. Requirements: Level 20, Endurance 7+
If you have any ideas, let me know. If its possible to be made and I know how, I may add your suggestions.
Naturally, I use a mod that when I level up to 31, it puts me back to 30 so the game does not get messed up.
9. Better effects on the teleporter, including a pause and visual effects. Also, teleport menu as back buttons so you can look around first.
10. Fixed auto-sorter scripts for the DLC items.
11. Ammo press boxes to make any ammo or explosive you want.
12. More radios.
13. Create-It terminal to spawn those hard to come by items.
14. Printer terminal to print off schematics, skill books and unique parchments.
15. Water in tub and clean water to drink.
16. Statistics terminal to display those game variables so you know what you have.
17. The exterior has been redesigned. There are now steps up and around the rocks, plus a place to mount one of your placeable turrets.
User avatar
Juliet
 
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Joined: Fri Jun 23, 2006 12:49 pm

Post » Sat Feb 19, 2011 11:38 am

An image of the clock and date display. http://i97.photobucket.com/albums/l237/WillieSea/ScreenShot915.jpg

The printer. http://i97.photobucket.com/albums/l237/WillieSea/SchematicPrinter.jpg
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kristy dunn
 
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Joined: Thu Mar 01, 2007 2:08 am

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